Showing Posts For Teckos.1305:

Frost spirit ICD

in Profession Balance

Posted by: Teckos.1305

Teckos.1305

If they give it such a high cd they have to Buff the effect over the top, make it a physical damage proc which can crit.

If Anet doesn't add new dungeons...

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

Well we are clearly not going to see these “vast” and “gorgeous” looking dungeons anytime soon and really i don’t care, I do not play a dungeon for some linear story or some cool textures, what I expect from dungeons is to stretch and bring the most out of gw2 combat, if small cave like dungeons with 3 to 4 encounters and some lore spilled here and there are able to deliver, I will happily take it.
No need for extravagance.

(edited by Teckos.1305)

If Anet doesn't add new dungeons...

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

I really want new dungeons so badly.

But… Anet say it too much work… lets believe them…

But seriously they have a map they can recycle they have a lot of model available, now they have to add the mechanics, it does not take that much ressources (with “all” the game mechanics they added in LS 2 the pve combat designers must have a lot of time on their hands).

If Anet doesn't add new dungeons...

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

… because of resources can you guys please create a gauntlet system for 5 man groups? It should be easier to create use an instance the charr arena as a map, and focus on bosses design and reward.

Lets be real.

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

We troll but what he says is really accurate for the majority of dungeon, gameplay mechanics of mobs and bosses can simply be ignored (when they have mechanics é_è).

Addressing Necro Issues [Merged]

in Profession Balance

Posted by: Teckos.1305

Teckos.1305

We have a useless traitlin called blood magic. But it does contain a mechanic that could easily be a valid form of survivability. life siphon! why cant you buff it? 33-40 healing per hit is a joke in a game where autoattacks hit for 3 to 4 digit amounts.
.

craft zealot gears, profit.

......... That was it?

in Guardian

Posted by: Teckos.1305

Teckos.1305

About glacial heart the effect can crit (and it hurts).

[Spvp][Elementalist] D/D celestial needs nerf

in Profession Balance

Posted by: Teckos.1305

Teckos.1305

@Sagat
I can’t answer your question, because I have no idea what you’re asking.
I have not built to counter D/D Eles. I play D/D Ele, and I’m sitting here proposing a nerf – If that was your question.

dude you are pure gold, srly the way you backhand slap him is so funny

Good Luck Anet

in WvW

Posted by: Teckos.1305

Teckos.1305

Good luck Anet. I really hope that these listed in the feature pack is not the only improvements coming to WvW. I do not know if your realize how close the WvW communities in GW2 have come, and while it is a great feat for your game, your refusal to reward our commitment and dedication is going to cost you dearly. From what I can gather WvW is filled to the brim with players that have been here since the start. And our patience is at an end. With the release of Archage being F2P, every player in every WvW guild is probably going to at least try it. And since whole guilds are going, the odds of a majority not coming back are increased. You insist on devoting all your time and resources to making living story, and fail to realize why people play MMOs. People do not play MMOs to travel around doing solo instances. They play Online to play with other people. All stories come to an end. So no matter how good or long you make your story’s, people will beat them and be done with them one day. PvP on the other hand, there is always a new battle right around the corner, an enemy you haven’t faced or a tactic you haven’t seen. Only humans can bring originality and surprise to game play, your Ai can only fool us once. This is why the vast majority of all online play is PvP (Every FPS, RTS, etc). Why do you think games like counter strike and star craft were played endlessly? because of the campaign modes? hardly. its because both those games were exclusively pvp, and people(fans primarily) were able to customize and create new and exciting pvp maps and modes to play against each other. If you aren’t going to give us any new WvW content, then at least open it up so we can. Otherwise your game is doomed. All Stories come to an end, but there is always a good pvp battle to find, I guess the question is are you going to host the pvp battles in Tyria? or are you going to make us go somewhere else?

Good luck.

OP if you like fps try planetside 2.

[Tourneys] Changing build/utilities in base

in PvP

Posted by: Teckos.1305

Teckos.1305

Hello all,

I have recently been thinking that it might be interesting if during pvp tournament matches, players would be allowed to swap their build and utilities, but ONLY when inside their starting area/base.

