Antonius Duarte – Elementalist – Kaineng
Antonius Duarte – Elementalist – Kaineng
I think that would be very cool. We already know it is possible lore-wise as Saul D’Alessio (a human) was gifted with power over Spectral Agony in GW1.
Antonius Duarte – Elementalist – Kaineng
No, I fully realize that challenge is limited to a fresh experience and is diminished after it has been overcome. That is what is so great about challenge compared to difficulty. After a team learns how to overcome a challenge it should be faster and easier the next time you face it together. In other mmos this is called “farm status”. ANet’s recent change to the Destroyer boss in CoE is aimed at this philosophy.
The problem is that the majority of bosses in the game are not challenging even from the start. Koeler is a good boss that I neglected to mention above. He is more challenging than he is difficult.
ANet would not have to keep updating bosses, that would be silly. The main reward for overcoming a challenge with your team is the virtual accomplishment you feel together and it gives bosses a nostalgic memory. Right now there are very few bosses that are memorable and even fewer that gave a sense of accomplishment after being killed.
Edit: Going to be honest, I have no idea what you meant by the Kaineng thing.
Antonius Duarte – Elementalist – Kaineng
(edited by Toxyn.9608)
In the short term they’ll add Ascended accessories, weapons, and armor to allow further “legit” progress in Fractals.
The longterm is what interests me:
Will they just add new Fractals?
If they add something that requires Agony outside of Fractals, would it be pointless since we’ll already have our Agony Resist?
If it required even larger amounts of AR, would we see +10 AR infusions? Would this not gate the content from players who have not farmed Fractals?
Would it require a new Resistance, and if so, would we have to choose between having Agony and the new one on our gear? If yes, how do we participate in both dungeons?
Antonius Duarte – Elementalist – Kaineng
Implement a skill called Prayer where you need to bury your Porous Bones to get skill ups.
Antonius Duarte – Elementalist – Kaineng
Are you using a class build found on the internet and dungeon strategies found on the internet? The game is designed to be appropriate for players who do not take builds from the internet and do not read dungeon strategies on forums.
If you want difficulty then try fractals. They become progressively more difficult until you reach your own level of impossibility. PvP also makes the game as difficult as players want to make it.
Honestly, no to the entire first paragraph.
Fractals indeed get more difficult as the levels increase, but they stop becoming more challenging after L10. PvP is always a good source of challenge, but is not an answer to PvE.
Antonius Duarte – Elementalist – Kaineng
I’m curious why it won’t let you use the name “Jewel”, but there is a trade called “Jeweler”.
Antonius Duarte – Elementalist – Kaineng
A see the single-token reward system for dungeons being talked about above. The only way I see that being possible is if the exotic gear from a dungeon’s vendor could only be purchased after completing the entire dungeon. This would give people extra incentive to do all paths in a dungeon at least once and also prevent spamming the easiest dungeon to buy gear from the hardest without doing it.
Antonius Duarte – Elementalist – Kaineng
Difficulty and Challenge are two different things.
Something can be just difficult, just challenging, or both difficult and challenging.
Difficulty is about something being hard to do. Handicapping falls into this category, as do straight-up dps checks, hps checks, etc. Large boss HP pools and 1-Hit attacks are also difficult. Difficulty requires a player to just do more of what they already know how to do (Damage, Healing, Avoiding).
Challenge is about problem solving. It forces the player to adapt and play differently than they are used to. Designers implement challenge via new mechanics (in combat) and puzzles (in PvE platforming).
Right now Guild Wars 2 has an adequate amount of difficulty (large boss hp pools, attacks that must be avoided, and Agony), but lacks challenge. There are quite a few challenging puzzles, but very few challenging bosses (Subject Alpha, Lupicus, Simin, and Imbued Shaman are in the right direction).
Antonius Duarte – Elementalist – Kaineng
Handicapping is not real challenge, it is the same as just increasing the damage and health of everything. True challenge lies in new mechanics. Blizzard does this right in the form of Heroic-only boss abilities and phases, and ANet started doing this in Fractals L10.
Antonius Duarte – Elementalist – Kaineng
I’ve only done this 3 times but … what rotten fish? O_o
I am assuming it’s this http://wiki.guildwars2.com/wiki/Winterknell_Labyrinth
Rotmouths…those stationary fish-like turret things.
Antonius Duarte – Elementalist – Kaineng
The major point of them is their lore namesakes. If people want to forsake lore to just get the cheaper pistol, that is their choice. I love lore and would not go the cheaper route. They remind me of Ebony and Ivory.
