Showing Posts For Zinwrath.2049:

Question about Corrupt Boon.

in Necromancer

Posted by: Zinwrath.2049

Zinwrath.2049

Necros ultimate downside…cast time/channeling on 75% of their abilitys.

Pistol necro

in Necromancer

Posted by: Zinwrath.2049

Zinwrath.2049

Though a 1hnd 2hnd sword would be awsome…especially for a tanky shadowknight vampire style play. Or atleast some kind of hard dps kit. But i imagine “possibly” maybe they’re waiting till they put in 2hnd axe/polearms and maybe we’ll use those…and get some cool scythe instead of making our staff look like one when we auto.

Necro weapon suggestion.

in Necromancer

Posted by: Zinwrath.2049

Zinwrath.2049

Sadly sounds cooler than any other weapon kit. I’m down with it.

Autoattack DPS and cast times

in Necromancer

Posted by: Zinwrath.2049

Zinwrath.2049

ya, axe was really good in beta. Now not so much. I think when used with a MM build the vuln shred for the pets and ae cripple etc is what the play style its catering to. But as many pointed out its often still not worth it.

Tbh i would just like a reliable dps contributing offhand. Or atleast one without huge casting times, seems like necro has more and longer casting times overall than any other class….then again i havent played elementalist.

Do. Want.

in Engineer

Posted by: Zinwrath.2049

Zinwrath.2049

i dont get it, but put it in

Engineers and Aggro: Does Everything Hate You?

in Engineer

Posted by: Zinwrath.2049

Zinwrath.2049

Normally i’d say no not a prob for me, but the one frost boss in hotw or whatever from beginning of the fight to end was charging only me and i did practicly nothing to it. Dunno if he just finds someone he likes and never leaves till they’re dead or if i was sending off some kind of signal that says “kill me, i’m the REAL threat”. Too lazy to research this though.

Rolled Engi, loved it, But hate the way Rifles work

in Engineer

Posted by: Zinwrath.2049

Zinwrath.2049

Engineers were never meant for long range dps in game, they were more designed for mid range dmg.

In the 3 adventuring classes rangers covers long range, engineers mid and theif melee.

magic night, you make bold claims in many threads in then others show your ignorance by asking a lot of questions for build advice and how things work.

To be put simple because you seem to be confused. Rangers have more close-mid attacks than ranged, they simply have long bow for long range. That does not include short bow, greatsword, sword, , axe, axe offhand, horn etc. They are not characterized by the range of their attacks but by their theme and pet mechanic. Make an 80 one and play it you’ll see theres more to it than your theorycrafting assumption.

Also same with theif. They have dagger-sword for close range, then they have pistol, duel pistol short bow etc for long range…they are not forced to be a close range fighter, they simply have the OPTION.

Engineers have mid-close and mid-close. I do not include kits in the factor as they are not weapon options but kits that must take up a utility slot. But even if i did that only leaves toolkit which is a poor mellee ranged fighting kit and grenade kit which is an unreliable long range kit. Both have their purposes and strengths but are not close to what people want and are not weapons they are kits.

The game was designed so classes were not tied to a role. So stop spouting your ignorance about class roles. This isnt WoW or whatever mmo you came from. sooner you wrap your head around that the sooner thing will be clear to you.

Rolled Engi, loved it, But hate the way Rifles work

in Engineer

Posted by: Zinwrath.2049

Zinwrath.2049

TBH, seeing as i’ve seen this far back as beta 1 on like 200 threads…heck even before that even from QA people and critics. People wanted the class to have “more play style around turrets, less rng on potions, more long range rifle (sniper rifle) options”

Its still not in, imagine it will be prob…why it wasnt in the first place …dunno. But hope it is.

Should turret dmg scale with our stats?

in Engineer

Posted by: Zinwrath.2049

Zinwrath.2049

I’ll run a test but the tooltip numbers go up and down when you add or remove condition damage. brb with those results

Tested it and the tooltip does acknowledge increased damage from condition damage with different ratios depending on turret. However after testing the flamethrower turret despite my conditiond amage suggesting each attack should do nearly 1200 damage over 2 seconds, it was only doing 770ish damage. This adds to the question….is the tool tip a bug….or is it not scaling a bug? :P

Edit: also i dont know if i’d use wiki as an absolute source…its been wrong on an enormious amount of info i researched while trying to level. I stick to database sites now for more acurate info. But in this case it is right though i’m still puzzled why the tooltip reflects damage increasing. Tbh turrets are generaly bad in spvp so i dont use em often hah.

(edited by Zinwrath.2049)

Kit Appearance

in Engineer

Posted by: Zinwrath.2049

Zinwrath.2049

Well they also recently released that post about how their live team is split into various specified teams. Which i found kinda funny because it doesnt really mean anything to a common person as we dont know how many are staffed in each team…nor would we know how thats any different than any other mmo (other than gw1 perhaps). This information was not given so i read the post and it left me kinda blankly staring at the screen not sure what to think….hoping this means we’re gonna be seeing a lot more fixes and information soon.

