Showing Posts For Weylin.6478:

Miyani and her mystic Toilet should Go!

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Posted by: Weylin.6478

Weylin.6478

Items in the TP ARE a gold sink… there’s the listing fee and exchange tax, right?
Every time you exchange items, gold is lost from the game.

Weapon slots for each available type

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Posted by: Weylin.6478

Weylin.6478

This has been an occasional complaint from most of my friends, they equip a weapon like a greatsword, rifle, or staff, and it displaces TWO items, one which replaces the spot of the 2-handed weapon, and the other which ends up in the next available inventory slot.

It’s that second item which can get mixed up and lost, and THAT is the problem.

ANYTHING that can fix this would be welcome.
Equipment bags don’t help much either because looted items get thrown in there too.

Weapon slots for each available type

in Guild Wars 2 Discussion

Posted by: Weylin.6478

Weylin.6478

Not really a build template, just a more convenient way to swap weapons.

Weapon slots for each available type

in Guild Wars 2 Discussion

Posted by: Weylin.6478

Weylin.6478

I think something like this might be good for swapping weapons that are slotted in the hero panel: https://static.dyp.im/cVeFXjodFO/17e336ecb52b442794b52d8f07883295.png

Just a couple of buttons nested between the green swap button and the primary skill that vanish when you’re in combat.

Only the slotted items would show up in the drop-downs, stuff in your inventory would be irrelevant.

Weapon slots for each available type

in Guild Wars 2 Discussion

Posted by: Weylin.6478

Weylin.6478

Could we have a slot in the hero panel for every weapon type available to a character?
Not every weapon stat variant, but every weapon type with its own kit.

For applicable classes, a primary and secondary set could be chosen.
For those which can’t weapon swap, allow them to pick an active set out of combat.

Right now it’s just a complete mangled mess with items going everywhere if you’re trying to equip, say, a rifle, when you’re using a pistol and shield, they just get cast into the bags in between items and get completely lost.

Something similar to the unity skill selection could be handy… Maybe a drop down menu on the far left of the skill bar?
Here’s a quick example of what I mean: https://static.dyp.im/cVeFXjodFO/17e336ecb52b442794b52d8f07883295.png

(edited by Weylin.6478)

(Likely Dev Question) Maximum Gold Capacity?

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Posted by: Weylin.6478

Weylin.6478

Honestly, they could just use a separate value for gold, or even introduce a platinum (blue?) coin for every 100 gold.

would that cover the game for the rest of its life?

Better OOC weapon swapping

in Guild Wars 2 Discussion

Posted by: Weylin.6478

Weylin.6478

Any thoughts on this?
Any better ways to prevent lost items when switching two weapons with one?

Better OOC weapon swapping

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Posted by: Weylin.6478

Weylin.6478

Any chance of something like this?

It would help a lot with losing track of items when switching between two-handed and one-handed/off-handed weapons.

Having a slot for every weapon type available to your class would avoid this entirely.

Do keep in mind that engineers and elementalists would not be able to weapon swap in combat at all, and other classes would have to assign a main and secondary set.

(edited by Weylin.6478)

Better OOC weapon swapping

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Posted by: Weylin.6478

Weylin.6478

I think it would be a great improvement to the interface if all available weapon types for a class could be placed into appropriate slots in the hero panel.

Could have 2 buttons, one for cycling through all primary’s and two-handed weapons and another off-hand’s.

Depending on class, you could assign which weapons you want to be able to swap between in combat, the other slots will only be available out of combat.

This would help avoid the problem where switching to a two-handed from two single-handed weapons ends up with one of the weapons getting thrown into the mess of other things you have in your inventory. Additionally, this would also save a small amount of inventory space and make it even between classes that have more weapons at their disposal, which may be good or bad, not sure?

Any thoughts? Would this be difficult to include? Would being able to store weapons in such slots be overpowered in some way? If this is not likely to be implemented, how do you organize your weapons to not get stirred up?

Transmutation charges

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Posted by: Weylin.6478

Weylin.6478

I’ve been reluctant to use transmutation charges at all, opting to save them for something especially nice looking on a decent item after reaching max level.

I feel as though fairly common items (aquired from white, blue, green) shouldn’t cost charges at all, while the far more epic looking skins do cost charges.

Think about it, why would I want to waste a transmutation charge for a swindler mask on some mid level piece of trash? It makes no sense at all.