Antonius Duarte – Elementalist – Kaineng
I think the major poblem is that recipes aren’t changed to be in line with current market trends. I have a gut feeling that many recipes are much, much more expensive than ANet originally intended.
The best example are Legendary materials and Precursors. The price rises but our ability to obtain coin stays roughly the same (except if you grind large amounts materials of similarily inflated price). The T6 mats and Passion Flowers prices are too unreasonable.
If I were ANet, in every month’s patch I would tweak the requirements of these recipes to be in line with what the expected cost should be.
Antonius Duarte – Elementalist – Kaineng
Geez, I would be happy about this even without the chance of ectos.
Antonius Duarte – Elementalist – Kaineng
It took me awhile to understand what you were asking due to the use of the word “Aura”. In this game, Auras are an Elementalist skill system.
Antonius Duarte – Elementalist – Kaineng
The type of difficulty I am interested in is mechanics that both inhibit the player and boost the boss. There are literally countless ways this can be achieved, limited only by creativity.
The Fractal L10 changes are a good example of this, like Harpies gaining a knockback that can be avoided with smart ise of stability, reflection, etc. I just wish there were more kinds of these difficulty increases. Perhaps a Hard Mode for dungeons with greater rewards.
I’ll use one of my favorite bosses as an example, the Imbued Shaman. In tier 20-29 he could gain a stacking speed boost whenever a player is melee-hit by an add, allowing the Shaman to get to villagers quicker if adds are handled poorly. In tier 30-39 the surrounding lava could further submerge the island at every 25% health interval, making players adapt to a smaller battlefield.
Antonius Duarte – Elementalist – Kaineng
Nothing exists that makes rallying “extremely easy” as the downed state is a last chance before death. Downed state means you essentially already failed, but have a small chance to redeem yourself. I personally would never waste stats / points on something that requires me to have failed.
However, this may interest you:
Antonius Duarte – Elementalist – Kaineng
It’s been my experience that melee have higher damage (warriors and thieves can dish out insane burst) and better mitigate damage. Ranged have better damage avoidance and more control, but do less damage. Also consider that Heavy armor is reserved for melee-based professions. Keep in mind that you cannot compare an unskilled melee player with a skilled ranged player; it is best to compare “skill-capped” players when talking balance.
ANet seems to concur for the most part. You can read their opinion on it here:
Antonius Duarte – Elementalist – Kaineng
(edited by Toxyn.9608)
Keep in mind the skill poimt is not a commune.
Antonius Duarte – Elementalist – Kaineng
I agree with your first two points, especially that sales tax should apply at the sale and not at listing.
I disagree with your point on gear. Souldbound does help the economy and prevents over-saturation. I also disagree with exotics being hard to get.
The point of WvW I sort of agree with. I would not want more waypoints, but I would enjoy smaller maps with slightly less travel time.
The personal story? I’m okay with it I guess. My main issue with the PS is that the story becomes boring / cliche when the Pact stuff begins. I would much rather have continued down my own path after discovering the fate of my parents, and continue to help with Human politics. The White Mantle / Mursaat / Human Gods lore is my favorite and I wish it escalated into more of that instead of the Elder Dragons. Though I am sure the Dragons will make more sense once we learn more about them.
Antonius Duarte – Elementalist – Kaineng
Basically humans like to take land from other races. In my opinion the centaurs are completely justified for being kitten but I still like playing my human.
Reminds me of: http://en.m.wikipedia.org/wiki/Trail_of_Tears
Antonius Duarte – Elementalist – Kaineng
Levelling is far too easy to give more reward for it. I’ve spent over 400 skill points in the last two months alone. O_O
Antonius Duarte – Elementalist – Kaineng
I handled it the same way I handle most multi-mob situations. Start by throwing down Frozen Ground, switch to fire and use lava font then meteor storm (use Arcane Shield while channeling if taking heavy damage), then Lava Font again. Switch to earth and use Eruption + Magnetic Aura. That should have been enough to kill / near kill most enemies.
If you still have trouble you could use healing fields in water, stuns, pushback, mistform to wait out attunement recharges safely, and condition removal via.
Best thing about an Ele is that we have multiple answers to every problem.
As a last resort you could just throw down FGS and demolish everything, swirling through them as they get close.
Antonius Duarte – Elementalist – Kaineng
I don’t know if it shares relation to this, but I found this in the wiki;
Antonius Duarte – Elementalist – Kaineng
Challenge, Prestige. Unique, high-end skins are available for weapons and the backpiece that are quite exclusive.
Antonius Duarte – Elementalist – Kaineng
I don’t know of any lore associated with the Lodestones ingame.