I’m angry about promices that shouldnt have been made too, but i’ll wait and see how things pan out over this next month before i become an irrate customer, still having fun in spvp so far despite the many bugs and lack of ranked play :P

Sniper kit

in Engineer

Posted by: Zinwrath.2049

Zinwrath.2049

Its actually a teir 1 trait to make our rifle 1200 range. Which is further than every ranger weapon except long bow “everything else is mellee to mid range on ranger…people often forget that” Necromancer has nothing reliable beyond 900 range…Staff auto attack goes pretty far but thats it.

Also “sniper weapon set doesnt fit our theme as we’re a lot more gadgety than a straight DPS weapon”. i dont get this comment, how would a long range rifle require less technology than a wrench? or a normal rifle? or a pistol? Why are you assuming that they would not give it “gadgety” abilitys like the harpoon gun (also a weapon that isnt themed anymore gadgety…nor are we the only ones who can use it). Its possible the sniper rifle will have a skill to lay some kind of mine…or put a force shield around the player..or fire a bullet that tags the player to later be hit by a rocket.

Sorry i’m just not following you Aristio i’m sure you have a point your trying to make but i’m not seeing it as you dont have very good examples.

Should turret dmg scale with our stats?

in Engineer

Posted by: Zinwrath.2049

Zinwrath.2049

As it stands now they benefit from condition damage. So over charge rifle, flamethrower, and the fire damage on rocket turret. Net turret does no damage anyway and thumper doesnt benefit “nor does it really do a lot of damage, its more of a tank turret with an ae knockback”.

Should they benefit from power as well? probably….but not sure whether its a bug that they dont yet.

Kit Appearance

in Engineer

Posted by: Zinwrath.2049

Zinwrath.2049

i’m aware of all their responces to bug lists etc. You realize you can scan by dev post? I’ve read their posts they are not even remotely the same as the companys i’ve mentioned. Even the responce to the dungeon bug went on forever with only (user error) responces followed by a day later with “oh wait we found a bug thanks to all your comments about it”. I’m glad you feel they are talking a lot…but its not the same as what i’m talking about. Please look at the League of Legends website (and the many videos breaking down each patch they implement) or sony online’s repeated videos of “what direction we’re taking the game and why we are making these changes”. As well as frequent responces on the forums, its not odd to get 10-20 responces within 30 minutes on one thread sharing ideas with players. As it stands right now if you read most posts they are “oh wow good find on that bug, we’ll get to it hopefully in a week” Which might be more than…some game does, but not even remotely close to the examples i showed.

Kit Appearance

in Engineer

Posted by: Zinwrath.2049

Zinwrath.2049

So far the developers arent as vocal as they are with the companys i mentioned earlier. Im hoping this is just due to the game just being released and perhaps things arent at the point they can openly discuss issues yet. Its that or they’re using an old philosophy of not communicating with your community and keeping a certain distance to them. This style is going out the door with small companys exploding over night like riot who openly discuss ALL changes openly with their customers and allow 1on1 talks with the devs as well as quick responce on to why something the community wants they cant do. I’ve seen sony online and other companys start to adopt this, i would imagine arenanet will or intends to…but ya its a drag they are not being more vocal yet.

Kit Appearance

in Engineer

Posted by: Zinwrath.2049

Zinwrath.2049

@Bluebizzer. yea it doesnt look promicing. I expected them to be on par with other mmo’s…maybe even go so far as each race to have their own custom looking turrets etc. But im’ guessing the man power and money to do it by launch wasnt worth it. I’ve read several game articles and critics over the internet, many often consider the engineer to be a slap together of last minute ideas without any thought of how they would work together. I love the theme and the way the class works no doubt…but i can clearly see that it wasnt given near the polish time say..the warrior or gaurdian has. Both very rewarding no matter what route you take and plenty of cool cosmetic options.

I think the engineer is going to be a fixer upper now that the game is out. I dont feel the class is under powered by any means as i do just fine in spvp. We have a lot of bugs but i’ve played em all and i can say the necro has far more. Seeing as most our problems are in the design….it may take longer to get around to solving unlike a bug fix or a number adjustment for balance. I can say if they do half of what the community is asking for the engineer has the potential to be one of the most AMAZING professions cross any mmo….time will tell if arenanet listens to its community the way they boast. Other than Riot or "within last few years’ sony online i’ve yet to see too many companys take thier customers seriously untill their game is on its death bed. If i was a betting man though, i’d say arenanet is about to blow us all away really soon though. I truley think they will.

Kits and our love/hate relationship with them...

in Engineer

Posted by: Zinwrath.2049

Zinwrath.2049

I suggested numerous times (since beta wknd 1 actually) this sort of thing to fix the cosmetic issues with kits “that they hide your weapon you earned”. But i dont see how this really changed anything other issues you might be having.

As it stands now your not altering your weapon for “improved” utility….your simply just changing the utility to another set. We still technically have just as many utility slots even if we go full weapon kits due to the tool belt mechanic. The class defining ability then evolves to "we’re a class with potentially 5 weapon kits with no cd on swapping between them in combat’.

In end, not sure what your saying…if your just suggesting to fix the cosmetic issues, then i’m glad we’re on the same page. Otherwise i’m not sure what your suggesting.