In other words, you can tweak yourself in-match after you die (applicable only to soloQ/teamQ). This would give the same effect some players achieve by swapping characters on-death, but in a more official (and less cumbersome) way.

On one-hand, it could make a match evolve and become more dynamic, as players swap the roles they can fulfill in-response to the opposing team’s strategy. It would also allow players to refit themselves when there is a particularly bad situation they are finding themselves often (like a zerker getting trained by a thief). If a team is all-bunkers and you don’t know before the match, maybe you can respec to zerker staff ele, or decap engie to counteract their tankiness.

On the other hand, perhaps there are ways to abuse this, like secure a 2-cap and then bunker-up to the max. Perhaps some would feel this takes away the importance of build prematch and makes the game into build-wars. I would argue the opposite, as it allows you to spec for specific roles and strategies rather than gravitate towards “do it all builds” (a la celes. ele/warr/engie), while still swapping up if your are caught in a match and found useless.

Please discuss and share your opinion on whether you think this would be a good or bad idea.

I HAMBOW DONT GET IT!

CDI topics does not mention dungeon....

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

Now I’m really curious as to what it said…. I wasn’t into fractals when that came around.

An example: a community member suggested that at the ice boss, an option be made to go around gathering wood to craft into planks to set on fire as an alternative to fighting the boss.

why not but the path to the firewood would be pre patch dredge fract.

Very disappointing news for you guys

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

Lol @making maps in 6-12 months and dungeons taking even longer. I just wonder how 99% of the other MMOs can release new raids and dungeons every couple of months.

It’s pretty simple Anet is filled with narrative designers, and artists instead of large number of game developers and programmers, and it is reflected by what they add to the game new skins and 1 man story driven instances with poor replayability.

How to implement 2v2/3v3 Arenas easily

in PvP

Posted by: Teckos.1305

Teckos.1305

Alright, let me kind of play devil’s advocate here:

You have the tools at your disposal to do this gamemode, but say not enough people want to do it.

I do agree that officially supporting the mode with a queue and ranking system would draw more players to it. That said, as a dev if I was asked to implement this mode officially, I’d want some assurance that players actually will play it. If the potential is already in game but there’s not much interest then it doesn’t sound like a good bet.

TBH I think the reason we even got the courtyard map was because so many players do dueling servers and because of the mistpedia 2s tournies. That shows there’s interest. Then, when they implement the TDM courtyard map… and it doesn’t get a lot of action.

Anyways, I’m not saying it’s a bad idea. I’m just saying the devs would probably take more attention if the unofficial version was getting a lot of player support. Maybe it really just needs some inertia to get the idea rolling; someone organizing unofficial tournies, or a couple good, dedicated TDM custom servers.

The principal reason it is lacking is that not all players have to knowledge of all the the custom arena proprieties and command but most off all the fact that to own one of these custom arena the player have to pay.

Selling dungeon paths, reportable?

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

Can we all take a moment to appreciate the fact that this Anet employe is running a celestial guard and signet of resolve.

How to implement 2v2/3v3 Arenas easily

in PvP

Posted by: Teckos.1305

Teckos.1305

Also, with the current custom map controls on courtyard, could you implement 3v3s as kind of a proof of concept? You could advertise the room here maybe so people can try it out.

I actually played on a 3v3 custom arena at the release of courtyard:

  • the match ends at 3 kills (150 points i believe)
  • respawn timer is at the maximum
  • at the end of each game cooldowns are refreshed

It can be done but we don’t have enough people willing to create this kind of arena and I understand that Anet should be the one supporting these game modes by adding sets of hotjoins for 2v2, 3v3 and deathmatchs.

