Showing Posts For Xomic.5792:

Vallus Smokemane. (spoilers)

in Charr

Posted by: Xomic.5792

Xomic.5792

Yeah it is a bit annoying given how we were told about your choices in the human story permenantly altering your home instance, that nothing I’ve done in my Charr storyline seems to have had any visable effects. My engineer’s father was the repentant shaman. And I helped him get a pardon, I’d have liked to see him actually living in my home instance somewhere, but never seen him on that character.

Actually he does, if you go up the tower/brackets thing he’s on one of the balconies. He doesn’t say anything though.

It’s a shame really, it feels like theres all kinds of interesting ideas they could have done with the personal story but they ended up streamlining it. I hope they eventually release “sideline” stories, even if they’re un voiced.

Rytlock changed?

in Charr

Posted by: Xomic.5792

Xomic.5792

I actually dislike the huge teeth on charr. They look awkward.

Fixing Wells - And a few other things

in Necromancer

Posted by: Xomic.5792

Xomic.5792

You know what might be fun? If wells deactivated but didn’t disappear from the battlefield, and activating DS while standing in one turned it back on at a cost of some LF.

I play a necro, but I traid a warrior for one play session...

in PvP

Posted by: Xomic.5792

Xomic.5792

Let me try and clarify myself a bit more. Death Shroud is very powerful because it gives Necromancer access to a secondary health bar which is is much more reliably renewable than normal health is for other professions. On top of that it essentially also gives them a 3rd weapon set that they can use to circumvent the basic weapon swap cooldown to reliably bounce between powerful skills in 3 different sets. For both of these reasons, Necromancer has a high power ceiling but also an extremely high learning curve.

I can’t speak to Death Shroud is it works in PVP, but it seems to me that if the design goals of DS was to provide a second health bar, and a third “weapon” it’s a particularly poor implication of it.

First, you say that it gives us a second health bar, which isn’t untrue, but at the same time guardians have a very similar mechanic of absorbing a hit ie Virtue of Courage. The core difference here is that the guardian actually blocks the hit ever 5 seconds (unless triggered) without any loss of functionality. This is a big problem with the DS mechanic. No other profession has a profession mechanic, as far as I know, that actively takes away from from the functionality of the class.

Secondly, you’re making the claim that we’re “gaining” a third weapon set, except what we get is almost utterly useless. Compare and contrast Dark Path with Life Blast. one’s a ranged attack, the other is a Teleport-to-target, something normally only seen (and normally only useful to) melee classes (or in this game, melee focused weapons like daggers). They also both have 900 range, so it’s not as if one supports the other in any fashion (that I can tell).

And again, this is while removing the ability of the player to read their status or use their utility powers.

Whether or not DS functions on a high level, or at the top of the learning curve speakings nothing to the fact that it’s the least well thought out profession mechanic in the game. This isn’t like elementalists and attuning, or Mesmerizers and shattering, it literally takes away from the profession when it’s in use.

Let me put it this way; every other class (save for elem and Engys) has to suffer through the weapon swap cooldown, and having only one hp bar. And every other class is more or less okay with this. Necros are paying for these so-called befits by having poorly through out powers and skills, all to pay for Death Shroud, which as it stands now, adds nothing of value to Necromancers, nothing that isn’t done in other professions through other means in another, better fashion.

Underwater combat with a Necro.

in Necromancer

Posted by: Xomic.5792

Xomic.5792

Isn’t underwater combat almost universally bad?

Charr Cubs - A little confused

in Lore

Posted by: Xomic.5792

Xomic.5792

I don’t think the fiction perfectly lines up with what’s presented in game. In particular the fiction seems to imply that cubs have little contact with their parents, but that doesn’t always seem to be the case.

Well, as far as I know the fiction doesn’t say that it’s ALWAYS the case. There could be exceptions, and if someone lives outside of Charr lands then even if he wanted to rise his cub in a fahrar there just could be none around.
Not to mention that (as others said) if a Charr leaves his homelands he probably doesn’t want to follow the Charr family lifestyle anyway.
The cubs raised the traditional way don’t have much contact with their parents from what I’ve seen.

I’ve actually found the amount of contact “traditionally raised cubs” that is suppose to go on between cub and parent a bit confusing, in particular given the cub spends more time with their mother than father, I find it strange that the personal story for the charr is so heavily focused on their sire. I’m not even sure the character’s mother is brought up at all.

Bad Blood

in Personal Story

Posted by: Xomic.5792

Xomic.5792

I actually did this last night.

I don’t mind this sort of action rp style thing in the game, but it would be nice if being pushed off the side didn’t kill you, only forced you back to the checkpoint. I know it makes it “easier” but things like the personal story ought to be fun first and foremost, and that section of the quest just isn’t that fun.

Charr Cubs - A little confused

in Lore

Posted by: Xomic.5792

Xomic.5792

I don’t think the fiction perfectly lines up with what’s presented in game. In particular the fiction seems to imply that cubs have little contact with their parents, but that doesn’t always seem to be the case.

Corpse rushing - Shouldn't be possible.

in Fractals, Dungeons & Raids

Posted by: Xomic.5792

Xomic.5792

I hate it too, I wish rezing was handled a bit better. It’s hard to revive downed players (or defeated players) within boss fights. It’d be nice (and preferable) if the downed player was resistant to AoEs and able to “crawl out” of the fight.

Necromancer mechanics that don't work

in Necromancer

Posted by: Xomic.5792

Xomic.5792

For me, the big thing is the Death Shroud.

I find it… incredibly boring that our profession mechanic essentially forces us to ignore our character in the sense that we lose access to our utility powers and the powers we gain aren’t based on our equiped-and-active weapon when we transform. A dagger wielding Necromancer’s death shroud has the same powers of that of a staff wielding one, or a scepter and warhorn wielding one.

I feel like a lot of interesting stuff could have been done with death shroud, but wasn’t.

The other big thing is that it bothers me that 2-5 staff powers are Marks; it bugs me that it’s basically nothing but Targeted AoE attacks. Boring to use, at best. Which is a shame since the whole necrotic scythe blade on the staff looks very cool

(edited by Xomic.5792)