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My thoughts on why thief wont get rifle.

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Posted by: Tabootrinket.2631

Tabootrinket.2631

The thing is, anet loves to do things differently.
Guardians didn’t get an evolution that would “fit” the current description of this class, since as guardians they are supposed to be on the frontline.

Mesmers use greatswords as laserguns (enough said).
Revenants using hammer from afar.

So thieves getting rifle is highly probable. And having thieves using rifle in an unexpected way is also highly probable.

We tend to associate rifle to long range and low mobility. So I expect thieves to NOT respect that norm.
I think they’ll have even more mobility and who knows, maybe they’ll use it as a melee-ish weapon

A concern from a Guild War 2 Lover!

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Tabootrinket.2631

What would bring back the community aspect of the game would be introducing open world dungeons which require the ability of each and every class to be able to advance.
(like some kind of raid event)

For example :
– ennemies that are invulnerable unless the first attack is a surprise attack (which requires stealthy classes).

-ennemies that only get temporarly vulnerable after getting blocked.

- ennemies that take damage only when burnt, or chilled, or stunnned, etc…

- ennemies that take damage only by Aoes.

-ennemies that take damage only by Aoe heals

-ennemies that take damage only when feared

- energy walls that blocks and hurt you unless you apply reflect Aoe on it

- poisonous areas that can be cleansed only while healing aoe is applied on it.

and so on.
(Basically, gimmicks that make use of the abilities of the classes instead of external mechanisms like most of the “puzzle” contents)

But making it so that everyone can participate and learn, instead of having small parties which tends to bring the elitist mindset.

(edited by Tabootrinket.2631)

Stealth bug fixed

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Tabootrinket.2631

hmmmm…

so <mug> trait (which deals damage on steal) in power line, cannot be used in synergy with <hidden Thief> (which stealth you on steal) in the shadow arts line anymore.
It just gives you an instant reveal instead.

I’m kinda sad , the additional <mug> added to the pressure of the steal attack.

welp <corrosive trap> is kind of an alluring trait too huehuehue

PRO TIP: Don’t use hidden thief. It’s garbage. CnD and then hit steal. you’ll stealth.

yeah I figured that much. I’m experimenting some builds right now. I’ve never really relied on stealth before but it ended up in a viable but boring build in the long run.
That’s why I wasn’t that knowladgeable before.

Stealth bug fixed

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Tabootrinket.2631

hmmmm…

so <mug> trait (which deals damage on steal) in power line, cannot be used in synergy with <hidden Thief> (which stealth you on steal) in the shadow arts line anymore.
It just gives you an instant reveal instead.

I’m kinda sad , the additional <mug> added to the pressure of the steal attack.

welp <corrosive trap> is kind of an alluring trait too huehuehue

those two traits never worked together.

I have no idea how I survived up until now

Stealth bug fixed

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Posted by: Tabootrinket.2631

Tabootrinket.2631

hmmmm…

so <mug> trait (which deals damage on steal) in power line, cannot be used in synergy with <hidden Thief> (which stealth you on steal) in the shadow arts line anymore.
It just gives you an instant reveal instead.

I’m kinda sad , the additional <mug> added to the pressure of the steal attack.

welp <corrosive trap> is kind of an alluring trait too huehuehue

(edited by Tabootrinket.2631)

Let's see some thief pics

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Tabootrinket.2631

I’m kinda proud of my current look

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Bolt + Quip = Missing Aura

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Tabootrinket.2631

Now it appears that even the footfalls disappear at some occasions :/

Commentary on the reveal changes

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Tabootrinket.2631

Its a bug. https://twitter.com/GuildWars2/status/601028659407912961

so much drama. gw2 community has no chill.

Where’s the Reaper when you need one ?

What if the upcoming weapon is underwater

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Tabootrinket.2631

Yup yup, and our new special mechanism is called “steal the ocean” transforming a 1200 range area around us into a moving underwater field.
Thus whenever someone crosses a thief he is forced to have an underwater fight.

I like this ! That’s a great idea OP

(edited by Tabootrinket.2631)

Spear of justice = Anti Stealth ?

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Tabootrinket.2631

Maybe by having ‘revealed’ buff (like the power trait grandmaster)
Or maybe ‘revealed’ states will work like shatters or something

Speculation on new Skill Type for Elite Spec

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Tabootrinket.2631

I think thieves will get more mobility.
I also think that they will get mesmer-like abilities.