However, consider real-world lodestones. They can be magnetized, attracting iron to the surface of the stone. If the ingame Lodestones function in a similar matter, they ar also magnetized. Instead of attracting iron though, they attract magical essence. So if I had to make an educated guess, a Destroyer Lodestone is a lodestone that has attracted stray Destroyer essence.
I could be totally wrong though.
Antonius Duarte – Elementalist – Kaineng
I think you nailed it with Gauntlets, OP. they could function as an offensive-based medium to long range weapon as an Elementalist. I would ask for no other weapon!
The only problem is the issue with them conflicting with our armor’s gloves This could of course be remedied by allowing both gloves and gauntlets to be hidden. This would give gauntlets users the choice of using their weapon skins, glove skin, or even bare hands.
My new Top expansion request!
Antonius Duarte – Elementalist – Kaineng
(edited by Toxyn.9608)
Just a quick, simple suggestion:
Could we choose a separate eye color for each eye? My human character has the eye scar, but I think it would be complete with a glossy eye in that socket to show it as blind.
This would also work for people who want eyes of different colors for other RP reasons.
This is the only thing my character is missing to be visually complete, and I would buy a makeover kit if it was possible.
Antonius Duarte – Elementalist – Kaineng
Any lore masters able to determine the architectural origin of the buildings from these images? This is very interesting.
Antonius Duarte – Elementalist – Kaineng
Though not official, they could be remnants of the enemies you have slain. Destroyer weapons could have been forged in the burning embers of a Destroyer’s corpse perhaps? Thus they would be imbued with a portion of their power and radiate heat / fire.
Antonius Duarte – Elementalist – Kaineng
I spent a bit of time on “Antonius Duarte”, but that was all spent on the wiki reading over GW’s human naming conventions. I settled on choosing a Krytan name due to them being based on Southern Europe. Southern Europe includes Portugal. My real name is Anthony Duarte, my father is from Portugal. So I just put an old-age twist on Anthony; Antonius. It suits my character well.
Antonius Duarte – Elementalist – Kaineng
Certain things should remain account bound. Items with any bit of prestige tied to them should remain AB so that they cannot simply be bought, the game must be played. While the mini I don’t really care about, Obby Shards are a good example. Instead of allowing gold buyers to simply pay for them, karma must be obtained by participating.
Fractal Weapons are a very good example of prestige items. It is for this reason that Legendaries should be AB instead of being open to be sold on the TP. Make people play the game. As it stands, Fractal Weps are more exclusive than Legendaries, which is odd.
So, I have to disagree. Account Bound is a good mechanic that rewards gameplay.
Antonius Duarte – Elementalist – Kaineng
I prefer skipping trash, however I ask before the run starts if everyone is on the same page. If a “newbie” is in the group (perfectly okay), I try to lead slower and guide while giving quick boss rundowns.
As to why trash is skipped: Drop Rates. It is not worth the time to kill enemies. Trash rewards should scale with our level, with trash in every dungeon dropping T6 materials. I honestly don’t see why T6 mats are so hard to come by. Blues drop all the time, and fine crafting mats should behave accordingly. Leave the rarity to Cores and Lodestones…you know…RARE quality items. I would never skip trash if they consistenly rewarded my time in doing so.
Antonius Duarte – Elementalist – Kaineng
I think this would be so amazing! One of the better ideas I’ve seen on the forum. A “Hero’s Compendium” book built into hero page as another choice on the left side. It could be filled with lines of “————-” that are filled in as each event is completed. Have them sorted by zone, with each zone being under a collapsable bar. This would give completionists a reason to scour Tyria and find / discover every event. I am sure there arr lots of cool events I haven’t done yet, but would with a feature like this.
It doesn’t even have to include a loot discription (chest types), just have it lore based.
Thank you for the idea, though now I am sad we don’t have it.
Antonius Duarte – Elementalist – Kaineng
It’s interesting that you say Fractals just increases numbers without changing mechanics and then complain about the nerf when all that will change is the numbers. The mechanics will still be exactly the same.
Except the mehanic won’t be the same. On the previous page, it is said that they will be nerfing the healing mechanic, not a simple overall boss HP decrease. It is also said that the healing mechanic will eventually be removed entirely and replaced with something less punishing. I read that as it being replaced with something much easier. I don’t mind a good, punishing mechanic on an “endboss”.
In Fractals, there are no new mechanics added after the level ten difficulty increase. Instead of just raw numbers, Fractals would be more interesting if new mechanics were added in each new tier past 10-19. For example, they could make the Imbued Shaman gain a stacking speed boost while under his shield every time one of his adds hits you with a new melee attack, forcing players to properly control the adds.
