main Druid ~~Adalyn Del Rayna~~ [SIGH]
[Ehmry Bay]
Just to get it started !!!! Have thief be a mimic, with the ability to steal skills from other classes for a period of time, or one time use . Something along those lines
Chrono has got me all pumped, I avoided hype up till now, so we know chrono for mesmer, druid for ranger, and its pretty safe to say tempest for ele. Let’s do some guessing on what’s coming for the rest of them! Or talk about what we’d like to see!
So we all agree its pick any of the three trait lines out of five, and 6 deep in all three. But my main question stands, us selecting three required, or are we still able to use the 5 trait line set up
I’m pretty sure is 6 in each as well
So, I’ve seen a lot of talk about specializations killing build diversity . The ccommon argument being that your forced into three trait lines out of five.
From what I understand, and please correct me if I’m wrong that’s why I’m posting, is not only do you get to choose your three, keeping the choice up to you on which three you pick, but you are also not required to spec into three at all. Specializations are by the choice of the player, and the player can also choose to keep there build in the current 5 trait line set up as well? And specializations give you a more focused build, with additional benefits? That’s what I thought was happening here. You pick any three of the five to fine tune your build. But your build can also be left in the 5 trait line set as well, with out the benefits of the specializations trait lines. I could be wrong. Please tell me If I am. thank you!
Targets being shown by every player in PvP lobby. Leading to and endless spam of player targeting .. so annoying
party size/party mechanics
Like I’ve said in my previous post Page 9. I agree with a party constaint of 15 players. Too few players and we have a large dungeon. Too Many players and we have instanced world bosses
I think having a party of fifteen where the players will have to work together, possibly being split up at times in to three groups or something along those lines, would make the players individual contribution feel more rewarding. If you go fight the shatterer, for example, your contribution feels negligible when you have such a large amount fighting against the same boss.
I’d prefer raiding be level 80. As the content would be challenging, but I understand you can’t easily gate content from players based off level, so at the very least I’d like to see all players scaled to 80
raid mechanics
Raids should be challenging content. Built firmly around challenging memechanics. Where knowledge of the fight mechanics will be far more important then any other aspect of combat. Challenging mechanics that require group coordination and understanding will make for a higher replay ability raid then if the challenge came from higher hp pools or unblockable / undodgable aoe attacks. Good examples of what I’m taking about , the 5 different core mechanics for the 5 lanes of the marionette event. … the ooze kiting fight in the TA aetherblade path. The spinning laser room from the mai trin dungeon ( not fun anymore because people just stack it now…., but the concept is fun all the same)
raiding as a guild activity
As the title of this post makes it seem, raids will be a guild activity? I hope this is not the case. Raids should not require guild research and influence/ merits. Raids should be open to all players regardless of guild size/active players/ research level/ so on so forth. To quote someone before me. Should raiding guilds be an option – yes. Should they be mandatory- no.
So, currently posting from a phone so this will be short and sweet . But expect a ton of involvement from me throughout this cdi. When discussing raids in gw2, i feel like the biggest problem we will face will be the individual contribution from the players. With a lack of designated roles such as tanks, healers, and other various supports, the individuals contribution and sense of involvement in the raid is going to have to come from fight mechanics instead of coming from the class mechanics of the players. I feel the perfect example of how the “no trinity” system in gw2 can still make for good , challenging, rewarding content, was the marionette event released along side the triple headed wurm. The largest role played in that event, was the players knowledge of the often challenging mechanics of the 5 different mob types faught. I feel raid content in gw2 will have to be based around this same concept.
Really quick.
As stated already, even though many disagree. Raid should have a party cconstraint. And as stated by others, discussion is necessary to explore all ooptions, but having a raid scale to size will take away from what a raid should be, a raid should not be am instanced world boss, but instead a series of challenging content with unique mechanics.
These should not be guild activities, forcing players into a larger guild, or forcing players into a raiding guild should not be a side affect from this content, I personally come from a guild of 10 friends or so that have been playing with me sense launch, requiring guilds to upgrade to unlock Raids would be a way of effectively “gating” off your player base until all requirements have been met, which I disagree with.
Rewards should be similar to those of dungeons, special currency for the raids, I was thinking individual currency for each raid encounter, for raid specific vendors, and a “raid wide” currency which can be used to purchase items not specific to a certain instance, but unique to raiding as a whole. This could include skins for weapon and gear, while the individual tokens could be used to purchase items and skins, possibly crafting materials for raid specific loot
I’ll have more to share later
Please don’t make this a guild activity. By raven…
8.5/10. Like the name. Fits the noble description very well. Mine is Adalyn Del Rayna. Big fan of Lana del Ray, so I took the name and added some more flair
i’d like to see obsidian shards purchasable with “badges of honor”. who agrees?
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