I kinda like this idea since the utility I’d love with my Short Bow aren’t the same I’d want on my Sword/Pistol.
But I think it would be balancing hell if they did that.
Good suggestion, if possible it’d be a great thing for SPvPers to have.
The one question I ask myself the most when playing this game is ‘’ What the hell does this trait/skill/stat do? ’’
Seriously, I must ask myself this question at least 3 or 4 times a day because the tooltips are so unclear on what a trait/skill exactly does!
Here are some suggestions to make it better and clearer.
First, Tooltips
Take for instance the Mug trait, the tooltip says :
“Deal damage when stealing.”
Really? That’s it? The trait is good, but it sure doesn’t sound that great when you see it because you have no idea how good it actually is, and knowing those things is important because a certain trait might be the deciding factor a player need to go a certain trait line, and while re-traiting is cheap you still have to go to a trainer and it’s a hassle (albeit a minor one).
The Building Momentum trait for warriors says :
“Burst skills restore endurance.”
How much? This one is even hard to test since endurance regenerates itself slowly, I’d like to be able to know exactly how much endurance I get back from a Burst skill.
So the suggestion is simple : Allow us to know exactly what a given trait/skill does on the tooltip, you can put something in the options to choose between the default or detailed tooltips, in case some players prefer the present, concise ones.
Second, The Hero Panel (This is mostly about the Equipment Tab)
Alright so there are lots of stats to keep track off in the game, there are the 4 primary ones obviously (Power, Precision, Toughness and Vitality) and the whole lot of secondary ones (Condition Damage, Healing, Health, Critical Chance, etc) and well, the Equipment Tab as it is now does a mediocre job of keeping track of them all.
Here are my suggestions of things to add to the Equipment Tab
Burning/Poison/Bleed Damage per second :
Conditions follow a specific formula to calculate damage (it’s not dictated by the skill) so I would like to know how much damage a second of Bleeding does, or Burning. This could be added in the little window that appears when you hover your mouse over ‘’ Attack ’’
Condition/Boon Duration bonus :
There are many ways to make our conditions/boons last longer, traits, a specific trait line different for each class (like Virtue for Guardians or Spite for Necromancers), sigils and maybe other things, I would like to be able to know what is my duration bonus for those conditions. This one is mostly nitpicking and I don’t feel it is that much important.
Healing : Healing Power appears in the window you get when hovering over Health, it misses something though, the bonus healing added to the Regeneration Boon, it doesn’t seem to follow the same formula as plain healing so I think something should be added for it.
Critical Damage : Change it so it shows as ‘’ 150% + bonus amount% ’’, I’d rather know the total, even if calculating it myself is easy. Also I assume some players don’t know a Critical is 150% normal damage, so it being there could be nice.
Damage Reduction : We don’t really for how much our Armor Rating reduces damage, I assume damage uses a specific formula and if so there’s probably a way to know how much damage reduction we get from our armor, it’d be nice to have it appear when we hover over ‘’ Armor ’’
Magic Find : There are many ways to get our Magic Find above +0%, be it runes, food or upgrade components, it’d be nice to have our Magic Find bonus appear somewhere. (Thanks CaveSalamander.9150 for this one)
Other Bonuses : If there was a way to see our other bonuses (bonus damage against a specific monster, bonus XP, etc) it’d be nice, though this suggestion too is more me nitpicking, not that important.
—-
Aaand that’s pretty much it! I’m sure I’m missing something but I can’t remember what it is so it musn’t be important, and anyway we can edit posts! So there you go, my suggestion.
Thanks for reading.
(edited by Vyniea.2054)
Also yeah the way Spider Venom works is kinda flawed, 5 next hits apply poison? Sure okay, you end up with some crazy duration but poison damage is extremely weak and if the monster ain’t a champion this duration is most definitely wasted (and if he’s a champion chance is there will be another player stacking poison on him).
Gotta agree with scorpion wire, I got it for my melee thief thinking it would be useful but well.. not really, it can be used as an interrupt but I’ve got better options for that.
Yeah I’m kinda underwhelmed by sword/dagger as well, especially since it doesn’t give me much good melee options.
I’ll probably switch to sword/pistol.
The Weakness one is pretty good.. otherwise yeah, not worth it in my opinion.
Though I’m only level 15 so maybe the tier 3 and elite ones are better!
That’s good! I’m planning on investing in the Trickery line anyway.
Thanks for the input guys!
Higher Level kits huh? Well that could be useful.
Thanks!
I kinda want to use Haste on my thief but I don’t really know how to get the most out of it.
I’m thinking Sword’s 1 since it’s really hard hitting and is pure damage. Anything costing initiative seem to be out of the question since you won’t actually be able to spam it more (maybe a tad faster but not much) because you’ll run out of init.
Suggestions?
What do they do? Are they the same as Mystic Coins? That is a simple component for item creation in the forge or can they be used alone?
The Wiki is no help there.
Aaah yeah, holiday events like in the original would be great, and with DEs and non-instanced area it allows for so much more.
Troll’s end is hard, but only because of the annoying camera.
I raged so hard.
The one in Sharkmaw Cavern wasn’t hard, well except the entering it alive part
Otherwise Demongrub Pits has a hard ending imo because of the massive amount of Oozes
Well yeah it seems to be it’s main option but then it makes it a PvP centric condition since in PvE I haven’t seen that many enemies using heals on a consistent basis (which I’m glad too, trash mobs healing themselves would make me angry), which kinda sucks because well, I like poison and want to build a character around it, but to do PvE!
