HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: VentiGlondi.9830
in Guild Wars 2: Heart of Thorns
Posted by: VentiGlondi.9830
Maybe we need an analogy here.
Imagine walking into a hardware store to buy some nails. The shopkeeper asks you if you already own a hammer, because what are nails without one?
You answer that you already purchased a hammer from him a few years ago. The shopkeeper says: “Great! So you don’t need one.” He then tells you about the sale they have now, where if you didn’t already own a hammer you would get one for free with the nails. But since you already have one you just get the nails for the same price a new customer would get the nails plus a new hammer.In this scenario, would you be completely kittened-off and demand either a discount on the nails or a new hammer for free with your nails as a returning customer as well?
I would demand a free hammer even if I already had one.
Your analogy shows that current situation is bad
I’m all for tanks, but I can’t imagine playing with nomad gear.
That’d be just painfully slow
I find interesting the concept of the Revenant, but concerns me a bit is that so far, weapons seem to be directly tied to each legend, and without the hability to swap weapons makes it really awkward in real gameplay.
What I mean, is that Staff skills are all about support, so it would not make sense to use staff and have Malyk and Ventari equipped as legends since it would waste Malyk’s capabilities, for example. Malyk, is mainly about conditions, still, Hammer and Staff lack on conditions, so if anyone wants to use Malyk, then necessarily has to use Mace+Axe…which wouldn’t make sense for whatever other legend that is equipped if only weapon set you can use would not be in synergy with the other Legend. This applies to any Legend/weapon set for far.
Was excited when Revenant was discussed in the first Ready/Point of Interest, but without the chance of swapping weapons and weapons that are mainly effective with one legend only, makes it seem quite limited gameplay, I think.
I haven’t had the chance to play any beta, so I hope I’m wrong, but those are my observations so far. sorry for the broken english.
Idunno, I think staff actually fits the dwarven legend despite not being designed for it.
Also, I plan to use the Ventari legend regardless of my choice of weapon.
I’m going to hate this joke, because it’s an awful joke
in Guild Wars 2: Heart of Thorns
Posted by: VentiGlondi.9830
Seriously guys give them a chance. We can be concerned about the lack some things in the current game but when it comes to designing new classes I’m quite certain Anet knows what they are doing.
It’s important to discuss things before they get released, so that we can avoid problem, instead of fixing it after the release.
There is a possibility of replacing agony infusions, but I doubt people would be happy about that
in Guild Wars 2: Heart of Thorns
Posted by: VentiGlondi.9830
I expected each legend to have a bunch of utility abilities to choose from within the legend.
This is quite disappointing.
I hope I can at least change the order of utilities on the skillbar.
It appears sword will be the dps choice for Revenant
Hype brings disappointment.
Don’t hype.
in Guild Wars 2: Heart of Thorns
Posted by: VentiGlondi.9830
Warrior will get abilities based on elixirs, called “steroids”.
Look at this singularity.
If kits completely replaced backpacks it would be a subjective matter, but they blatantly clip with each other.
There is no excuse for this.
Whenever I’m using a kit, I have two backpacks on my back.
My zephyr pack disappears when I equip a kit, but it comes back when I use a random skill. Such beautiful clipping.
Why does it put a backpack on my back even though there already is one?
This has been like this for a really long while. Is it really hard to fix?
They could just make the kit packs not appear if the back item is set to visible.
I’d be REALLY happy to see a engineer use a new weapon that isn’t a kit.
Before they improved the trait tooltips it gave 1 might on toss and 2 mights on drink.
So they probably just forgot to put a tip for thrown elixirs.
Unless it’s supposed to give 2 stacks now but doesn’t work as intended.
They should make it possible to cancel leap skills in the chain before they’re finished and we’re good to go.
And they could improve the traits while they’re at it.
Ranger’s traits seem to be a mess overall.
A sharp 180 degree turn with the mouse (plus a slight nudge with one of the walking keys, if needed) instantly “unsticks” the animation for a successful dodge.
Practice makes it perfect
You still need to finish the animation to do anything else, unlike any other AA skills that can be interrupted at any moment.
Necros are unpopular in dungeons? Strange, I didn’t know that.
I’ve even been in a group of three necromancers (death shroud, condimancer and a tanky one), a mesmer and a thief and we did dungeons with no problems whatsoever.
Recently I have decided to give ranger another shot, this time trying to make a melee build. Sword/axe seemed like a fun choice, but there’s one thing that just seems odd.
Sword’s #1 skill is a leap.
While I have nothing against my character being propelled towards the target, not letting me move around it freely, the fact that leap skills cannot be canceled into different skills or a dodge roll is what ruins it to me.
Some of you would probably tell me to turn auto-attack off and honestly, it helps. However my reflexes are still not enough and most of the time I won’t be able to tell quickly enough that I shouldn’t press 1 this time because I won’t be able to dodge that stun otherwise. Taking half a second between each attack to make sure I can react in time is basically handicapping myself to do something I can do easily with any other weapon.
Tell me, am I the only one who thinks this is an issue?
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