I’ve heard he’s bugged.
The ability to link waypoints is already enabled.
Shift + click waypoint to add it to chat box.
Not waypoints as in teleport waypoints, personal waypoints you can mark on the map.
Alt clicking creates a marker, in RIFT it was similar but you could send the coordinates to the chat.
In RIFT you could make a waypoint and link it in chat.
If I’m doing something not near a POI or waypoint, I gotta mark the nearest one, I’d like to link waypoint markers, was nice in RIFT.
Also, I’d like to link dynamic events in the chat, similar to how talking to NPCs that show you the event works.
Both would be nice additions.
Also, you should be able to link waypoints you haven’t unlocked, not sure why you can’t.
They get better, much better.
They’re just empty and therefore have less DEs going on.
edit: Also yeah, the bugs.
Might be DE related.
I hate corpse rushing as well. But I do like not having long corpse runs.
Solution: Rez timers.
There we be no long corpse runs because the waypoints wouldn’t work.
So every class has potential to be control, damage, or support. Who is actually going to spec for control or support when the damage build pretty much has the same healing function.
I thought some of the basis FOR the trinity is because some people like tanking/healing, some people like control and support too really.
Maybe you should group up with your guild then to form an organized team.
Dungeon zerging has NOTHING to do with the holy trinity, it happens due to the waypoint system.
When you die you can simply run back in, in RIFT (and I’m assuming WoW as well) there was a barrier preventing you from doing this.
In my opinion it was terrible and they could’ve done it better, but adding it to GW2 would remove the zerging.
Please stop saying there is no progression.
Every RPG, no every GAME does not use skill based progression, every game uses zone/level based progression. I cannot think of one game that doesn’t. Roguelikes use it, platformers use it, RPGs use it.
The progression is there, it isn’t even hidden away, it’s in plain sight.
So you progress to level 80, by progressing through the numbered rectangle mountain zones, that’s very true. What other sense of progression is there outside of story?
Content, like every game released ever.
Which content?
How does seeing 2 clone Norn NPCs standing idly next to each other in a SW:TOR-level deserted Hoelbrak have to do with progressing your character?
How does looking at a vista or a point of interest of a shed in the middle of a map progress your character?
Outside of your story, or accumulating skill points that are required for legendary weapons or other League of Legend skills, which content are you talking about?
What does your character gain? How does your Necromancer distinguish itself from the others?
NPCs in hoelbrak are irrelevant to this, I mean going through the zones, seeing everything. If every zone was the same thing but you could unlock new skills (I mean you can already, but en more), would that be fine?
I’ve done AC, TA CM and most of CoF and the inquest one, story only.
Most of them were corpse rushable except TA for half the dungeon.
What I mean is simply spawning at a waypoint when you die because it takes longer to res than to walk back.
This shouldn’t be possible, it feels like some mechanics rely on this (lastboss of AC can one hit you, but spawning is instant).
It makes dungeons a zerg with little coordination, while making them almost too hard.
Tone down some bosses and make waypoints locked while fighting bosses.
The problem is it seems like waypoint costs scale faster than the amount you get from DEs.
Some gold sources don’t even scale.
Would be really hard to animate them I think.
Please stop saying there is no progression.
Every RPG, no every GAME does not use skill based progression, every game uses zone/level based progression. I cannot think of one game that doesn’t. Roguelikes use it, platformers use it, RPGs use it.
The progression is there, it isn’t even hidden away, it’s in plain sight.
So you progress to level 80, by progressing through the numbered rectangle mountain zones, that’s very true. What other sense of progression is there outside of story?
Content, like every game released ever.
Please stop saying there is no progression.
Every RPG, no every GAME does not use skill based progression, every game uses zone/level based progression. I cannot think of one game that doesn’t. Roguelikes use it, platformers use it, RPGs use it.
The progression is there, it isn’t even hidden away, it’s in plain sight.
They butter fix this soon, or the price is going to somehow drop to 0 bronze.
The stealth is a channel because you attack after it’s done.
Would be better if it wasn’t a channel though.
I think you’re just talking about underwater downed skills?
Yeah, that’s what I meant, editing topic now.
This game is about exploring, not following a certain guide line. Yes they want you to level in other zones at your level. C’mon man!
You can do that without levelling due to the scaling system.
I really hope not.
-Use a stunbreak
Better ways to make money outside of the TP.
Exp re-tuning
Dungeon re-tuning.
Can we get real ones?
I mean, they’re blatantly copy pasted from the ground downed skills, to the point where using deception freezes you after you use it underwater.
A long with that, the first skill is like 2x faster for some reason.
I can see CTF kind of working like keg brawl.
Note: This is MY opinion, you may like or dislike downed, but I’m here to suggest something new.
I actually like the concept in sPvP, choosing to res your friend or finish the enemy makes the game faster, the problem is, at the moment, you NEED to finish your enemy, there is rarely a choice. A long with this, some classes (mesmer, thief, warrior) are VERY strong while downed. Mesmer can stack confusion very fast while downed, other classes can CC you so can’t even take them down.
I propose that downed stays, but is changed.
You get 3 skills now.
1 – Cheer
Adds 2 seconds of fury to nearby teammates on a 5 second cooldown.
2 – Bandage
The normal 4 skill.
3 – Bleed out
Like bandage, but hurts you for 4x as much.
Both bandage and bleed out can be interrupted.
The team concept of being downed remains, but the lopsidedness goes away.
Along with this, you start in “orange” for downed, if you die, you start with 75% of the amount of health, going up puts you in red which will automatically kill you.
(edited by Untouch.2541)
Mesmer’s downed attacks are OP as hell.
Underwater is broken (it’s the same as land downed, but like 3x faster) and you can continuously stack 10 confusions on your enemy.