My guess is we may get shadow clones and we may be able to swap place with them.
Imagine, you send a clone to the target, swap with it and finish in close combat.
OR you start with melee, summon a clone away (somehow), swap with it and you can retreat.
Whenever someone figures which is the real you, you swap with a clone and the guess game restarts.

It would be AWESOME (I think… maybe)

While professions are indeed getting bits and pieces of other profession, no one copied the signature mechanic of the other. Guardians didn’t get a pet. Necros didn’t get adrenaline. Mesmers didn’t get death shroud.

So it’s pretty unlikely we’ll get clones, virtues, toolbelt skills or attunements. The skills taken from other prof will be utilities only.

mesmers got wells, guardian got traps, necros got shouts, and as a mesmer you can get clones from utilities though

So, no support for SB in trait revamp?

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If almost everyone already uses it it probably doesn’t need extra help from traits.

actually it does lol, it is more like second utility bar and not actual weapon lol

No, it actually doesn’t, it is a main weapon as almost every thief will have it in any given game mode. Those that claim they don’t use it will have something else for a few days so they can say “I’m different” but they’ll put it back on because it’s such a needed weapon. If the short bow was made any more powerful that’s all we’d be allowed to have out in every game mode.

[blast] is the only reason I feel forced to have a short bow at the ready at all time.

The Rifle Thief

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Tabootrinket.2631

My bet is on a highly mobile thief spec.
When talking about the reaper, Robert Gee said mobility is reserved to classes like mesmer and thieves.
I think it hints that thieves will have their mobility enhanced in a certain way

Anti Thief

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Tabootrinket.2631

I’m not worried at all. If they’ve elaborated so much “counter-measures” to thieves, I believe it means we’ll have nastier abilities ourselves (especially if our spec is based on mesmer)

Speculation on new Skill Type for Elite Spec

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Tabootrinket.2631

I think thieves will get more mobility.
I also think that they will get mesmer-like abilities.

My guess is we may get shadow clones and we may be able to swap place with them.
Imagine, you send a clone to the target, swap with it and finish in close combat.
OR you start with melee, summon a clone away (somehow), swap with it and you can retreat.
Whenever someone figures which is the real you, you swap with a clone and the guess game restarts.

It would be AWESOME (I think… maybe)

(edited by Tabootrinket.2631)

Can't wait to see Thief's Elite spec

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Tabootrinket.2631

For those who don’t know, they are following this release order it seems:

https://www.guildwars2.com/en/the-game/professions/

Druid will be next, followed by Tempest.

oho intersting. Also it does seem like each row of classes takes from the two below.
Mesmer takes from necro’s wells, guardian takes ranger traps, necro would take from warr (?), ranger would most likely take from elementalists (druids).

with that pattern pistol warr would make sense (something like soldier ?), and ele would take from thieves.

So basically thieves may take either from mesmer or guardian.
My bet is on mesmer (shadow clones ? xD ), leaving guardian properties for engineers.

(edited by Tabootrinket.2631)

The duel-sword Thief (Swashbuckler)

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Tabootrinket.2631

Rangers get druids, so let’s get witches xD and brew more poisons, with either a scepter a staff, or a rifle why not. Anything long will do to brew the poison in the summoned pot.
rifle witches would be cool Anet loves originality.

wild suggestion when you're killed to death

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Tabootrinket.2631

Speaking as someone who’s usually the guy laying dead, this is a terrible idea.

the thing is, when you get to know how events work, you’ll realise that laying dead is the bad idea.
Well, I’m talking about mainstream events like Tequatl, Vine Wrath and the likes.

I’m aware that this may lead to problems for other types of events I haven’t taken into account (And I invite people to talk about those cases).
But in those mainstream events, you SHOULDN’T lay dead and teleport to the waypoints asap. That’s the first thing people get taught when doing those events.

(edited by Tabootrinket.2631)

wild suggestion when you're killed to death

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Tabootrinket.2631

So I’ve realised that in 99.999999999% of the time, when someone is completely dead, it’s more favorable to everyone that he/she teleports to the nearest waypoint, so that people don’t loose the firepower necessary for victory, and so the upscaling doesn’t screw the whole event.