Make All Dungeons Open World

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

I would really like to see it happen but the major problem here is zerging, the devs need ways to spread the players.
Few ideas I have on top of my head:

  • Balancing the encounters with mechanics requiring a number of people attention.
  • Do not make the monsters scale in number or limit it to a cap, this seems cruel but if a boss is designed to be killed by 5 players but is being rushed by a 50 man zerg the tagging system will only let about 10 persons get credit which will discourage the behavior.
  • Make encounters scale mechanically instead of just increasing the stats of the enemies making their mechanics mater even with a higher number of players, bigger groups will need to organize or will scatter.
  • Do not let players rally from killing adds.
  • No waypoints in the dungeon area, maybe even an entrance cost?(would need some balance)
  • Diverse reward, if a each boss/encounter has a chance to give some unique item skins upon success, players will naturally play the content giving them the reward they are looking for.
  • It should be a large scale change making one dungeon open world will drive all players toward it, but making 6 open world dungeons at the same time will help spread the player base.

my 2 cents.

Countless Thoughts On Proposed Mesmer Changes

in PvP

Posted by: Teckos.1305

Teckos.1305

calling it wall of reflection and feedback everyone.

ToL finals should make u think

in PvP

Posted by: Teckos.1305

Teckos.1305

Do you think ele is op? Just wait for GS warrior after the update.

dat aoe execute.

GW2 Hard Mode

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

Lol, bosses without defiance would be so easy.

That is because Anet are crappy designers .Every other MMO has interuptable and non-interuptable boss’s spells.Only GW2 doesn’t have that.Anet are just ’’great’’ designers .Instead of going up they are downscaling the game

FIFY

You want a Competetive Esports game?

in PvP

Posted by: Teckos.1305

Teckos.1305

want an e-sport? make a game:

  • fun to play
  • fun to watch
  • deep enough

Fractal weapon skins

in PvP

Posted by: Teckos.1305

Teckos.1305

I will say no fractal skins are for fractals like the new armors they will add will be for pvp tourneys and reward track if they have to do something is change the way fractals weapons are rewarded in fractals.

GW2 Hard Mode

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

EoTM Matches Being "Fixed"? *Updated*

in WvW

Posted by: Teckos.1305

Teckos.1305

If Anet don’t want people to karma train EotM then they should make it so it’s not so poorly designed for PvP.

They’re the developers, they created this problem by giving everyone a map where the only rewarding activity is karma training. The idea that they’d ban people for trying to optimise their time in this game mode is madness – fix it, ignore it, whatever – anyone who’s looking for mass PvP is playing real WvW.

FIFY.

Is endgame being developed, or what?

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

I think that what players want to see some ways to improve their characters, well in guild wars 2 there it will not be achieved through vertical progression, gw2 decided to “introduce” horizontal progression through giving the players with skills and skins, well with how protective the balance team is we really should not expect to see a lot of new skills introduced in the game any time soon so all we have left are the skins.

Well I consider GW2 to be a MMO RPG and what i think a lot of rpg players expect is character recognition, In fact really precise character recognition by precise I mean players would like the game to recognize their feats and push them toward those feats
some kind of carrot.

Lets design some kind of precognitive carrot:

  • Add 3 new blue weapons with their own stats and skins to each weapon category(maybe not underwater weapons) let say that you get these weapons through dungeons, WvW, SPVP, and world bosses.
  • These weapons in their description present a list of feats/tasks to accomplish.
  • The feats vary in difficulty and affect different areas of the game(PVP, PVE, WvW), they should be really targeted for example a “hard” feat would require the player to finish lv 42 fractals without dying once, while an “easy” would require the player to cook 761 fries.(to validate the feats the players must have the weapon equipped through the whole duration)
  • The weapons have a tier system each tier unlock a new rarity and a new appearance for the weapons.

Well a lot can be tweaked but what is the most important is to introduce a lot of those skins at the same time to give the player choice and options and (at least try) to fit all tastes. Also one of the most important things in progression is that the players should not see the brick wall, as soon as they finish improving their character in one way they need to see other ways in which they can keep improving their toons.

Is endgame being developed, or what?