Kit Appearance

in Engineer

Posted by: Zinwrath.2049

Zinwrath.2049

@Zinwrath: I absolutely love the idea of having kits “attach” to our currently equipped weapon. Not only would it allow us to see our legendary rifle/pistol/shield, but it would be more incentive to have weapon stats affect kits.

This still puts us slightly below par with other classes as it caps us at 3 unique weapon appearances (aside from the kit usage), but if this was in place, I probably wouldn’t feel the need to make a post complaining about it.

oh haha, thanks i’m glad you like the idea too. It doesnt solve every problem “as i continued to rant in my above post” but it does atleast address the bigger issue (atleast bigger to me) that our weapons are being hidden as punishment for wanting to dive into kits. Honestly i’m surprised this option wasnt considered before the game ever got this far, but i dont work in the game industry so…who knows.

Kit Appearance

in Engineer

Posted by: Zinwrath.2049

Zinwrath.2049

Also as the OP put it it is a huge problem. This game is entirely cosmetic based where your only reward is new cosmetics the biggest one being weapon cosmetic acheivements. We are pretty shafted in this department however because to utilize our kits we are forced to hide the weopon we earned. Ontop of the fact we have very few options in the first place. 3 to be exact which is amazingly less than any other profession. We also cant swap weapons because i assume tool belt is better than death shroud, gaurdian f1-f3 abilitys etc.. which is an arguement you could make.
Honestly there is no clear reasoning…it cant be because of weapon kits because that would suggest every engineer is FORCED to use atleast 1 weapon kit to be balanced and not being punished.

I dont know the entire design philophy “or lack of one” that caused this issue to exist but i hope a fix is being considered.

Kit Appearance

in Engineer

Posted by: Zinwrath.2049

Zinwrath.2049

I had a suggestion for this i thought would be easy.

First. Make elixer gun/flame thrower equip the appropriate backpack but continue to keep out your weopon. Rifles look close enough to flame throwers we can assume you modded it. And pistols already can shoot glue and flame blasts…so no big change there.

Second. Every other kit (tool,bomb,med,nade) No backpack…let us continue to see our weopon either holstered to our back or sidearm. That way we’re never NOT able to see the weopon that “might be legendary” we worked so hard to get.

(why i chose this over other solutions)
It ensures we always can see a legendary weapon we earned…alternate kit looks would still hide your legendary and thus take away from the prestige of earning it.

(what i would like to see)
Alternate themed attacks. If i’m asura i might want more futuristic looking bombs or rays/lasers to shoot from my gun instead of bullets. It feels awkward to get decked out in asura racial gear only to be planting bombs in a keg with a fuse..and still shooting bullets out of your asura laser gun. This is a personal thing…if they offered a skin change that cost additional money at this point i’d pay it.

Turret/Tool Kit Improvement idea

in Engineer

Posted by: Zinwrath.2049

Zinwrath.2049

1. While i understand what your trying to do and i see nothing wrong with it. It would have to stay a mace not a tool. You would be demanding A) we never get to see the cool legendary mace skin we earned or they would have to make a new model for every mace in the game to have a unique wrench look. So end point you could not do that as this is a cosmetic driven game and theres already enough beef with kits hiding your weopon skin as it is.

2. I’m not sure what balancing is built around the turrets not being able to be picked up. I do agree they should be able to be relocated as some of the turrets are on dreadfully long cd’s as are some of their tool belt abilitys.

Overall not bad ideas but you might want to refine them a bit.

wishlist

in Engineer

Posted by: Zinwrath.2049

Zinwrath.2049

To Magic night and anyone else argueing about whether or not sniper rifles should/could exist in the game. I’d like to point out they already do…there is already a rifle that is called “sniper rifle” that you can earn in pvp/pve. Also this game has magical teleporters laser rifles and tanks AND helicopters…. So the whole arguement is sorta pointless dribble that i’m not sure why anyone would make or argue but whatever.

End point, sniper rifles already exist in the game “the whisper rifle skin has a laser scope as well, beleive the legendary has a scope too” so….its obviously an option. I see no problem with putting it in, to say it would be over powered is to suggest arenanet wouldnt balance it….not that the weopon itself is op. What if the toolkit used a chainsaw….would that make it over powered? no it would be a different animation. So stop with the pointless dribble lol.

Why we necros are feeling so down about our class.

in Necromancer

Posted by: Zinwrath.2049

Zinwrath.2049

I think people in this post are missing the point. Its what i hear in every defence post to a thread “no we’re fine if you do this exact build you’ll be good”. This is however avoiding the problem of the fact you HAVE to build certain ways to be effective. I feel a little bit more versility on the more polished professions (ones that existed first) gaurdian/theif/warrior. The less developed ones “necro/mesmer/eng” having more issues. Even still i find mesmer AND engineer to have more options of play style atm than necro. What about vampire necro? Direct damage dagger or axe necro? There are traits in place FOR other play styles…they just are weaker less reliable or just bugged.

My first main was an engineer, i do not fear conditionmancers as i always keep up two ways to wipe conditions off myself and i do more burst and control than most necros i fight….similiarly when playing my gaurdian (i have almost one of each class i play regularly in spvp). Also 4k on a dot sounds neat untill you consider most classes can do that with one attack instantly…or 2 attacks almost instantly with a very short cd.