So instead of having people constantly screaming to those who aren’t aware of the mechanism in map chat, wouldn’t it be more convenient to make people unable to resurrect completely fallen players ?
We would still be able to heal downed players though.
At the same time, since fallen players wouldn’t be able to resurrect, you could adjust the level of the event to only the number of players still breathing.

The downside would be for people falling off a cliff, but well… people SHOULD be afraid of height no ?

(edited by Tabootrinket.2631)

Speculation on new Skill Type for Elite Spec

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just give me traps >_>

If thieves had weaponkit skills!!

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If thieves get kits I’m not sure I’m going to keep mine as my main.
I just wish we get better traps, and also, elite traps and, healing traps and… even more traps.

No seriously, kits = well lol poof there goes your legendary, have a generic ugly skin you can’t customize at all forever instead

suggestion for [tripwire] and [needle Trap]

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Tabootrinket.2631

Hi, there’s something bothering me with those traps.

In the description it is said it can target up to 5 foes.
But when one activate it, the trap disappears efficiently trapping only one ennemy… then comes the cooldown of 30 seconds.

Suggestion :
Add just a 1 second delay when an ennemy activate the trap, before breaking it.

This way when trying to stop a group of mob charging you, you’ll be able to trap the 5 targets supposed to be caught with the skill.

BUT it won’t be game breaking since in WvW, people will just have to wait 1 second when someone gets caught to be able to charge towards you.

(edited by Tabootrinket.2631)

Bolt + Quip = Missing Aura

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Tabootrinket.2631

Hello, I just got my quip yesterday and I absolutely find it AWESOME SAUCE !

I’m bumping up this thread because I got the same kind of problem without even a bolt on a main hand.
With just quip equipped in offhand and a “normal” dagger on main hand (screen 1) , it seems that sometimes the aura effect disappears after I’ve been affected by certain condition effects (in the screen it was a poison effect. After I turned green the aura disappeared).

And even with dual quips, sometimes, during large scale battles (like silverwastes or tequatl), the aura disappears too (screen 2).

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Centaur and Horses

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They’ve all been called back by the Horse Dragon to prepare for world domination.
We’ll have to fight them in one of the upcoming expansions.

Player dueling suggestion

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Tabootrinket.2631

How is what I suggested, a designated area for dueling, a game breaking feature that suddenly turns the game into Aion?

The problem lies not with a designated area for dueling. It lies in placing a pvp content in a pve environment. In this game PvP and PvE are separated, and many people like it this way. I don’t see any serious reason why that arena has to be in a PvE zone, so, if it has to exist, i’d rather see it in the Mists, which are a PvP territory.

To be fair, the arena in the black citadel is hardly a place people use to hangout. It’s like some of the countless areas which are beautifully crafted but people visit once in their life and then leave forever.

So I don’t see the problem in transforming that place in a zone dedicated to pvp. We just have to rule it out from the world map completion and everything is good.

This is how I see it :
the public portion of the arena (the bench) is accessible to everyone, but the area where the fights goes on is not. You have to register yourself and then you’re ported to the gladiators locker-room and wait for your turn to shine in the fray.

I see it the same way the queen’s gauntlet was made. And it worked perfectly (except for that event I wish it was instanced because being watched by others made me nervous xD).

- not only would it make a dead zone breath life, but it would also be a place to hangout and have fun while taking a break from all the wars everywhere in the pve world (watching fights, commenting them and talking to other members of the public… much like a basketball match or something like that).
All that while providing the duel system that a lot of people have always wanted, and without interfering with the pve world.

(edited by Tabootrinket.2631)

Give your ideas for new armor skins.

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Tabootrinket.2631

I want knitted pullovers. It would be awesome on my thief.
Or at least more coats like the duelist coat.

No hair with hats

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Well that’s a shame since 90% of the endgame is about the outlook of the characters…

No hair with hats

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Tabootrinket.2631

It’s a good thing that this thread has been brought back to light. Inimicus brought up a simple yet effective solution to the problem.
The devs should really consider it.

I wouldn’t even mind if my haircut seems to change with every hat I wear, I just want my hair still on my head no matter what’s on it.

(edited by Tabootrinket.2631)

suggestion for Shadow Trap

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Tabootrinket.2631

Hi, people who have sometimes used shadow trap may agree with the fact that having 10,000 in range makes no real sense if you’re blocked by a mere pebble on the road.

suggestion

I think it would be better if this skill worked as a teleport rather than a shadowstep.

