Showing Posts For illictic.6183:
I’m able to rally myself in PvE by myself on most occasions even with the downed skills we have. Admittedly, #2 is pretty awful; it just kind of pulls your enemy closer to you so that they can kill you faster, but at least it also interrupts them I suppose. I think that your best strategy is to make sure you are fighting at a reasonable distance beforehand, so that it takes them longer to get to you when you are hitting them with your…incredibly powerful #1 skill, use #2 as soon as they get to you so that they fall (and are interrupted) and hopefully you will be able to use #3 by this point and do sufficient damage (maybe you’ll need to #1 them again) to kill them.
Also, and I am not sure about how well this works, but having a turret laid down might disperse the aggro, or at least do more damage.
Are there any plans for expanding on the PS after completing it? There’s a lot of griping about the current PS for just about everyone, and I understand that it would probably be better if that had some sort of update first. However, I am curious about afterwards…Surely your character’s story doesn’t end there. There are a lot of ideas that could be thrown about, perhaps it could start with a more personal look into the player’s life, or another large plot could come up. Whether or not that happens, this thread is still a roundabout way of asking about Post-Zhaitan Stress Disorder.
“Prove the sun shines through you! Face me as another form!”
May the Six never let me hear that line again.
The idea of having a class-based personal story aspect is very cool and I’ve never seen that one suggested before. Support for me on that one.
Why would they add housing? It is such a silly concept and usually its purpose is to act as a gold/time sink.
A more interesting concept would be guild buildings, where members of a guild could congregate, but I still find it rather silly.
Think I should also add that housing will cater to the players that are more into a roleplaying aspect of the game (like me). Gold/time sinks aren’t necessarily bad, either, and if the system is done well you won’t miss out on anything for not investing in housing.
Housing! I am super hyped for housing, I’m just afraid that it will end up badly and/or the gem store will be heavily involved.
i think that being upset over the undead theme isn’t really a reason to be upset at orr because…well, plotwise and such that is likely never going to change and also it is the defining aspect of orr. i agree that orr is rather difficult to navigate by yourself, i have more fun in groups but a problem with orr for me is that the waypoints are nearly almost always contested and that it’s almost impossible to explore new areas in orr without having a group of 3 at least—otherwise i get tossed around and ganged up on a little too much for my tastes.
i see a lot of disagreement in this thread over whether or not orr is actually difficult. what i think makes orr difficult and uninviting for a new level 80 is the fact that it takes almost too much skill for a newly levelled character to really be able to handle it, and so it is kind of discouraging to enter. of course with repeated visits you would get better with it, but why go into orr again if you didnt like your first impression of it? one of the reasons why i don’t want to finish my story is because i need a group to escort me to the dungeon alone. i won’t lie and say i am an incredibly skilled player that can solo my way through orr.
yeah i don’t really like orr either, but it’s just because for me it’s fairly difficult at the moment. whether it was more or less difficult in the past does not matter for me, because at the moment it’s nearly impossible to get through for someone like me! weeding out the week i suppose.
there is an area in fireheart rise with a small river, some rather annoying river drakes, and a rock. leaping onto the rock causes you to very slowly fall and begin to scream as if you are falling a lethal distance. you finally hit the water with a splash and therefore manage to survive this enormous fall. i should also mention that i play a very small human and the distance was probably about as large as from her head to the bottom of her chest, which must in all actuality be incredibly long kilometres in distance.
One of the many criticisms I’ve seen regarding the personal story is that you don’t get attached to any of the characters, and for the most part, I agree. There are a few characters who I would take a liking towards, but once they disappeared out of my sight to never be brought up again, I felt extraordinarily disappointed.
Now, playing through the game, especially on my first and main character, I loved my personal story. Yes, it has its wide multitude of flaws, but I liked it because it was a breath of fresh air from what felt simply like grinding. I like a bit of a roleplay aspect to my games, so I spent my time levelling my character in order to level up and become high enough to do my story without dying too often. As I scaled up the level ladder, I found more things to do, and therefore didn’t dabble in my story as much (although it was still a major overarching theme for me and I did return to it as often as possible, since I still found it enjoyable). Now, at level 80 and with the very final step left to do, I find myself procrastinating. Not because I don’t want to do it, but because the final step is a dungeon, when I have done most of my story entirely alone. This part of the design, like you mentioned, is pretty terrible; I can see why they did it, of course—it was to make the final step of your story more interesting, more involved even—but when the entirety of the story was solo missions without a hint of needing another person, it comes off as a harsh surprise.
I disagree with what you have put forth, though, as I greatly enjoy the freedom I have to pick the way of which I move forth in the story. What I have always thought would be better, if not perhaps more costly and confusing, but that’s what happens when you really mess up personal stories, is if Anet decided to instead change it for future characters, and perhaps make it so that you can replay your story as such through your old character. Of course that is a bit much, but I think that it would be better because you are not constricted to one set linear plot, and you also still get to do a story that you enjoy, if not on a new, different character.
One of my thoughts during the personal story was that I hoped to have my character make some friends and real relationships (not necessarily romantic ones) through the plot. That didn’t happen, aside from my order mentor, but we all know what happens to them. Maybe a solution to this would be to introduce instanced (if necessary) side-stories that can be completed by interacting with certain NPCs you encounter during your story, kind of like side-quests, except that they are tailored to the choices you have made during your story. And you would be able to have different outcomes depending on what you do during the story: perhaps you could end up making or breaking friendships through this.
Just a few thoughts. I never did a lot of roleplay, but when I did indulge in it I’ve had a lot of fun, and I enjoy having a heavy roleplaying aspect in games that I play. That’s probably my main source of disappointment for the personal story in GW2: it promised a roleplaying aspect that was there, but missed being successful by such a large margin that I wonder why it was implemented at all.
In Kessex Hills, underneath Cereboth Canyon there’s a cave with some oozes and river drakes. Getting past there leads you to a giant rock wall, which if you destroy…a small child starts crying for help. Now, I’m a little confused as to whether the child is even inside of the cave at all, but he claims to have fallen down the hole, and as much as I’d like to save him, whenever I look for things relevant to Cereboth Canyon, all I find is the jumping puzzle.
So…where the heck is the kid? I kind of want to get him out of there, if he’s in there.
It’s still bugged for me, too. I tried it. Killed all the risen, and even when I found the towers and everyone was dead there was no prompt or anything telling me to burn the towers, the lil asura I was with was apparently no longer interested in blowing them up (he just talked about how excited he was despite being right next to the tower).
I kind of would like to advance in my story!
Sorry if this has been suggested before—there are so many suggestions to sort through!—, but what about letting NPCs, esp. those in your personal story, y’know…try and revive you if you are downed. I find, at least in most places, NPCs will revive each other and heal each other, so why won’t they help me out?
Also, I am dubious about this: is it possible to heal an ally NPC? I’ve tried with a couple of things and I can’t tell if it’s worked or not. If it doesn’t work, I would like to understand why that is and why you can’t heal your friends, human or AI.
There’s more to body types than bust and hips—to me what really made all of the body types extremely similar (and lacking…) was that everyone had the same torso/leg ratio. The legs are all long and slender, even if they can be bulked up slightly. I like what we’ve got but I still think a bit more variety wouldn’t hurt..