I dont think conditionmancer is bad however, but its easily dealt with by someone who sees a necro (i just assume everyone is..seems you never see a necromancer NOT holding a staff/scepter). So this is a poor situation imo, because it locks the class down to a certain play style instead of opening it up to others. Every class has the problem to a degree, i just find it to be a heavier problem with this profession.

conditionmancer/tankyself healing mancer seems to be all i see in spvp. The occasionaly minion master but its not as good as it should be….fix the bugs and it might be.

Healing stacks horribly for Necromancer

in Necromancer

Posted by: Zinwrath.2049

Zinwrath.2049

I think another thing to add “and yes i am VERY upset about not being able to go vampire…like a cool vampire tank build” but the INSANE amount of long casting times on the majority of our utility and weopon options. This is not the case on other classes and i’ve considered it a balance issue but i dont see where necromancers abilitys are more powerful than others. Instead it leaves us wide open to interrupts and requires us to temporarily stun ourselves to cast a spell on someone. This would make sense if these abilitys were incredibly strong.

TBH…i think the amount of casting time requiring abilitys should be cut in half as i like the twitch style game play i get with the other professions. Necro feels sluggish in comparison because of this. (play all the profs for a bit you’ll see what i’m talking about)

What is hurting GW2 for me (and maybe you!)

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Posted by: Zinwrath.2049

Zinwrath.2049

Think you put it well Freelancer in identifying the problem. Unfortunately the problem is a perk for some players. While i may be generally speaking and just uninformed…i feel like the player base that benefits from this is the casuals and mmo hoppers who dont have any plans for long roots here. This may be wrong but my logic is based on the fact that someone who wants to invest in this game would want more guild interaction and more reason to socialize or excuses to socialize.

I could go through a list of all the parts of this game that disconnect players from each other, but it’d be a long list and give the illusion i’m bashing the game. Also it would bring up several counter arguements because some of those features encourage casual play and allow people to NOT feel too connected to the game and free to quit whenever they want. This is a win/loss situation where you create a healthy environment for casuals but a dead end for those seeking to build a community. When someone rezzes me in the game, i often thank them or ask to join them only to be greeted with silence as they run off…probably only rezzing me because i showed up on their map and they knew i’d give a decent chunk of exp and tally them towards an acheivement. Same goes when roles are switched sadly. This is not an easy thing to fix without ruining what it great about this game for some… thats why i suggest guild vs guild mini games or other weird things to help strengthen the desire to make friends.

Also mini games are missing outside keg brawl which currently offers no awards for playing which i think should be added as i coulda sworn in a interview they said there would be. I remember the events in every beta like the “hunger games” themed one. Was incredibly fun and spiced in some spontanious excitement. I expected to see these kind of things on a weekly basis, so far there has not been any. Hopefully its just being post poned due to other more critical issues but its something i was most excited about that i’m still waiting to see.

Overall the game has a lot of perks especially to the pve leveling experience. Spvp just needs balancing, a ladder or ranking system, and imo a way to que up for solo ranked play like LoL. We’ll see what the future holds, a big pro/con to this game is theres no monthly fee…so if someone quits the game now they have a higher chance of returning in the future than one that would require them to whip out their credit card again. you dont "quit’ gw2…you just might stop playing it. This hopefully will give this game a chance to collect those who have grown bored with it for the time being instead of losing them to another game that will absorb all their time.

I desire more things to do at max level

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Posted by: Zinwrath.2049

Zinwrath.2049

I think spvp progression exists. its just really really really slow. Now if our wanting progression through “i played more than this guy so i deserve a handi-cap allowing me to take less damage from him and do more damage to him” well thats just not gonna happen.

That would be like me inviting my friend over to play chess than going “actually i played this game for YEARS more than you, so….i need you to remove both your rooks because its only fair that since i played more i should have an advantage going into a match outside the skill i earned from playing more often”

Sounds silly doesnt it? What COULD work is what games like League of Legends did which is a ranked system. This creates a feeling of progression each time you play because your constantly trying to raise your rank. Sometimes it goes down sometimes it goes up depending on several variables but you always feel like your getting somewhere “even when your not” which is very satisfying.

What is hurting GW2 for me (and maybe you!)

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Posted by: Zinwrath.2049

Zinwrath.2049

Some good points being made, i wanted to touch base on all of em but i think everyone is doing a good job of expressing their ideas and concerns. but to comment on a couple.

Silencer is prob right on the waiting on balancing for spvp, which we can simply hope happens sooner than later as i know many want to get an E-sport scene going. As it stands a lot of prof abilities and traits are not working as intended or in some cases not working at all. So this is definitly an unfortunate issue that is slowing down this from going where it needs to. If i was to make any suggestion i would suggest they speed up the pvp rank progression as it stands now a casual player would have to play for 4 months before ever hitting level 30 which is discouraging for those who want to look atleast semi-cool in spvp. I think its a bit extreme as it is…but thats just me others will disagree.