Any thoughts on this? I mean, at the best price, a charge is worth about 5 gold…

(edited by Weylin.6478)

Why, jumping puzzles, why...

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Posted by: Weylin.6478

Weylin.6478

I only have a problem with the VISTA JP’s, the rest I don’t give a crap about.
Most Vista’s are ok, but dear god some of them just make my blood boil.

It’s really the “pixel perfect” ones that kitten me off.

Why, jumping puzzles, why...

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Posted by: Weylin.6478

Weylin.6478

Jumping puzzles are everything wrong in the world.
I would literally spend money to have a tool that can cheese these things.

It’s fine having to find the entrance and going around and exploring, but when it comes to jumping on these narrow sticks shoved in the side of walls, and cramped overheads to bang your head on, and then having to start all over again when you mess up, it’s really just too much for me.

The worst part is that you have to do them for map completion.
You have no idea how badly a missed area hurts my OCD, the pain is excruciating.

(EDIT: I primarily mean jumping puzzles that keep you from getting to a vista)

(edited by Weylin.6478)

Mounts [merged]

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Posted by: Weylin.6478

Weylin.6478

Weylin it seems to be you wanting the mounts instead of your friends, so I’m just going to flat out say what I suspect a good portion of posters could well be thinking.

Uninstall the game, install WoW, have fun with their mount system.

Its a win win, we don’t get mounts, and you can play with these invisible friends of yours! Yaaaaaaaaay

Well, WoW is still subscription based or I might try it out again.
There’s also RIFT, which had its highlights, but it got boring fast.
A few of them was mentioning Archage but I’ve never looked into it, and they said that the cash shop is a bit overbearing, but 2 player mounts? sounds awesome.

I’ll just keep playing GW2 here and there, I’m ok without there being mounts, I’m fairly neutral on the subject myself.

Mounts [merged]

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Weylin.6478

Mount is way better than opening your map every 10 seconds to see where you are and teleport to another spot.And mounts can open new options for pvp.Like mounted combat,new skills while you are mounted etc.And its better to collect mount than useless companions.

I thought mounted combat could be interesting if it had its own set of skills, like forward facing line-AoE’s and cone attacks. That would make them focused on charging and chasing, but be at a disadvantage in a 1v1 fight in close quarters.

Mounts [merged]

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Weylin.6478

No..it would be nice if i could play a MMO without having mounts clutter my screen. It would be nice if i didnt need mounts to be able to move around the world effectively. Something i dont need to do in GW2 now. The game world is small enough already, Mounts would further make it smaller.

So again, No to mounts, they arent needed.

What if mounts were not necessary to move (we’d keep the asuran transporters….), but rather opened up new combat strategies?

Also, what makes mounts clutter? If they would just be a cluster!@#% in cities, they can be disallowed there.

It IS possible to have them appear in a way that makes sense, like they’re being teleported in by asuran tech, or only available from stables.

Mounts [merged]

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Weylin.6478

Hmm, I tried searching before posting this, but the search function is a bit broken and scatters the text everywhere.

I’m reading a lot of the posts of the naysayers, and really, most of those issues of dev time, stupidity of how they look, and frivolous nature of the mounts could be dealt with.

Yes, there’s better things that can be added, isn’t there always? Mounts are by no means a priority, because they don’t solve a problem, if anything, they create more problems.

If done correctly, mounts have the potential to add depth and further variety to the game, and wouldn’t it be nice if GW2 steered clear of the #%^&ty mounts system that at least a dozen other MMO’s employ?

Seriously, it CAN be done right, they just need to be innovative.

Mounts [merged]

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Weylin.6478

Is it really that they don’t want them, or they’re just trolling with 1 line responses and pictures of beating a horse?

They aren’t even a productive counter-argument, just a flat “no”

With all the details I laid out, there’s no discussion, just troll posts? C’mon.

Mounts [merged]

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Weylin.6478

Wouldn’t one think that with so many people suggesting it that they may take it more seriously?

I’m not sure what their reasons are, or why I can’t get any of my friends to play because of a thing like this.

Mounts [merged]

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Weylin.6478

This isn’t a promising start…

Mounts [merged]

in Guild Wars 2 Discussion

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Weylin.6478

Yeah, I know.
Here’s the thing though, I’ve been having friends turn this game down left and right just because GuildWars2 has no mounts available. Seems silly to me, but hear me out.