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

to make it simple

a game need to be PLAYED not WATCHED like a movie

THIS^

I would be quite happy if they focused on adding a variety of new dynamic events, fixed a lot of them , revamped the dungeons and added new gameplay features instead of soloable instances and cutscenes.

Open world completely breaks immersion

in Living World

Posted by: Teckos.1305

Teckos.1305

I hate to bring out this argument bu,t why are you playing a massively multiplayer game.

[Skill Bar] Ranger Discussion

in Profession Balance

Posted by: Teckos.1305

Teckos.1305

I feel like some other changes could be made on traits like predator’s instinct a 1 sec cripple every 3 sec would be much more reliable than a 10 sec cripple every 30 secs.

Unofficial Upcoming Patch Notes

in Ranger

Posted by: Teckos.1305

Teckos.1305

Well after 5,022 hours on ranger and this is all ranger gets?

Rly? Apart from all these changes being pretty sweet, there are quite a number of them too. Don’t be so negative. I think this opens up some build variety. There are a lot of possibilities if you look past the longbow changes.

Yay you zerg runners will finally be able to sit in your zergs and be helpful. It doesnt change anything for spvp ranger. They will still get destroyed. This isnt anything to celebrate. Wait till all the other class buffs and changes come out and ranger will be right back in its useless spot.

kk, then delete your ranger casey. Ive spoken with you ingame, and you are one of the thousands that relentlessly paint a black picture of this class, but still miraculously keep playing it.
Now for once, stop insulting every ranger player there is and do what you tell everyone else to do instead, your negativity is not helping a darn soul. These buffs are well deserved, they are needed. Most of them have been asked for since forever, and if you fail to grasp how much this means to the average ranger player, then i can only conclude that you are playing THE WRONG GAME.

Thank you ArenaNet, Thank you for listening to our wishes!
Not just myself, but most ranger players are HAPPY about these changes.

and 90% of all these ranger players are bad and have no idea what they are doing in spvp. So of course they will be happy when they dont really understand its not changing much for spvp

Only the zerg runners in WvW who can beat scrub players and the pve’rs are goin to celebrate these changes

You are either:
A. On a god tier level at sPvP ranger.
B. Horribly confused.
C. Didn’t see the future changes.
D. Close minded.

It’s not A.

These are great buffs for sPvP ranger.

It’s definitely not A, probably not C either.

Communication & Development

in WvW

Posted by: Teckos.1305

Teckos.1305

WvW players need more gear then any PvE player,for example,my main is Guard i have 5 ascended armors sets,most of em with different runes,10+ ascended weapons all with different sigils,3 back items again all of em ascended and countless number of accessories all ascended ofc.
Different build different gear,normal WvW raid or GvG.
How many PvE players invest so much just to farm Orr/Dungeons?

Guys from dungeon subforums and they are as lone as us.

wishes for a future PvP patch

in PvP

Posted by: Teckos.1305

Teckos.1305

Would really like to see a siege mode, king of the hill mode and a payload mode.

Longbow #3 and #4

in Ranger

Posted by: Teckos.1305

Teckos.1305

LB#3 should always stealth and if it hits then it should do something in addition to stealth. Like a 2 second immobilize or a 5 stack of vuln, or something.

swiftness would be good.

Necro rage quit after this =4v5

in PvP

Posted by: Teckos.1305

Teckos.1305

So you insult a player, he leaves, you get a 4v5 and lose as a result. Sounds like it’s working as intended.

WUT? omg go cap is an insult now?

GW2: The Good, the Bad, and the Ugly

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

  • Super-easy PvE Content — this is a bad thing. There really isn’t a single thing in the PvE side of the game that offers a significant challenge, thus making the content go stale quickly and negating the importance of skill

I’d say that soloing dungeons is pretty challenging.

I have a lot of problem with non arguments but gosh this one.. we can even make it better “playing GW2 with my tongue is challenging”.

It’s a bad argument. Soloing dungeons is something that can be done within the game and people do it for challenge. In a game like Guild Wars 2, you have to make your own challenges and there’s nothing at all wrong with that.