Dead brings up some good suggestions about Orr temple events as well. Might make a whole thread about that. I would definitly like the same system applied to lower level events. It also is a very good suggestion for world events. really cool.

What is hurting GW2 for me (and maybe you!)

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Posted by: Zinwrath.2049

Zinwrath.2049

in responce to Math’s post.

I dont find offence or personal attacks in open discussion for starters. But i think quite the opposite. People view a game for what it is. You compare it a single player game which is exactly what many peoples complaints are. They didnt buy a single player game they bought an mmo. Games like Skyrim, Portal 2, and Bioshock are all excellent games…but after you complete them, few people go back and play them again. Some do, but most move onto something else. I mean, you could make the arguement [people are just mad because they expected it to be an mmo instead of a single player/co-op game] but i dont think thats a rational expectation for people.

also your comment on spvp sounded defencive which can give the illusion of fanboyism vs actually concern. “SPVP is being worked, a designer said that this is where they are focusing right now, so we need to see how it goes before say something”

Theres no reason to not speak your thoughts on something, this is not a (slam gw2) thread that needs to be defended, its a post to identify whats not working vs what is and we can safely assume they’re working on ALL these aspects of the game, which is why we want to give feedback to help them evolve these things quicker and more fit to what (us) the customer wants.

“World bosses are just a event, and again, the game is not about loot.” I find this wrong and wrong. For starters world bosses are a large event that require a higher amount of players to complete. They are the closest thing to a raid boss in this game. I can tell by your remark you dont care for them but many players found this to be a big draw from their pre-release videos from conventions. Also while an individual does not need to desire loot to play the game, it is HEAVILY loot driven. Everything you do is rewarded by loot. Tradeskills give loot, monsters drop loot, mystic forge requires loot to give loot, karma reward loot, gold reward loot, glory reward loot, gem loot…etc etc etc. Loot does not always have to mean better stats..it could just be another look. Thus it is an important purpose in the game and cant be dismissed. (also a micro-transaction game couldnt exist without digital property “loot” to be purchased)

Also last comment about community. I know WvW is more successful for guilds which is why i made sure to put in my post that i have the issue outside of WvW guilds. also “Community is dead in alot of games, but this one seems to be better for some reason” i really dont know how to respond …because when i read it it doesnt make sense…suggesting all community is dead but this one is better?….better at what being dead? Irrigardless i dont agree, community exists (and in many mmo’s is enforced). If you played other games that are heavy RP based like Everquest or EQ2 to give example (or even WoW), you will see a stronger community because more tools were put in place to bring people together and give them more desire to team up and do activities as a guild.

Anyway, did not mean to pick apart your post. I’m just not fully understanding your points your trying to make.

(edited by Zinwrath.2049)

Elixir X nerfed.

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Posted by: Zinwrath.2049

Zinwrath.2049

I just try to imagine it doesnt exist and we’re just a class with 1 generally good elite and another niche one for WvW. I think its just a result of engineer being one of the last designed professions. X was just a quick fix to give us an elite as was many of the “random spell” crap we were given. It sucks for now but theres no way this is meant to stay. Be really interested to see what they come up with when they finally add stuff to take over for these place holder abilitys.

Death Shroud Lacking in Fun Factor?

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Posted by: Zinwrath.2049

Zinwrath.2049

I agree with most of what is being said here. DS can be strong if traited for (which I am) but I still find it dull, lacking in versatility and seems like minimal effort was put into its design. It’s still a great concept. The idea of building up LF to go into an overdrive mode of sorts with unique skills is a great one. The implementation past the design board falls flat on its face, however.

I like the idea of your DS skills being based on your weapons. It allows for more depth to be build into the system. This route would probably take a while to implement/test, still a great option though!
or…

The other idea I’ve seen thrown around is doing away with the form itself altogether and just having F1-F4 act as unique skills that each consume a portion of LF. No cooldown on these skills, strictly regulate them through LF costs.

-F1: Life Blast: Damage your enemy. Does more damage the closer you are to the enemy and extends the duration of your bleeds and poisons by 2s. 10 Life Force.
-F2: Doom: Fears your target for 1s and chills all nearby enemies for 5s. 20 Life Force.
-F3: Life Transfer: Damages and bleeds nearby enemies while granting might and healing to allies. 50 Life Force.
-F4: Death Shroud: Gain stability for 5s and a damage shield equal to (X% of HP * armor) type of deal. 50 Life Force.

Offense, control, support, defense. We lose Dark Path’s teleport, but I’ve always been a fan of baking this into Dark Pact in some fashion anyway. The teleport was marginally useful to non melee specs anyway.

I like the weapon thing as much as anyone else but also agree it might take a long time to create and balance. I like your suggestion “though i really like the animation with the dark smoke around you…would have to exist somewhere else”. One thing i like about your idea is it doesnt put you in another form where you cant use your normal abilitys. I never liked the idea of temporarily losing all my abilitys. WoW i beleive originally did warlocks demon form that way and then realized it was funner to be able to do your normal stuff but just have a few extra abilitys while you get a temporary steroid. I honestly expected deathshroud to work more like that…you get a steroid while its on and maybe a couple new abilitys to toss out. Irrigardless any of these ideas would be better than what it is now. Its biggest issue for me is i dont find it fun…or atleast not near as fun as it could be.