I know that the problem would be that thieves would be able to infiltrate forts and camps by stalking a player.

- The solution I suggest for that, is to add a marker to the target visible for everyone (much like The Maw’s death flag in the fractals), until the thief activates Shadow Pursuit .
That way thieves will still be able to infiltrate bases, BUT everyone will be aware if a player that enters the base is being stalked by a thief.
It would add an interesting mechanism, where people would have to be careful when going back home.
People could even gang up on the thief by mass Aoeing the stalked player when the targets goes down (which would be the signal that the thief appeared).

I think that way, shadow trap wouldn’t turn into a broken mechanism since thieves can’t bring allies with them with that skill (or any other).

- Also, if in some situations that mechanism seems to break the system, we could make it so that when players go through some gates, the mark disappears resetting the skill.

- You may want to consider toning down the range if that change is made.

alternative suggestion
This applies to the returning aspect of shadowstep too.

I think that there should be a notification whenever the path to the target becomes unavailable (like maybe by putting a cross mark on the skill like for some skills underwater).
90% of the time, I always end up porting 3 feet from my starting position sadly watching my skill cooling down without having done anything useful.

And when that path is indeed unavailable, just don’t make us port to a wall. Just let us get the boon corresponding to the skill while still remaining where we are.

Also, if this skill is to be used as a shadowstep, it shouldn’t have any casting time like shadowstep, since it’s then supposed to be an “action” kind of skill.

(edited by Tabootrinket.2631)

Lack of filler content until expac

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SAB is the answer. SAB should be the answer.
SAB is love, SAB is life.

SAB !

Chronomancer Confirmed

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The chronomancer looks pretty interesting !
I may end up spending more time with my mesmer alt.

Specilizations and the new traits

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Tabootrinket.2631

Since we don’t have a lot of information here, it’s just a feeling but, the specialization system doesn’t look that good to me.

Basically, it feels like they’re using the current trait system, and make them simpler and more restrictive. The screens looks like a cool way to show that you can only have 3 available traits for each trait level. Would be great if they were totally new abilities, but they awfully look a lot like what’s currently already here (based on the ele trait display). Then again, it’s just the impression I get from that little piece of information available.

But what I really hate is that apparently, weapon skills stay exactly the same. I found it odd the developpers never specifically said “brand new utility skills”, or mentionned any new or revamped, or even slightly tweaked weapon skills. They always just said, “brand new skills”. Which in this case seems to be utility and elite only (as I feared).

Now we still have the profession specific skills, but only having that changed is kind of a let-down seeing how in some professions, this skill can be quite minor if you choose certain builds.

From that news, the specialization system looks more like a build balance update than an addition to what’s already there.

So yeah I don’t have a good feeling about all of this for now, not to mention their obsession to make things simpler, which leads to more restrictive choices.

I wish I’m wrong, and I’m looking forward to more updates about the specialization system.

What do you mean by new weapon skills? They never said existing weapons would get any significant (non-numerical) changes. The expansion promised new ways to further customize your profession (elite specialization) and a trait system revamp.

Your new elite spec does give you access to a single new weapon and thus new weapon skills, along with other skills (heal, utilities, elite), and tweaks to profession mechanics.

Yep they never said that. And to me it’s a bad thing to keep locking the weapon skills to this set we’ve been forced all this time. That’s all.
The specialization doesn’t feel like good way to bring fresh air to the existing system. Furthermore it looks like a way to restrict build diversity even more.

1 new weapon for each class seems like a lazy way to provide “new gameplay”.
We’ve been able to play with Caithe in the living story. They could have based the specialization on that. Caithe looked like a tweaked version of the dual dagger thieves.
Giving new properties to weapon skills while in specialization would have made them interesting.

But changing just the traits and utility feels like something that should have been done through just a weekly update patch and not an expansion.

Then again, this is how I felt while reading the update, I’m waiting for more concrete information to pass on a real judgement on the specialization system.

(edited by Tabootrinket.2631)

Specilizations and the new traits

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Tabootrinket.2631

Since we don’t have a lot of information here, it’s just a feeling but, the specialization system doesn’t look that good to me.