So many people want everything spoon fed. Here’s a challenge. Here’s another challenge. So while some people are saying there’s nothing challenging other people are out their soloing dungeons and competing for the fastest time.

If you’re good enough to do it, it should be relatively challenging.

At this point everything is challenging if i cripple my self enough.

GW2: The Good, the Bad, and the Ugly

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

  • Super-easy PvE Content — this is a bad thing. There really isn’t a single thing in the PvE side of the game that offers a significant challenge, thus making the content go stale quickly and negating the importance of skill

I’d say that soloing dungeons is pretty challenging.

I have a lot of problem with non arguments but gosh this one.. we can even make it better “playing GW2 with my tongue is challenging”.

Drop gw2 shame

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

I would point out the 5000 hours played.
If after a couple of hundred hours you where not enjoying it or 1000 hours you still where not happy I would question why put in 5000 hours which is several hours each and every day since launch.

In your rush to defend the game you’ve completely missed the point of the OP.

I bow to your greater knowledge.

Quite a wise decision.

Give ideas to improve WvW.

in WvW

Posted by: Teckos.1305

Teckos.1305

  • Diminishing returns for PPT on objectives – eventually no PPT for objective taken and kept for too long – refreshes upon recapture

Nope.

Am I playing Guild Wars 2 wrong?

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

The bottom line is that though everyone plays the game differently (and is entitled to play any way they want within the rules of the game), Anet themselves have a vision for the game that not everyone likes or shares.

What excites Anet, what they enjoy, is the idea of a living, breathing world. They keep saying it. It’s their focus. It’s what they’ve always said.

Specifics like dynamic events which they were going to add more of were just a means to an end. The end was to create a living breathing world.

Anet switched from a DE focus to a Living World focus, because that’s always been the focus. To them, this is a better way to reach their original goal.

It’s not that they don’t care about dungeons or PvP or WvW. There are teams who work on that stuff. But the game they wanted to make is one where you have a living world that changes, evolves, moves forward and tells a story.

They’re getting much better at it.

The fact is that as much as they claim for the world to be living it is not: the present system with gw2 is that we have zones with dynamic events which upon completion will either do nothing or in a few case will slightly alter the a zone for a little time, and the same thing will iterate again and again with a really short iteration time, everything you do will be reseted after about half an hour (-1 for living world).
I have to admit that a better version of the systems was present in some other map principally Orr and the Valley Headlands with the push through the enemy lines, but again there are some conflicts the fact that the event is really linear makes it feel like a war zone the first time you do the chain, there is no replay ability value(gameplay wise) the player will always attack the centaurs in the same way, and the centaurs will always try to get territory back in the same way we have a big static loop.
This is the main flaw with the way Anet design it’s living world and it can even be seen with the new dry top map: event pool 1→ sandstorm starts→ event pool 2→ sandstorm ends→ event pool 1 …
I would really like a “real” living world (or at least a better version), imagine a zone where over hours/days the players would help to build a city from scratch, collecting ores and wood in order the build the city eliminate nearby bandit camps, escort merchants from other city in order to bring supply to the city, train guard, install siege machines, see the city grow in influence days after days, creating new hubs, being attacked by centaurs push the centaurs back, being attacked by ettins push them back then being attacked by an alliance of ettins and centaurs sieging the city destroying the city little by little hours after hours and bring her back to scratch or maybe after pushing the centaurs back make an alliance with the ettins first and bring new goods to your town… but then we have the megaserver destroying the concept of server community you will probably never meet this city you helped 1 or 2 hours today after you disconnected(living world -2?).

On a more serious note even the lyrical example i just gave is a loop but if the loop is large enough and has enough branches leading to other loops, we have an illusion of infinity.
Also the way the living story modify the world, is just replacing one small loop by another one for some time.

[suggestion] Rating and reward.

in PvP

Posted by: Teckos.1305

Teckos.1305

In it’s current state Spvp rating and reward are quite flawed: well the leader board is simply a joke and the reward tracks do not reward players for being good but for playing a often which encourages a lot of bad habits.

