Showing Posts For XDeathShadowX.2619:
It’s interesting to hear from other people like this. In every game I’ve played that has classes having a main has never been something I could do. I understand people having a favorite class but I always have to make them all. I bought 2 character slots the day GW2 launched because I knew I’d be making every class and playing them equally. Luckily GW2 it’s easy to level which is usually a big issue with swapping through characters too much.
My warrior was my first character, first 80 and thus obviously my first dungeon runner. My mesmer got the first ascended armor because she was the person I was on when the box dropped. My guardian got the first ascended necklace I bought because I wanted more magic find to add onto the omnomberry creams I was using for extra boon duration (greedy). My ranger was the first I used for any duration in WvW. Engi is one I play with builds the most on. Really I can’t pick a main because I can’t be bothered to show favor to one profession. One of the major boons in GW2 is that all the classes play differently and playing the same one repeatedly will burn me out on that class, even if that isn’t the case yet sometimes I’ll go to log on and see a character I haven’t done something on in a while and think “What the hell.” then do the content with them. And it’s sure to be even more impossible with elite specs and the rev coming out.
I like PaxTheGreatOne’s strategy of having loads of all character types, I started making duplicates towards the end of GW1 maybe I’ll do the same in GW2.
Oh, okay I’ll give that a shot. Thanks.
I thought when specs first came out mimic would recharge portal as long as the first portal was created within 10s of mimic, but now it needs both ends to be cast before the 10s are up or else it still has it’s 72s cooldown. Did this change or am I remembering incorrectly, I didn’t play mes much since update up until now.
I personally like them (not so much braham with his bitterness against his mom for whatever reason), but I think the position they’re given really screws with people. It’s just like original DE, Trahearne, or the earliest example freaking Kormir. Anet seems to like to have you as a part of the story but they keep npcs close by to take all the credit. It’s like they don’t want to deal with justifying how every player would be the leader/victor/hero of the stories actions. Kill a god and somehow blind worthless chick gets the power, unite 3 factions into a multiracial army and somehow the salad scholar gets to lead it. So I like the characters of the group, especially in season 1 when they were just a bit of a focus point during the chaos, but in season 2 they try to pretend like you’re the boss when they’re the ones making the choices so it doesn’t really feel like you’re doing much but following them around.
One thing I will say I take issue with is that the “group” feels like it’s made of two separate groups. Whenever they split up Rox and Braham go one way and Marjory and Kasmeer go the other, then Taimi goes with one of them. So Taimi seems like the only one that interacts with everyone on a regular basis, like she’s the child of divorced parents and the only thing keeping them together. Otherwise rox and braham go bro it up somewhere while jory and kas go on an investigation date and the the 2 groups wouldn’t even talk if Taimi wasn’t there.
Also I didn’t care for DE 1, aside from Rytlock and Zojja. Caithe, Logan, and Eir all felt so lifeless to me.
It would be interesting, in gw1 every expansion came with new pets to tame. In that game the pets appearance were cosmetic and all functionality came from pet skills. The only pet that did anything different was the bear because it had that brutal maul and could activate shouts every 4 attacks but that also gave it crappy attack speed and a target for an interrupt. In gw2 the pets all have their own skills so they’d have to make the new pets a copy of another pets skills if they didn’t want to make new things up. Then again look at all the pigs, not a single different skill among them so maybe it’ll be possible.
If they did do it I would hope for some more diverse pets like having a raptor or a griffon. Just put a juvenile version of every non-humanoid enemy for us to tame.
I wish they’d have waited to announce the expansion until they had more of the game done. Stretching info drip over such long periods of time makes the game aggravating to wait for. While it’s true there’s the new legendary weapons, what’s involved in crafting precursors, probably more explanation about masteries, etc… That doesn’t help much since it doesn’t look like we’re getting any of that this week if game conventions are the reason. So just huge gaps of nothing HoT related.
- Fixing underwater content to be a lot more fun
impossibru
I just want to ask people what they think of shouts in this game, both the ones that already exist and the ones that are coming out. The reason being that so far over half the professions will have access to them once HoT releases (at least that we know) and I’m curious on peoples views.
Just some questions I’d be interested in:
1. Which shouts do you think are good, and which are bad?
2. What do you think makes the good shouts viable and the bad ones poor?
3. What should Anet aim to do when they make a shout and/or what kind of things can shouts reasonably accomplish and what can’t they?
4. Do you think traits can make bad shouts into something people will use?
It just seems odd since Guardian shouts are all pretty much solid gold and I’ve never really seen complaints, Warriors have decent options and people don’t really seem to complain about those much either (not that I’ve looked for complaints), but pretty much every other shout so far has been shot down Ranger, Reaper, and quite a few of the Tempest. So I’m wondering if there’s a pattern.