Basically, it feels like they’re using the current trait system, and make them simpler and more restrictive. The screens looks like a cool way to show that you can only have 3 available traits for each trait level. Would be great if they were totally new abilities, but they awfully look a lot like what’s currently already here (based on the ele trait display). Then again, it’s just the impression I get from that little piece of information available.

But what I really hate is that apparently, weapon skills stay exactly the same. I found it odd the developpers never specifically said “brand new utility skills”, or mentionned any new or revamped, or even slightly tweaked weapon skills. They always just said, “brand new skills”. Which in this case seems to be utility and elite only (as I feared).

Now we still have the profession specific skills, but only having that changed is kind of a let-down seeing how in some professions, this skill can be quite minor if you choose certain builds.

From that news, the specialization system looks more like a build balance update than an addition to what’s already there.

So yeah I don’t have a good feeling about all of this for now, not to mention their obsession to make things simpler, which leads to more restrictive choices.

I wish I’m wrong, and I’m looking forward to more updates about the specialization system.

(edited by Tabootrinket.2631)

Need legendaries to be legendary

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Tabootrinket.2631

I also think legendaries should be more legendary, but I don’t care about making them powerful or anything.

Just give them a description and a lore. Technically it doesn’t require a huge amount of work to add more text.

Lets make UI Changes! Bring to ANET!

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I just wish we could detach specific chat boxes. I usually love having a window for my guildchat so I don’t have to constantly click on things to follow the conversation.

Super Adventure Box [merged]

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yeay I’m in your screen xD

Freedom to reduce listing prices on TP

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Tabootrinket.2631

But the changes I proposed can overcome the people trying to skyrocket the prices.
They have limited ways to change their price (only a small percentage of it max), and can do so only once every few months. If their price is too high it will take them years to get back to normal price (and they would have payed a bigger tax than if they just priced it right). They then might consider listing their item out, and reposting it by repaying a full tax.

And laokoko, in your answer you’re basically blaming the OP’s decision, but not at all developping why my answer results in “bad game design” while I’m developping why it wouldn’t affect the current trends of the TP.

And now imagine the situation where 150 persons have the same price on the TP. Some 10 or 20 maybe will have their item sold out while the others have to wait. Meanwhile someone undercut them, but does that mean they weren’t in the right price range ? No. They just didn’t have the priority on the sales at that time. They were just unlucky. Now they decide to leave their item there, stop playing and come back few months later to see the prices dropping.
If it’s not a big change, they can somewhat adjust their price (they’ve still paid a bigger tax than the others). If the gap is too wide, they either relist, or make the change over few more months.
They are still penalized, but it’s less radical.

(edited by Tabootrinket.2631)

Freedom to reduce listing prices on TP

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Tabootrinket.2631

It works that way on purpose so people don’t try to skyrocket prices so easily. You can always sell it for order price too.

At last a fair point. Yeah I see now.

Freedom to reduce listing prices on TP

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“Bad game design” I’m not so sure about that. What about you develop your opinion on that ?

Freedom to reduce listing prices on TP

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Tabootrinket.2631

Hum no. The problem here has never been about people pricing too low, but people who price too high so they get left out.
I just gave a solution for them that would not hinder the undercuters. That’s all. And that’s the main problem mentioned by the OP.

You price your good low, it has a chance to get sold right away.
Now, what about those who were around the right range of price at their time but end up with a too expensive product half a year later ?
They should have a way to get their chance at selling their product. And my post answered that problem.

I agree with you there are pros and cons to every system, but every system can also get improved, just like the class balancing. There’s nothing wrong in tweaking a system if it can improve it, without changing its core.

(edited by Tabootrinket.2631)

Guild Wars 2 April fools 2015 [merged]

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SAB !
(but I like the quaggan one)

Freedom to reduce listing prices on TP

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Tabootrinket.2631

what about the possibility to undercut your own price once every few months in a limited way (like maybe 1% max) if the product doesn’t sell ?
(by having a timer that would reset after every correction, like when you’re crafting some ascended materials)

That way there wouldn’t be any kind of competitive pricing going on, and people would be able correct their price if they were unlucky enough to sell their possession in a highly fluctuating period.
Plus, by limiting the correction, it would still force people to aim for an accurate price otherwise they’ll have to change their price little by little every few months and might not make it to the right price in time.

(edited by Tabootrinket.2631)

Is Sigil of Demon Summoning bugged?