What is hurting GW2 for me (and maybe you!)

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Posted by: Zinwrath.2049

Zinwrath.2049

You guys are too demanding.
I played all MMOs since UO and I can’t name a game with this much content and depth at launch.

i dont think its too demanding. Mmo designers today realize that the market has higher expectations than it did back then (why so many fail since WoW). Look at recent mmos. Take AoC for example boasted a lot of great things, had record sales, and lost the greater of its population in 2 months due to bugs and lack of finished features and content. They even fixed most of their issues within a year, but most did not care. People feel a committment to mmo’s as they’re not just an online game, they’re an online community where you build friendships.

Do i think they made some hiccups in their design that coulda been avoided….sure. But i imagine its difficult when trying to throw in so many huge features (like you said this is a lot of content for a mmo on release). The game delivers on content but leaves you feeling at a dead end for many. If you like a game and see its potential the greatest thing you can do is come to the forums (which we know they read) and give constructive feedback on why your not happy and offer any suggestions to move things into the right direction. Keep in mind most people who complain on the forums are people who want to play this game or they wouldnt waste time here.

What is hurting GW2 for me (and maybe you!)

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Posted by: Zinwrath.2049

Zinwrath.2049

I’ll start.

Upon hitting 80 i honestly dont feel motivated to do much because i just have problems with some of the content in the game. No i’m not a rager…i love the game or i wouldnt take time to post concerns…but i do have some and theres a good chance you might have them too. so here we go.

SPVP – no real tournaments or ranking system like LoL has makes it hard for me to boast my kitten and feel satisfied by climbing up a ladder “or atleast sitting in one rating arguing i should be much higher if it werent for these nubs”. Put this in and i’im sure it would spike in popularity.

Dungeons – the most exciting thing about dungeons in every past mmo i’ve ever played over the last decade is that exciting feeilng of “hey i might get a nice item off a boss” right now the chests drop and i feel nothing..no excitement. I’ll get some crap loot i’ll probably sell to a vendor later that i coulda got grinding any monster anywhere. Its not rewarding or exciting. I will get those tokens when i finish which actually just adds to a grindy feel not exciting. I understand what arenanet was trying to do but add some rare drops for the fun of it…they could be cosmetic BS i dont care something! (keep the tokens..but put in some random excitement)

World Bosses – Not rewarding enough or exciting. By exciting i mean theres never a sense of danger..often times i’m rushing to get to one because i know it might be dead before i can hop over to it. Even the ice dragon (claw of jarsath?) isnt too difficult…i’ve never actually seen anyone fail on one of these. Also like the dungeons you finish and you get a chest with random crap..though a decent chance for some yellow crap. I think a zone buff or something after killing these should be in order…and perhaps failing has its downsides. Just needs something to make these feel more dire and exciting. (added idea, make bosses more dangerous…AND perhaps for each one alive the entire world becomes a more dangerous place, this would encourage people to band together to take them down to…save ..the..world O.O)

Community – this sadly is a tough one. As it stands this game doesnt require you to have a guild for most aspects of the game. This sounds nice…and it is to some degree. But because of that the few guilds i’ve been in (not wvw guilds) do almost nothing with each other or rarely talk because you can do almost every bit of content on your own (aka they’re just there for the guild perks from influence). Perhaps some guild vs guild mini games or hopefully some day guild housing etc would help. Right now there isnt much community strength being forced upon people like there is in other mmos….which like i said its a win/loss thing so hard to solve.

I will say this has been one of if not the funnest leveling experiences i’ve had in any mmo in an extremely long time. Im very pleased with the pvp, i like the professions, i love the cosmetic feel and theme of the game. So much potential to be unlocked. I"m just giving feedback on what is hurting the game for me..so hopefully they can make it even greater.

I desire more things to do at max level

in Guild Wars 2 Discussion

Posted by: Zinwrath.2049

Zinwrath.2049

I think the problem is people expect progression from mmos. Its part of the flavor of it. The psychology behind it could be the feeling of acheiving something.

I cant say how to fix every problem but i do miss the feeling of possibly getting some thing crazy, the gamble of wondering if i’ll get this awsome peice of gear or item off the boss in a dungeon. As it stands the chests in dungeons are just extra crap to break down or sell to a vendor to pay for your repair cost (and hopefully come out on top). I never get excited when a chest drops and the only excitement at the end of a dungeon is the same boring tokens (which is bugged for me atm 3 days away and i still get 30 per run). I think more rewards is necessary as well as more means to use them. As for spvp…its only lacking is non-free tournaments with rankings to allow people to boast their kitten the way they do on games like League of legends…once they put that in, they might as well cut the time it takes to level in spvp in half then half again…its impossible for a casual to hit level 40 in under a year as it stands….(was this intended?) Leave speacial glory items from winning tournaments to those who wanna grind on there all day…tbh its bizzare as hell to me why i cant just use my pve skins in spvp. I dont know how that hurts anyone….i’d be equally ok with someone earning a leet item from a tourny in pvp showing it off in pve. why not? there are so many ways to earn cosmetic gear…they all transfer in every aspect cept spvp..and while i understand the reasoning to try to keep it somewhat seperate..i think this way is the wrong way. anyway, i dont have all the solutions just wanted to add this.