I suggest the introduction of a weekly, tier based leader board for solo queue:

  • The players will be getting point for each game played won.
  • Every week all players will start at tier 0 and by accumulating points the players will reach new tiers.

How are the point awarded?

  • Winning a game will reward much more points than loosing one.
  • The number of points a player will receive at the end of a match will be determined by:
  1. The victory or loss of a game.
  2. The tiers: the player’s, the enemies’ and the allies’.
  • It is possible for a player to lose points by:
  1. Leaving the game.
  2. AFKing the game.

How to balance the tier composition in the team?
The best case scenario would be to have all the players of each team, in this case the more the tiers the better it is. But to avoid queue time to explode at higher tiers trying to take from lower and higher tiers (if possible) but still have a close overall tier value would be great (could get more technical but don’t feel like it).

Fighting AFKink:
I don’t exactly know how the Anet engine works but what i would suggest is tracing a variable on each players during a match.

  • the variable value should not be show to the players.
  • 5 seconds after the match start or the players spawn 2 timers starts.
  • 1st: each 7 consecutive seconds a players is not moving increments the variable, resets after increment or player movement.
  • 2nd: each 31 consecutive seconds when the players is off point or out off combat increments the variable, resets after increment, being in combat and being on point.
  • The most important aspect: Add a report for aAFKing option.
  • At the end of a game if a player reported the value of his variable will be compared to an arbitrary value, if the player value is too high the player will loose tier points.

At the end off the week players would be with tokens and gold, the higher the Tier the more the tokens, higher tier should also reward other tokens. A merchant will exchange tokens for reward (chests,armor pieces etc), the higher quality tokens will be exchanged for SPVP specific reward.

During the week the leader board will trace the progression of the players.
And the week after everyone will be reseted to tier 0,the previous leader board will be conserved and the top account could even be shown in the heart of the mist.
Finally the team making process should take in consideration the previous tier of the players, when forming the first game after a reset.

Mounts

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

Even if I kinda like mount it’s not gonna take place in gw2 for whatever reason the “community” have, but I’m 100% for a reduction of the number of WP(at least 1/3 of them) or an increase on WP cost.
If seeing someone on a mount ruins your immersion the effect of such a high amount of WP(zerging, training… ) does not leave place for it.

If i were a dev i would reduce the useable WPs and the cost of WPs especially for your account, just to make you happy.
Of course only for you and not for others because you didn’t posted that suggestion just to worsen the gameplay for others because they don’t want mounts .. right ?

You don’t seem to get it but to put it simply less wp will with time make a lot practice like champ rushing and zerging nonviable (increasing the iteration time), then if you enjoy zerging and fight/event mechanics being ignored due to sheer number yeah it might worsen your “gameplay”.

Mounts

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

Even if I kinda like mount it’s not gonna take place in gw2 for whatever reason the “community” have, but I’m 100% for a reduction of the number of WP(at least 1/3 of them) or an increase on WP cost.
If seeing someone on a mount ruins your immersion the effect of such a high amount of WP(zerging, training… ) does not leave place for it.

[suggestion] Zealot amulet in spvp.

in PvP

Posted by: Teckos.1305

Teckos.1305

Isn’t this like a mediation guard’s wetdream ? :/
…..wait where does he get hp from though? 9k hp pool ? k lol

A: It’s 10k :p

B: actually meditation gaurd doesn’t scale much with HP. Altruistic symbols on the other hand.. the trolling would be real….

Edit: C: Despite everything I still can’t spell guard.

Yeah meditations don’t scale so much but on point guardian with healing symbols altruistic healing and heal on dodges would be huge.

Thanks for the iLeap fix, now the rest (bugs)

in Profession Balance

Posted by: Teckos.1305

Teckos.1305

Nothing about guardian seems like we are “in a good spot”.

[Guardian] Glacial Heart

in Profession Balance

Posted by: Teckos.1305

Teckos.1305

I once tried a berserker build with glacial heart + runes of fire and air on my hammer. Did 75% of a thief hps with the #3 skill (glacial heart can crit).