Especially if the enemy has no way to heal itself, the healing bonus is completely wasted and the damage is subpar, sure it’s a tad better than bleeding but you can only have one stack and most poison skills already come with a long duration so stacking it isn’t such an appealing option except against bosses.
Do you think Anet should buff it? Maybe make it stackable but with a maximum stack of say, 5?
I mean I love the concept of poisoning my foes, but going condition damage for poison alone seems like a complete waste.
I suggest UI Elements Fading
What I mean by that is having parts of the UI fade out when you don’t actually need it.
For instance hide the skillbar and healthbar when out of combat, the chat when nobody’s talking, that kind of thing.
The game is MUCH more immersive without the UI but it’s kinda unplayable if you remove it because it doesn’t come back automatically, so you have to toggle it on/off all the time, and anyway it hides the mini-map which is kinda useful.
We could also have a tab in the option to customize what we want to fade when unused or just hide permanently (for UI elements that are always used, like the minimap) .
Clearly this doesn’t apply to level-capped players, but have you considered targeting content at a higher level than your character? I prefer difficult content, so personally I tend to look for content that’s 2 levels higher than my own.
a vaild point, however its not really a solution. The issue is that failure events are never going to happen. Centaurs will never get back their camps in harathi hinterlands, and so on.
Events where things like centaurs attack to retake their lands, need to get harder and harder with each sucessful defense until eventually they win and the event chain moves the other way, Right now the events seam locked in ultimate sucess mode.
Failure needs to not only be possible, it needs to be probable if people dont play well and work together.
Heck, I’d even be for the following events to keep the difficulty of the previous one, so going back on the winning route is a challenge.
The Norn starting area, it really feels like an adventure with those huge snowy plains and this amazing forest.
Worst would be Asura, I hate the beginning of Metrica Province so much that I can’t even get past it.
Clearly this doesn’t apply to level-capped players, but have you considered targeting content at a higher level than your character? I prefer difficult content, so personally I tend to look for content that’s 2 levels higher than my own.
It works for a single person but I think what the OP wants here is events that challenge the whole community so we get to see the harsh consequences of a failure. Anyway higher level events are maybe harder for you, but the players doing it with you who are appropriately leveled will make sure you won’t fail anyway.
I TOTALLY support this idea, I would love the feel to stumble on an event, instead of walking in a direction, seeing ‘’ EVENT NEARBY ’’ and then switching direction to go toward the event.
Sure I could ignore the prompt, but it wouldn’t feel right, I’d rather miss events without realizing it.
1-hander :
Parrying Dagger (different in appearance and use from a normal dagger)
Chakrams
Knuckles/Claws
Javelins
Whips
Crossbow (could also be a 2 hander)
Greatshields
Rapiers
2-handers :
Halberds
Scythes (as impractical as they are!)
Greataxe
I think the way contribution works should be changed.
For instance it would count every single meaningful action (so skills aimed at nothing wouldn’t give contribution) a player takes in the Event Area, be it damaging skills, supporting skills or reviving. If the action counter is past a certain point you get bronze, then silver, then gold.
That way two dpses would still get gold even if the first one did 70% damage and the other 30%, the second one still tried, but maybe his gear wasn’t as good as the 1st guy, or maybe he’s still not used to his class.
Ah! I should’ve thought about the wiki.
Thanks guys!
I support this idea, events are WAY too easy right now, I almost never see the failure part of event chains because well, we never lose. I think DEs should scale harder so that the difficulty is always similar to a 1vs1 fight against a veteran (not that hard but enough to weed out victories if every single player plays badly)
If not is there a list somewhere?
I’m tired for trying stuff!
I want my thieves to use a mace.
Like Garret’s Blackjack in the Thief series!
But yeah, I wish I could dual wield swords, or maybe a shield that would be used for parrying instead of blocking (daggers could’ve done that but they already got some moves)
Engineer does the most DoT I’m pretty sure, now I’d say Thief is better at Bursts (or maybe Rifle Warrior) and Rangers at sustained.
The Champion Cave Troll is Queensdale, I don’t really farm it but whenever I’m in the area I go check if I can trigger it or if it’s already going on so I can jump into the fray.
Oh so there will be a lvl cap increase!
I assumed they wouldn’t since it could mess up the balance with the trait system.
But then again it’s the same guys who had to balance GW1 so..
‘’ The Prestige ’’ skill is a pretty obvious one.
I haven’t noticed anything else though, it’s out there I’m sure but I’ve never been good at noticing those things, I’m too detached from pop culture to notice it.
It’s the blur effect I guess. Not that I mind really, I play my thief for the skills and not because I want to be stealthy (I wear bright colors).
I don’t think it’s a good idea, pretty sure Anet don’t want people competing against one another in DEs, the 3 ranks system is good enough imo, especially since it’s so easy to get gold if you actually participate.
There is loot reward for world bosses though, but it’s for everybody who participated!
DEs and Hearts give plenty of experience, not too sure what you’re talking about.
Sure a level 3 DE won’t give much experience for a level 15 but well, it’s expected, the content couldn’t and shouldn’t scale that much up.
I’ve seen a lot of role-players in cities, though it still leaves me a tad disappointed because I wanted to role-play out of town while playing.
I want RP to add to my gameplay experience, not the opposite.
Ah well, maybe we’ll get a official RP server someday! Or the RP population of TC will grow.