As many collectables as this game has, none of that seems to matter to them because they can’t collect mounts, and I don’t blame them, because mounts are far more satisfying and substantial than most of the things available on the market right now.

Gem sales
Personally, I think they’re missing out on a huge opportunity for drawing in new players, and boosting sales through the purchase of premium mounts on the gem store (Functionally identical, with seasonal, themed, or just plain cool looking mounts available.)

Functionality
As far as functionality goes, I feel that mounts should be treated in a way similar to aquatic combat, meaning that your choice of weapon is limited (Maybe something like a Lance for melee classes, and a Battle Staff for magical classes), and thus the skill kit you have is unique and balanced for fighting from a mount.

Besides the different skill kits, the movement of mounts should differ. Backpedaling should be significantly slower than on foot, as should strafing.
Turning should be non-instant, thus allowing unmounted players to use footwork to get out of the attack area of mounted players.

Mounts can be disabled for certain areas and game modes, or made mandatory if there’s an event which uses them (Jousting, for example)

Downsides and Concerns
Obviously, adding mounts would not be trivial, it would take months if not years to create the assets and make the changes required to support, restrict and handle the inclusion of mounts.
The balance of the game would also be thrown into turmoil if their usage was not restricted or well-balanced. Even if well-balanced, it would change the meta for certain.

This has been discussed before, countless times I’m sure, but I wanted to throw in my 2 cents on the subject.
If you have anything you want to add, be my guest, but please refrain from kicking any dead horses…

WvW capture rewards...

in WvW

Posted by: Weylin.6478

Weylin.6478

What RoyalPredator brings up is exactly the problem, the people really helping, and not just leeching captures, are getting screwed when it comes to rewards.

The map should be broken up into segments, and if you do any beneficial actions in that area, you should accumulate some kind of adequate reward once the main objective is fullfilled, defense or offense.

WvW capture rewards...

in WvW

Posted by: Weylin.6478

Weylin.6478

It really REALLY irks me to see people who actually contribute to the capture of a tower get left behind and given no reward whatsoever, just because they couldn’t step on the circle.

Those players manning the golems?
The ones trying to hold off the counter-zerg with arrow carts and AoE attacks?
They all get left out.

If you stop for even 10 seconds you’ll miss the cap, even if you’ve been fighting for half an hour to take it.

Rather than having a capture circle at the top of the tower be the decider, reward anyone who attacked enemy players, guards, or the gate, with greater and greater rewards the harder players fought to take it.

This way, empty towers wont be worth much, they were an easy cap and so not really any experience to be gained stealing an abandoned old shack.
On the other hand, confronting the enemy, and fighting hard to take a fort should grant a massive reward once it IS taken.

This would encourage more confrontations, and less skirting around going for rapid captures.

Equipment slot for each usable weapon type

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Posted by: Weylin.6478

Weylin.6478

My biggest gripe is that there’s no way to ‘reserve’ a inventory slot for a specific weapon, so it’s a complete pain in the kitten trying to keep your weapons inside the invisible bag when the gaps get filled with random junk, and a 2-Handed weapon takes the place of two 1-Handed weapons which then take twice as much space and the extra one goes somewhere silly.

Equipment slot for each usable weapon type

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Posted by: Weylin.6478

Weylin.6478

An equipment slot for every type of weapon that a class can use, and two slots for weapons where two can be carried at once.
ex: Elementalist would have the following slots: Dagger®, Dagger(L), Scepter, Focus, Staff.

Each equipment slot would have 1 or 2 “Active” buttons.
For classes which can only use one weapon per battle, you would simply activate which one you wish to use, or pair of weapons if possible.
For classes which can swap between two weapons, you would choose which sets you want a weapon to be active on, 1 and/or 2.

This would make changing your load out on the fly much more streamlined, without the hassle of items getting thrown to the end of the inventory when exchanging a 2 weapon set with a 2 handed weapon.

What's with the traits?

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Weylin.6478

That does make sense… if they sell the level 20 scrolls, then you only need to go 10 levels before you get your first traits, which is comparable to getting your first trait point at level 11.

You really think they’re going to do this? Start selling lvl 20 scrolls?

Don't ragequit/uninstall just yet

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Weylin.6478

Mobs were being downscaled, but the issue is more that you’re much more disadvantaged in WvW

What's with the traits?