Antonius Duarte – Elementalist – Kaineng
4 Power, sure, is pointless compared to 20% Magic Find. However 5 Agony Resistance trumps 20% Magic Find.
you’re assuming that everyone plays fractals?
The OP specifically mentions MF use in dungeons. FotM is a dungeon that requires AR.
Antonius Duarte – Elementalist – Kaineng
4 Power, sure, is pointless compared to 20% Magic Find. However 5 Agony Resistance trumps 20% Magic Find.
Antonius Duarte – Elementalist – Kaineng
Eh, the internet needs less anonymity in my opinion. It might actually humble people for a change.
On topic; have you tried creating a new character, transmuting it onto another white item (possibly making it account bound), then putting it into your bank for your main to withdraw / equip?
Antonius Duarte – Elementalist – Kaineng
@Rambo
And that is exactly why this fight does not need to be nerfed. Your experience is similar to my own. My team knew it needed high dps from a previous experience. We traited / potioned / sigiled for it and with smart play we killed it. Having good uptime on dps, smart utility use and fast spark times (< 9 seconds) trump brute forcing it.
Why should the boss be made easier if people can clearly kill it? Is it too much to ask to have the final dungeon challenging enough for the “1%ers”? (Yeah, some people play for a bit of ingame prestige.)
High-level fractals just increase the numbers instead of adding challenging mechanics. What PvE content can we look forward to testing ourselves against?
Antonius Duarte – Elementalist – Kaineng
More things I would never do. Blah.
You may not do them, but others surely would. I am sure there are things you want added that I would not be interested in.
Antonius Duarte – Elementalist – Kaineng
I use the Ruby Dye for my red. Sapphire and Emerald as my blue and green. Abyss and Celestial for black and white. Silver, Gold, Burnished Steel, and White Gold as my metallic detail dyes.
Antonius Duarte – Elementalist – Kaineng
Ever since Ocarina of Time, I have always wanted fishing in the games I play. WoW’s Stranglethorn fishing contest was the peak. Every week the fishermen and women would gather and the victor recieved an exclusive item of their choice. With how fantastic the water areas are in this game, I dream of fishing in GW2.
Antonius Duarte – Elementalist – Kaineng
Simple answer to a simple question, assuming the player can solve problems: Don’t use a cape skin if it clips with your armor. Backpacks, Books, Quivers, and the Capacitor exist for these cases. There is also the option to hide it.
Edited to bold a clause that applies to someone quoting me below.
Antonius Duarte – Elementalist – Kaineng
(edited by Toxyn.9608)
Rather not have capes…If your so in need of a cape btw..Roll a norn male,and get the t3,end of story,theres you cape.
End of story? All you wrote was a personal opinion and a tip on how a Norn might simulate a cape. This doesn’t help all the players who love wearing a cape in fantasy games. Capes are a must.
“You can’t cast dispersions on someone just because they’re wearing a cape. Superman wore a cape. And I’ll be kitten if I’m gonna stand here and let you say anything bad about him.” – Jerry Seinfeld
Antonius Duarte – Elementalist – Kaineng
You are in LA and want to get to Orr to farm before work. You only have 45 minutes to play. You actually want to spend a good portion of that time riding and swimming to Orr instead of using a waypoint?
Waypoints are made by the Asura and function similar to Asura Gates. They perform “magi-matter-transportation”. There’s the lore.
Antonius Duarte – Elementalist – Kaineng
I don’t really care about loot rewards from this system. If I had to choose unique things though, it would be new textured dyes, new high-end guild armor skins, and of course guild capes. Additional quality of life changes similar to the reduced waypoint cost would also be nice.
Antonius Duarte – Elementalist – Kaineng
Another thing worth considering is that the Mursaat employed Jade minions…just like what we see in the Solid Ocean Fractal.
http://wiki.guildwars.com/wiki/Jade_construct
I believe it is only a matter of time before we see the Mursaat.
You know those are basically animated jade as in “the Jade Sea” right? The Mursaat’s “jade” constructs were more purplish-black.
Who / What animated them? I don’t think the Mursaat have not been ruled out.
Antonius Duarte – Elementalist – Kaineng
Another thing worth considering is that the Mursaat employed Jade minions…just like what we see in the Solid Ocean Fractal.
http://wiki.guildwars.com/wiki/Jade_construct
I believe it is only a matter of time before we see the Mursaat.
Antonius Duarte – Elementalist – Kaineng
You can get a possible 3 tokens per boss, but the bulk of tokens are obtained by completing the dungeon paths.
Antonius Duarte – Elementalist – Kaineng
They are unique-equipped.
Antonius Duarte – Elementalist – Kaineng