Armor Trinity - Why?

in Guild Wars 2 Discussion

Posted by: Zinwrath.2049

Zinwrath.2049

This was something i was thinking the other day. If i was to build my necro into a melle range fighter with lifesteals going for a sort of “shadow knight/death knight” what have you style…it would make sense for me to want to equip some heavy armor.

If i was to want to sit back and play healer with a staff on my gaurdian…perhaps i felt cloth might be my favor. Simply put, i dont like the cosmetic limitations particularly considering i dont see any balance to it.

Token number - Not getting 60 for every first path

in Fractals, Dungeons & Raids

Posted by: Zinwrath.2049

Zinwrath.2049

so, are we gonna be reimbursed for the tokens we got screwed out of?

waited nearly 3 days after being so frusterated that it would never give me above 30 “usually 15” per run…and no i dont speed run..not even sure how people are doing 10 minute runs sounds like an exploit…but anyway. i come back and FINALLY it gives me 45 on a run…after not running any for nearly 3 days. Is this 60? no…but atleast its a little more. Still frusterated that my group i usually play with 3 of us are still getting 60 every run and passed up me and the other guy in my normal dungeon running group who is bugged (hes never seen above 15). So would be nice if the points i was supposed to get would be given to me…as i did nothing wrong except decide to log in and play.

how do the minions work?

in Necromancer

Posted by: Zinwrath.2049

Zinwrath.2049

most dungeons have fights where the bosses “or even the normal monsters” spout massive ae’s that shred the pets in seconds.

even turrets arent super viable in most dungeon situations for the same reason.

DS only really great if you spec into it...

in Necromancer

Posted by: Zinwrath.2049

Zinwrath.2049

I have a similiar thread focusing on how it isnt fun for most people. It is true that the deathshroud’s uniqueness is kinda its downfall. It puts you into a state where your unable to use your other abilitys…ontop of being a resource requiring ability.

Gaurdian 3 buff abilitys that will always be useful that is useful in any playstyle while doing anyting.

Theif steal never not worth using, very good in pvp.

Ranger gets a pet thus always extra damage and utility at all times.

Engineer toolbelt skills. Gets 4 extra abilitys irrigardless of how he traits or what he does.

Sorc can always attune for differnet abilitys.

Mesmer alway worth while blowing up your extra clones/phants

Wars adrenaline is always good.

Necromancer however has to change into another form where they drop all their abilitys and utility for 4 abilitys 3 of which have semi-long to long cd’s. This means after you use em if you build up a full deathshroud bar its only worth going into to take hits and do “untraited unspecced for it” a slow firing nuke that might be doing less damage than your auto outside of deathshroud particularly if your conditionmancer.

My suggestion in my thread was to change it so its a temp buff that maybe unlocks temp extra abilitys or empowers certain abilitys or flat out is just a temp steroid for damage and damage reduction. Anything that helps you but allows you to continue use your abilitys do it doesnt come off as something unfun that might pull you out of your play style or just isnt useful in your situation outside being heavily traited into.

My problem with engineer and Kits and my simple solution to the problem.

in Engineer

Posted by: Zinwrath.2049

Zinwrath.2049

to simplify the wall of txt. “make it so we can see our cosmetic weapons we earned even when using kits”.

Death Shroud Lacking in Fun Factor?

in Necromancer

Posted by: Zinwrath.2049

Zinwrath.2049

i like knote and riles ideas. both are pretty solid.

Death Shroud Lacking in Fun Factor?

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Posted by: Zinwrath.2049

Zinwrath.2049

Its not about the effectiveness of it that is the arguement. Its the fun factor. I’m wagering that people dont find it a fun mechanic or atleast not as fun as it COULD be. Many necro abilitys help you get your deathshroud LF bar maxed quickly so you can take advantage of it. As it stands you have to temporarily give up all of your abilities to make use of your 4 profession abilities…the catch is while you do that your damage is transfered to your LF bar instead of your normal HP…thus the entire perk and design around deathshroud being what it is.

I cant speak for everyone. But i would think a temporary steroid that perhaps slightly increased and lowered your overall damage while giving you temporarily access to an ADDTIONAL 3 abilitys would be more satisfying to the player. Like i said in my original post i’m sure there could be other design routes to take it…but the current one is really lack luster for most players myself included.

many people make the mistake of argueing someones complaint about something not being fun by countering with how it ’pwns or works". that doesnt counter it not being fun. And as i understood arenanets design goal was to make everthing fun. I think deathshroud could be improved in this area.

Anyone else starting to feel Stale when playing their Engineer?

in Engineer

Posted by: Zinwrath.2049

Zinwrath.2049

First of all, my introduction to the GW2 forums is the first time I see this strange “kitten” lingo, can anyone tell me what that’s all about? Is it geografical? Is it WoW lingo? Are you all from Springfield and middle name Flanders? I can’t take anything seriously when it’s written like this…

rofl….type a swear word in this and post it. Then read what it says instead of your swear word. Hope this helps.