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Weylin.6478

What people have to look forward to at later levels are more powerful traits, and I’m afraid I don’t know what china is used to specifically and why making the early start more annoying is a good thing.

I know they adjusted mobs, but it just feels like there’s such a long time to go before you get your first traits.

What's with the traits?

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Weylin.6478

It would be a lot more intuitive if they just give one every 5 levels, at least then each trait point is more meaningful, even though they’re further apart.

This change is basically nerfing newer players and I have no idea why they would do this.

In terms of WvW this just screws up-leveled players even further, it just doesn’t make any sense.

I’d like to know what the logic is behind this.

What's with the traits?

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Weylin.6478

I understand that 1 equals the original 5.
What I DONT understand is why it doesn’t give a trait point every 5 levels starting at 15.

Why does it give points at all these odd levels, and double the points at higher levels? It’s not like leveling gets harder, it’s a pretty linear progression compared to many other MMOs that would make 79-80 a several week endeavor.

Originally you would get your first point at 11, and while it didn’t help much but you would unlock your first minor at 15.

Why don’t you just award one trait point every 5 levels, and unlock the master and grand master tiers at the appropriate levels?

Don't ragequit/uninstall just yet

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Weylin.6478

I know a lot of people are upset with some of the changes, but try and understand the reasons from the developer point of view and allow for some things to be readjusted as necessary.

some of the changes that people aren’t liking will possibly be further tweaked with hotfixes, just give it time.

The best you all can do is provide calm and detailed feedback like some have already been doing. It is possible that they had overlooked some things and all of you will do a better job at finding the issues than a small team would be able to.

Make "Common" skins cost no charges

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Posted by: Weylin.6478

Weylin.6478

It would be nice if those guild skins were too, it’s pretty plain looking…

I don’t know, just seems pointless to skin anything but a lvl 80 exotic armor for your build of choice, who’s going to spend charges on masterworks with minor runes?

Make "Common" skins cost no charges

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Posted by: Weylin.6478

Weylin.6478

While leveling up it’s ill advised to apply transmutations to your armor because you’ll be quickly out-leveling it soon anyways.

Perhaps the common skins that you run into could have their costs removed, while higher tier skins do cost charges?

Honestly I don’t see the point in using charges at all until you acquire your main set of exotic armor.
It would be one thing if your skin selection would stick to the slot regardless of what is in it, but that doesn’t seem to be the case.

3 Trait Tabs (PvE,PvP,WvW)

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Posted by: Weylin.6478

Weylin.6478

The trait resets will help in this regard, yes.
However it is convenient to have a couple presets for completely different environments.

PvP and PvE for example are so different in strategy that its just a pain to have to reset your traits and move them around every time you go from doing one thing to another.

3 Trait Tabs (PvE,PvP,WvW)

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Posted by: Weylin.6478

Weylin.6478

Could we have 3 tabs for traits which are switched depending on where you are?

There would be 3 tabs: PvE, sPvP, and WvW
This way you can set your build for each one of these environments and not be so locked in to a certain game type.

It’s not entirely needed, but there’s many traits that I want for PvP but which are rather useless in PvE, and vice versa.
PvE doesn’t really need condition removal while in WvW you’re easy prey without it.

This would make it a bit easier to go from, say, roaming in WvW, to doing dungeons. It would save a lot of time.

Elemental Staff Tweaks

in Guild Wars 2 Discussion

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Weylin.6478

Apparently “Fifty Percent” is censored as “kitten”

Elemental Staff Tweaks

in Guild Wars 2 Discussion

Posted by: Weylin.6478

Weylin.6478

There’s a few things that seem a tad off or lacking with the staff for the elementalist (besides it sucking horrendously in PvP unless you’re standing in the middle of 50 allies and AoE spamming a narrow passage)

Windborne Speed
Possible suggestions:
- Higher radius (340), Increase duration to 16s
- Reduce duration to kitten-66% move speed bonus
- Current stats, but Create a Combo Field: Smoke for 3s

Stoning
Possible suggestions:
- Inflict Bleed(1) on multiple foes for 3s (120 radius)

Magnetic Aura
Possible suggestions:
- Shield an area around the elementalist (240)
- Grant Magnetic Aura on up to 5 nearby allies
- Ground targetable, 240 radius
- Inflict Weakness 2s on foes who strike you

Gust & Shock Wave
- Make it possible to aim these with a cone AoE (Similar to the hylek flame spitter turrets)

Make finishers break stealth

in Profession Balance

Posted by: Weylin.6478

Weylin.6478

While every other class is exposed and easy to interrupt or burst, thieves are consistently able to spam finishers on all fallen enemies with little risk to themselves by utilizing nearly permanent stealth.