I like the idea they were going for with reaper, slow attacks that hit hard, and could see it being incredibly fun to play personally. That said at least as of now (before balancing is finished admittedly) the attacks are slow and haven’t been shown hitting that hard. The shouts all deal around 200-300 damage and have very minimal additional effects in my opinion. “Rise” could be funny in trolly minion bomb builds but I’d rather they go through with the idea of changing it to spawn more powerful minions. Pretty much all the other shouts are lack luster in every respect for me (I’m a pve player mind you so it could have use elsewhere). The elite is a huge cast time for chill which reaper already seems to get quite a bit of through traits.
Hopefully, a the very least, they listen to the feedback given to them from the beta tests once they include the elite specs. As of now for pve the shouts don’t compete at all with wells for damage, and lose to spectral skills for what little utility they provide. And I hope they go through with what they said about landing an attack being punishing and give the GS attacks decent damage coefficients. And just completely change the elite skill. Though for that matter I’d like them to change the tempest elite shout too.
I like the idea behind the overloads but some of the animation seemed a bit unfinished, like how earth your character just stands frozen on top of a moving spike and then awkwardly staying in air for a second when the spike goes away then gently coasting to the ground, or how fire basically looked like a warrior using whirling axe through a fire field so hopefully the animations are smoothed a bit.
I like some of the ideas in warhorn like being able to extend pre-existing boons I wish he would’ve showed lightning orb against a single target, he mentioned it is very powerful against single foes since all the orbs are shot at one person but then constantly used it in a huge golem group. The water heals could be useful in larger group things.
The shouts are give and take for me, I like the auras from them, but some of the effects seemed so situational or weak to utilities the ele already has and their cooldowns may ruin it. You can spawn an ice bow in the time it’d take to have them cooldown and their damages aren’t that great. Also the elite I’m not sure if we’d be better off spamming it in hopes of hitting a decent cooldown on someone or just continue as current and just keep my FGS on in case I need to run somewhere faster.
The traits were all over for me. Again more auras, but aside from the 2 traits for protection I don’t know how it makes ele better frontliners since you’re relying on one boon to keep you alive. Heal on auras seems nice but I still hate how spread out aura traits are you’d need to bring water for party heals with it, and air for some decent buffs if you were going for it.
I’ll test the waters when it comes out but I feel like I’ll still get destroyed if I use dagger and scepter is so messy. Maybe staff tempest but the overloads are all close range so who knows if that’ll work well.
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i hope you realize that Stormcaller, the actual large magical horn from GW1, is still in its place in GW2, in the Black Citadel. the Charr turned into a victory memorial after they retook the area. It has a dedicated Point of Interest located south of the big sphere, on it’s own private balcony overlooking the ruins of Rin.
Now we just need a skin to match it. Also i just refer to the Black Citadel sphere as the deathstar since it’s easier to remember.
That never made much sense to me in that game so I’d forgotten about it. Rurik acts like it’s going to help you so much but you just call down a tiny drizzle. Maybe Charr hated getting wet back then.
I don’t main any characters but I have a hard time playing my elementalist because dagger brings me too close and scepter feels like crap to play for me. I enjoy focus though and I’ll wait to see what the warhorn can do. I don’t care if warhorns look like kitten because my ele is asura and any weapon she wields may as well be microscopic since I can’t see it most of the time (benefit of being small?). I’m really wondering what kind of utilities and elite the spec will bring because I’m not find of any of the ones they have now. Tornado is amazing underwater but sucks on land, every elemental I’ve summoned is a troll that gets slaughtered or in pve attacks anything in eyesight, and FGS has good mobility but I rarely ever use it in combat. I tend to just keep FGS for when I need to run around, so I’m hoping the elite with this spec is pretty sweet. If everything else is good I’d probably use the elite spec with staff, assuming warhorn is a bust, but hopefully not I’ll see on Thursday/Friday.
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Ah okay that makes sense, I did notice that sometimes it would share auras and I couldn’t see the effects on people. Still it bothers me that the traits for auras are so spread out for eles. It gives off a feel of a more defensive version of venom share on thieves but a full venom build takes only 2 traits for them and both of them are in the same spec, but for ele aura share you need fire to give might, air to give fury/swiftness, water to share them at all, and earth to give protection. It’d be nice if they were condensed a bit to make it feel more supportive.