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At first I read : " Is Sigil of Demon Summoning Bugs ? "
And I was like, wow that’s a real wicked property !!

Suggestion: player camera improvements

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Tabootrinket.2631

So first of all, this camera update is really great, thanks ! I love how clear the battlefield is when completely zoomed out (Fighting Tequatl is a delight now)

here are some things that I think could be improved though :

- having to toggle the [adjust camera to height] on shouldn’t be necessary to have the FPV (first person view) placed on the head instead of the chest (or the hips for very tall characters)
I personally prefer having that option toggled off on my tall characters because of the offset, but I still would like my FPV to be placed on the head.

- Another thing that would be great if possible (not sure it can be done seeing how options work), is having the [adjust to height] setting character specific.
For example, right now, the [adjust to height] is great for my small asura but put my camera a bit off on my tall charr.

- I think maybe the vertical adjustment would benefit from a bit more leeway : being able to lower the camera a bit more when the adjustment is on.

(edited by Tabootrinket.2631)

FPV height slightly off

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Tabootrinket.2631

- I’d like to add that having to toggle the [adjust camera to height] on shouldn’t be necessary to have the FPV placed on the head instead of the chest.
I personally prefer having that option toggled off on my tall characters because of the offset, but I still would like my FPV to be placed on the head.

- Another thing that would be great if possible (not sure it can be done seeing how options work), is having the [adjust to height] setting specific to your characters.
For example, right now, the [adjust to height] is great for my small asura but put my camera a bit off on my tall charr.

- I think maybe the vertical adjustment would benefit from a bit more leeway : being able to lower the camera a bit more when the adjustment is on.

This camera update is really great. I love how clear the battlefield is when completely zoomed out (Fighting Tequatl is a delight now)

(edited by Tabootrinket.2631)

Aquatic weapons

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Posted by: Tabootrinket.2631

Tabootrinket.2631

I hope someday anet has the guts to release a full underwater expansion focused on the largos lore and an underwater dragon (or something else).

Death to the one we all hate >:D

in Guild Wars 2: Heart of Thorns

Posted by: Tabootrinket.2631

Tabootrinket.2631

I think what I hate about Trahearn is that he appears in every single personal story in exactly the same way, no matter which race you chose.
The story was totally fine to me the first time. Trahearn was an ok dude. But then came the time I started rolling alts with different backgrounds. The first part of the stories were always awesome !
And then you see Trahearn… and you know you’ll have to repeat the same second half again… slowly, his voice starts to get somewhat irritating… at some points you wish you could go on without having to rez him… and when you roll your 5th character you wish you could join the arisen and kill him yourself.

Speculation on new weapons for professions

in Guild Wars 2: Heart of Thorns

Posted by: Tabootrinket.2631

Tabootrinket.2631

In the developpers’ point of view, a 1 handed weapon means more skills to create than a 2 handed one, since you also have to think about the number 3 skill (which depends on both main-hand and off-hand weapons).
Then again, I wish all the weapon skills will be tweaked with specializations so we don’t really feel let down if we don’t like the new weapons (even if it’s just new visual effects)

Tequatl the Sunless is too easy again

in Guild Wars 2 Discussion

Posted by: Tabootrinket.2631

Tabootrinket.2631

Instead of wanting Tequatl to change yet again, why not asking for a change for Shatterer ?

Specialization theories

in Guild Wars 2: Heart of Thorns

Posted by: Tabootrinket.2631

Tabootrinket.2631

People are really concerned about the single new weapon given to every specialization, but I think there’s more to it than just one new weapon.

If you look back at season 2, some events were actually foreshadowing the changes brought by HoT.

First we got Rytlock : He dived into the myst to retrieve a legendary sword, and comes back a revenant.

Then Marjory : Got a greatsword infused with her sister’s spirit.

and now my point :
Caithe is supposed to be a thief. But her weapon skills look nothing like a normal thief.
It might actually be a foretaste of what dual-dagger would feel like after specialization (with maybe some tweak).

I think that’s the reason anet doesn’t plan to add more weapons yet.
My theory is :
They’re already adding a new weapon for each class AND modifying the mechanism of current weapon skills for each class.
And I’m actually looking forward to it, because the highlights of some classes may not be the new weapon available, but the new version of some weapons they already use.

(edited by Tabootrinket.2631)