[suggestion] Zealot amulet in spvp.

in PvP

Posted by: Teckos.1305

Teckos.1305

what exactly is the zealot stat combo?

POWER-precision-healing power.

GW1 = more build diversity?

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

GW2 has less skills, but makes up for it with traits and expanded gear compared to gw1. If two builds used the same skills/utilities but had different traits/gear, those two builds would be played very differently.
.

Dunno if we play the same game but in the game i play most traits are about +X% damage, lower cooldowns, proc on crit effects only a few traits really change the way you will play your class AKA the way you use your skills (traps for ranger, SD engies, venom thieves) most of the trait are just adding power creep, you know what is the difference between a traitless thief and a fully traited one (exept for venom sharing)
the fully traited one hits harder, dodge more often have more initiative regeneration I only see pros no compromise for getting power this is pure power creep. And there is worse you want to know the difference between the optimal build for every profession the color of the effects while you spam your 3 buttons rotation of course after popping your bland offensive cooldowns, Oh and you would be quite lucky if your rotation needs 3 button to be executed guardians and rangers only need to press #1.

Is there any hope left?

in PvP

Posted by: Teckos.1305

Teckos.1305

all is vain

Never 5get!

[suggestion] Zealot amulet in spvp.

in PvP

Posted by: Teckos.1305

Teckos.1305

Adding zealot in SPVP would give some place to a lot of builds.

  • on point fighter guardians
  • any offensive life steal build(the damage scales with power while the healing scales with healing power)
  • offensive builds with a lot of healing sources.

Also zealot is a quite balanced stat combo for SPVP unlike dire or nomad. Adding a new stat amulet would not take a lot of resources and if Anet is not happy with the way it affect the gameplay they can easilly remove/tweak it.

Remove Fotm mistlocks

in Fractals, Dungeons & Raids

Posted by: Teckos.1305

Teckos.1305

I feel like mistlock instabilities are really gimmicky and that when designing those the dev did not take in consideration the high number of of mistolck-instance combo which at times can become quite absurd. Seriously it would have been way better to have new abilities added each tiers of each fractal and becoming more present the higher you go into a tier. Well balancing and implementing new mechanics to fractals requires works while trowing gimmicks at the players and claiming that it is “new and exiting” content is way easier, guess which way Anet has chosen…

[Suggestion]adding diverse 5 man instances.

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

The new living story releases added new instances soloable by players and a new map for open world content, well it might please people into highly directed narrative experiences and the ones into open world zerging. But the game really lacks fun 5 man instanced content. By instanced content i do not mean dungeons but encounters specifically designed for 5 player, examples would be the sub-director Noll encounter which I consider as one of the encounter when it comes to gameplay mechanics(even if it had some flaws), another example would be the the Evon/Kiel protect the treasure from eatherblade instance. Diverse instances with diverse diverse rewards would be welcomed by a niche of players and if Anet nail it with the replayability value it could become hours of fun contents for groups of players.

2 really good type of instances would be:

  • A never dying monster:
    The players will face an enemy with multiple bars of hp, the monster will get stronger, get new abilities and add new mechanics to the fight for each hp bars it looses.
  • Endless waves against the fort/artifact:
    The players will have to protect a fort/artifact from never ending waves of enemy, waves after waves the monsters will get stronger and attacks the fort/artifact in diverse ways (sieges, long range attacks…), the players will be able to use siege and will need to develop strategies in order to deal with the toughest waves.

The reward should also push the replayability factor, so all these instances would reward universals tokens, which could be exchanged for crafting material one time use battle tonics maybe some skins and foods/consumables but each instances should also have a low drop rate unique reward in order to have it’s own identity.

If you like the idea feel free to support it and give some feedback.

The most Hardcore Sylvari

in Guild Wars 2 Discussion

Posted by: Teckos.1305

Teckos.1305

I thought most hardcore sylvari would be Sasha Greyleaf

I feel ashamed for getting the joke.