Weren’t the restrictions supposed to be lifted from this trait? It still doesn’t seem to activate when leaping through fire or blasting ice. Is this as intended because it makes it kind of hard to do anything with. As it is the traits for auras are all over the place spread across almost every line, and the trait auras are only going to be there if you’re getting hit which is less than ideal situation for some elementalists.
I have to agree that the F5 skill is going to have a long recharge, I’d imagine it could be even longer than most elite cooldowns to stop people from just doubling up on elites whenever they’re there. Not to mention if alacrity effects shatter recharge it’s going to have to be balanced assuming you’re going to have it up as much as possible. Still it’s nice to have new mechanics to play with. I wonder how many wells they get.
Can someone tell me how to find decent servers? Since I’ve started trying my luck in sPvP again I get games that end up with scores of 100 to 500 or worse. I find it boring to play games where one team is so outclassed. I’d rather lose a game by around 100 points than win one by near 400. How is it people find good games?
Edit I actually just used the drop, and I still can’t buy any leggings. Where exactly do you get them from?
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Did Anet ever give a reason for making carapace leggings not tradable for crests? 1000 crests took sometime to get but the drop rate on the boxes seems like crap, feels like I’ll be lucky to get another skin in 10,000 crests at this rate. Also the bladders randomly being in two pieces, I have one half of coppers bladder and now I constantly do the same boss trying to finish it to free up the inventory space. At least the bladder issue will be solved when bladder specific extractors are our. Why did they leave leggings to the RNG gods? I haven’t sent prayers to them in a long time and I feel it’s going to stop me from completely all these skins.
So again unlike most people here I’ve liked the updates lately. That said, the pavilion is terrible. It’s dying at a record rate because there’s almost no reason to do it more than once, the kills give you 1 ticket or 1 token (Really one freaking token how is that even a reward). I like some of the mechanics to it, making bosses stronger to encourage people to split up, giving them different mechanics for each one makes it interesting, but absolutely no reward for it so after seeing it the 1 time (or more if you want the blitz achievement) it was instantly tedious. Can’t even let it drop more tokens so we can get something from the barterer in the cliffs? Edit: Forgot to mention but since this was in addition to the bazaar it’s soooo much easier just waiting for sparkling crystal run or dolyak race for an easier ~45 tokens. Most of the pavilion runs takes so long you could probably do one of each (maybe even 2 of one) before the one run finishes.
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Hopefully it’s well before December, but thanks for the response.
As I posted in the megaserver feedback thread I’m actually loving the megaserver update. In fact it lead me to a guild filled with good people that I enjoy being able to talk to and party with at times. The issue is that the guild was started on Borlis Pass and I’m from SBI, and this means all the influence I’m earning is being dumped into a worthless pile that they can’t use for anything. I was wondering if there was an ETA for when we can expect influence from all servers to be pooled into the same area. It’d really be nice to help guilds who are embracing multiserver members.
This is a minor bug (I’m pretty sure it’s a bug anyway). But on skills that hit multiple times to get their full damage such as mesmer greatsword autoattack and flamethrower autoattack the damage numbers keep counting up for every successive attack. I don’t know if it’s meant to be that way but it’s weird autoattacking a champ to see numbers count up to 10’s of thousands.
Edit: Added a picture from indestructible golem.
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Yeah wells can do pretty good DPS but you run risk of covering other people’s fields. I’ll admit it was an idea for power based builds but that’s because I thought the general idea was to have access to a multitude of gameplay styles, but it seems like necros are forced to be condition or MM. Also I do know life blast and staff auto attack but hoping mobs stay in line with each other is a bit much to ask for.
As for ranger even if they don’t lose much DPS when their pet dies it’s still the classes main mechanic, and it’s the only mechanic that can die. There seem to have been many tweaks for pets to make them more useable but the reason evade frames would help so much is because the game prioritizes dodging to stay alive with no healer class, and pets being forced to take any big hit that they happen to be in range of seems like it could be a fixable issue.
Well it may not match the general tone of most of this forum, but it’s for feedback so I’ll leave my feedback. While it isn’t without it’s issues which I’m sure they’re trying to work out to get better results of getting guilds and friends in the same map instance, I love the new megaservers. The metaevents are really high population sure but that’s not much a problem for me because I only do them when I’m not in the mood for other stuff in game. The real place I’m liking it is in the mid to upper level maps. I was so freaking sick of only seeing people when a metaevent started or doing queens or fgs train. Other than that I’d be lucky I saw one other person on the map. Doing anything in Orr or maps like Fireheart rise was just a dread because I’d be the only person on the map. And nothing feels more tedious than doing a bunch of events alone, they may as well just be repeatable hearts at that point. Now when I’m doing an event there’s actually a chance that 1-2 people will join me. The world feels more alive in my opinion, I actually get to see what the temples are like in Orr (I took my time leveling my first characters and didn’t get till Orr till everyone had already decided it wasn’t worth running anymore.) If I wanted to spend so much time in maps seeing absolutely nobody I’d just find a single player game instead.