Just an idea regarding dungeons and their difficulty

in Fractals, Dungeons & Raids

Posted by: Zinwrath.2049

Zinwrath.2049

I was thinking so pugs and “less skilled” players could enjoy dungeons. Consider having different difficulty paths. Ideally we could still have 3 simple paths that perhaps after completing open up another path which is much more difficult. The rewards for completing the more difficult dungeon expanded paths would give further rewards. Nothing you couldnt get from the previous “still get tokens just probably more..possibly higher chance of yellows and dungeon specific trade items” This would allow pugs and less skilled players to atleast be able to enjoy some dungeons and have a way to get their dungeon gear…but still reward the hardcore or more skilled players for being able to get those items a little faster. A pug could still attempt those harder ones if they felt they were up tot he challenge…but atleast this way less skilled players could have a fun alternative that doesnt frighten them away from dungeons entirely as dungeons have always been a core fun aspect of most mmos.

Death Shroud Lacking in Fun Factor?

in Necromancer

Posted by: Zinwrath.2049

Zinwrath.2049

As it stands now i hear a lot of necros complain about death shroud or rarely use it in groups etc. After playing a necro heavily i may have identified some issues i’d like to share which you can defend or argue. But i think i may have a solution to make it a little bit more entertaining.

First issues i hear/see.

Deathshroud seems to favor tanky specced necros more than others due to its ability to absorb damage for the period.

Deathshroud often doesnt last long if beaten on and used for absorbing hits.

Deathshroud abilitys dont seem to favor condition builds well or even damage builds.

Deathshroud for most specs requires a lot of traits dedicated to it to make it worth while unlike other classes profession F1-f4 ability/abilitys.

Deathshroud forces you to temporarily give up your abilities in exchange for 4 abilitys that dont seem often as strong or versitile and yet still have relatively long cd considering.

in PVP i feel deathshroud has some better play due to the fact your often wanting to block some damage so this change will be geared towards other aspects.

My solution to the above issues…which some may be an issue for you others not. Is to change deathshroud.

1. Deathshroud allows you to continue to use your abilitys but you gain 3 new abilitys while its up as f2-f4. This drops the 2nd chilling attack, but now your primary attack applys a condition allowing it to be useful to condition necros.

2. because of this obvious buff deathshroud only absorbs half your damage while up. This also allows it to not dissapear in the blink of an eye if you get hit hard to ensure you can stil do some damage.

3. for pve builds that dont care for deathshroud because of its mostly defencive aspect (especially when not traited to do damage) i beleive a small damage buff should always be applied when deathshroud is up. Be it anything from 5-15% damage to a few stacks of might being applied while in it. Similiarly to how flamethrowers “juggernaut” trait works.

Obvious there would be some balancing to have to be done around this. But as a future idea “i realize this change would never happen for months judging at the slow rate of bugs getting fixed” but i think this would postively make deathshroud more exciting because you’d ALWAYS want to use it and find ways to use it often even if you were not traited entirely around the ability. Instead of sometimes feeling like the act of using it is somehow nerfing you. And besides giving up all your abilitys for 4 abilitys feels very lackluster. I’m sure theres lots of other things you could do but this is just my own personal idea.

My problem with engineer and Kits and my simple solution to the problem.

in Engineer

Posted by: Zinwrath.2049

Zinwrath.2049

When i play my engineer at 80 i feel less rewarded for getting cool weapons.

Its true pistols are not glamorous due to their small size and yea we dont have a lot to go after anyway…but this is not what truley bothers me.

As kit use is pretty important to the class. Most builds will involve using atleast one kit…may it be flamethrower grenades bomb what have you…..but when you use these kits you cannot see your weopon. The flamethrowers last trait even encourages you to keep the flamethrower out for long periods of time. All this time spent with my weopon unseen.

Now before many of you brush this off as a minor issue as its just cosmetic….let me remind that the end game rewards in EVERY aspect of the game are only cosmetic. So i have to grind/farm or what have you in hopes of earning a cosmetic award…weopons being the funnest to earn for most. So its disturbing in a cosmetic driven game that i cant see my reward half the time due to kits hiding them….and as it stands now theres no way to get cooler looking kits.

Solution.
For flamethrower/elixer gun. Instead of you pulling out a flame thrower or elixer gun YOUR current weopon becomes the flamethrower/elixergun…you would still get the backpack on your back showing the weopon choice, and a hose coming around to your current weopon “pistol or rifle being your only options anyway”. Then we could assume the engineer modified his weopon to shoot these things.

Pros. Rifle already looks like these guns. Pistols are already assumed to be modified to shoot flamethrower and glue anyway.

For Bomb kit/grenade kit/tool kit/med kit. I would replace the large backpack with your rifle holstered to your back or shield holstered to your back. Duel pistols would still showed holstered to your sides. This way, you can atleast still see the weopons you earned. The backpack has no cosmetic upgrades as it stands now so the trade is well worth it.

In closing. Make it so we can see our weapons even when using kits so that we dont feel as shafted for going after legendarys and not being able to see them incase we decide to speacialize in heavy use of a certain kit/kits.

Sound good?