Conjured weapons not scaling down properly?

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Posted by: Weylin.6478

Weylin.6478

It seems as though when I go to a lower level area, my standard abilities get scaled down properly, but when I used a conjured weapon, I can practically obliterate mobs in 2-3 hits, and even bring bronze elites to their knees with a single ice storm.

The weapon type didn’t seem to matter much. Shield, Axe, Hammer, Bow… They could all kill in about a 5th of the time with just the auto fire.

Camera Rage

in Guild Wars 2 Discussion

Posted by: Weylin.6478

Weylin.6478

Fights indoors can get incredibly annoying, it feels like you’re fighting the camera more than your enemy.

Walking up to a railing and having your camera zoom in instantly is very annoying, so is having the camera bump around on uneven ceiling surfaces.

From a technical standpoint, I don’t know what they could do to make it better that wouldn’t be a massive overhaul to how it works, but certain objects just shouldn’t force the camera to zoom in.

Spamming emotes

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Posted by: Weylin.6478

Weylin.6478

Please just suppress it from the chat, but have the animation and sound play out.

Why does underwater combat have to suck?

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Weylin.6478

OK, so it’s not water combat that sucks, it’s just that the elementalist is incredibly difficult to be effective with?

I mean, I was trying pretty hard to do damage.

So far I’ve only died once in water combat, it’s just very unproductive…

Like I said, I drag the enemies to the shore and vaporize them in seconds with with basically 2 skills.

Why does underwater combat have to suck?

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Posted by: Weylin.6478

Weylin.6478

It is a unique experience, but it’s also infuriating because elementalist appearently sucks in water.

You could say that I suck, but I can’t really imagine what I’m doing wrong, using every tool at my disposal, restricting enemy movement, activating combos, kiting, using obstacles to avoid some attacks and get enemies close together…

Why does underwater combat have to suck?

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Posted by: Weylin.6478

Weylin.6478

Every time I’ve been forced to fight under water, it’s always a prolonged 5 minute battle where I’m barely staying alive, taking a 3rd of my health every time I’m struck, and barely doing a bit of damage to the enemy.

I kite the enemies to the shore when I can, and at that point I end up killing them in 5 seconds.

I am not even exaggerating.
I spent several minutes fighting these creatures, eventually said “screw this” when I realized they were not even at 75% health, went to the shore, and ended the fight within seconds.

Nobody cares about group events

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Weylin.6478

Gates of Madness I think?
I only went there because that’s where my 2 friends were.

Nobody cares about group events

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Posted by: Weylin.6478

Weylin.6478

Everyone is too busy doing champion and world boss trains to even bother with all these side random events.

Part of the problem is that there’s no way to know about an event until you stumble onto it or see someone on /yell asking for help…

Another part of the problem is that the rewards are rubbish in comparison to what they normally do and nobody cares.

I’m fairly new here and have followed the queensdale train just because it’s where the players are and the loot is good if mine is getting outdated. When I’m bored of that I do some stories, hearts, and map completions, but they don’t seem to be worth it in terms of profit vs time played, just more entertaining.

[Suggestion] Mounts?

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Posted by: Weylin.6478

Weylin.6478

I’ve never seen mounts implemented in a way that didn’t completely suck and look stupid as all hell.

NVidia 3d Vision glitches

in Bugs: Game, Forum, Website

Posted by: Weylin.6478

Weylin.6478

I’m not sure if they have control over this, it might not be a supported feature.

Sounds like the video card is just guessing, but I could be wrong.

When will GW2 go on Sale again?

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Weylin.6478

The answer is: Two weeks after Weylin purchases a game.
Which is right now.

Unlimited Trial?

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Weylin.6478

Oh for christs sake, figures they’d go on 50% off 2 weeks after I buy it…
Whatever, this game is worth every single dollar and I mean it.

I’ll notify my buddy and hopefully he goes for it…

Unlimited Trial?

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Posted by: Weylin.6478

Weylin.6478

What if we had a way to invite a friend to try the game?

The one you invite would only be able to talk to you and people in your group, and any kind of trade would be disabled.