Do you mean making story mode account bound? So exp will be unlocked on everyone? Other than that this doesn’t makes sense.
I’d have to agree with the idea that it was stupid. The point seems more that all they needed was some guy who could stand in a brazier for 5-10 seconds and then deal at least some good DPS on the effigy. And spending 5 minutes getting a group just to clear a dungeon that anyone who’s ran it twice knows like the back of their hand just to save a less time than that with a “Perfect run” is a net time loss.
I just wanted to say these as I think they’d address some of the issues some classes have in PvE content. (They are by no means professional balance work just wanted to mention them).
Necro:
Replace one of the relatively unused traits with one that makes dagger auto attack cleave. I think one of the most crippling aspects of playing a PvE necro is that they’re the only class that has no access to auto-attacks that can hit multiple mobs. If it were at least a trait they’d at least have the option, and given daggers force them into melee range it’d have the risk/reward offset.
Rangers:
Ranger pets area always getting reworked, I’d suggest making it so pets get the evade time from their masters dodges. Pets die fast and it doesn’t help that if there’s an enormous attack the master can dodge it but the pet stands there and takes it to the face. It’d take some participation and wouldn’t be as overpowered as just flat out buffing their stats to allow them to take the hits. As it is now when I play ranger I tend to leave my pet on passive and just use it’s F2 skills to buff because if it runs in and get’s nailed by something I’ll loose out on my damage.
Edit: Forgot to mention, removing the loss of character control on the swords auto-attack would be a nice help since it’s the only 1 handed melee weapon and again being rooted in place so often hurts the flow of the game.
Engineer:
Not much of a suggestion but can you guys seriously do something about mortar? This elite has too many restrictions to be considered by almost anyone. It has a max range, a minimum range, it doesn’t do much more damage than using basic attack or kits, most if not all it’s utility is available in other kits, and the obvious problem of it roots you into place making you a sitting duck and breaking the often highly mobile combat that GW2 tends to have.
Just some changes I’d like to see, really I have and play every class but these are some issues I’ve seen with these classes, for things like necro and ranger it possibly gates them from dungeon and the such because necros can only hit single target most of the time and rangers rely on something that can die easily to bring them up to other classes damage.
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Not sure if this has been said, or if this is the right place to say it. But can you guys go through and make sure that none of the events to get the traits require some sort of failure. This just makes things difficult. I just saw a group of people finish the Lyssa defense event while everyone around asked them to stop. They basically blocked the priestess from spawning and griefed everyone who waited all that time out of their grandmaster traits. In general it should never require someone to lose to gain more abilities. It even sounds wrong.
I’d even be okay with the priestess spawning as part of the defense, or the defense counting for the trait. Just having to wait for the undead to take it just so you can take it back is so tedious.
I’d recommend changing sigil of celerity. As it is now it’s in all ways inferior to sigil of rage. Unless you’re somehow killing 25 enemies in under 30 seconds then you’ll have loads more quickness using rage. Even with only 3s cooldown and 30s recharge you’re probably going to be getting it on cooldown or close too it with any decent crit chance.
Also for stacking sigils such as celerity and demon summoning it may be good to have some sort of delayed activation option, like having it display and icon that lets you use the quickness or summon when you want and freezing charge gain till it’s used. As they are you can easily set off the bonus on the last kill of a group and then be left with 5s of quickness and nothing in sight making all those kills a waste, with some delayed system you could at least save it for the start of the next fight. I mention demon summoning too because that thing only lives for 60 seconds and it sucks having some of that time burn off while walking to the next mob.
I’d hate to see those crappy invulnerability sigils be changed out for something that’s equally unused because you can’t dictate when you get the buff making it easy to waste. Even with a buff I don’t think anyone will use that sigil because killing 25 mobs just to get 5s of quickness is hardly worth it compared to other buffs. Lower charges need maybe?
I agree, it should be a mix of both. If you and a friend want to play then you should be able to start and have others fill in the empty slots. It’d still allow more coordination that last year but wouldn’t make you sit and look for a full party. As it is now if someone has to leave your shafted out of manpower. Also how is a group of random people that join off of LFG any better than a group of randoms that joins automatically? It just adds a step in between those who want to casually play and actually playing.
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