Showing Posts For runeblade.7514:

Enable dyeable aqua breathers!

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

I rather that they just remove aqua breathers.

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"Features Patch" Wishlist. Add yours!

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

Ability to save pet names.

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Condition Clarity (see your future hp)

in Profession Balance

Posted by: runeblade.7514

runeblade.7514

I like this idea.

Since you don’t have a clear indicator suggestion, I suggest that if you are bleeding, the bleed will cover a percentage of the health orb to show how much health you would lose total in a pale red color.

In a poison setting, it would be be the but in a green color.

In a burning setting, it would be orange.

In a torment setting, it would be black.

Now, if it was mixed, then mix the color to show the indicator of health.

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(edited by runeblade.7514)

Could there be a PVP server in the future ?

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

Making the changes for it is time worth investing as it will add 25 HUGE new maps to the PvP area.

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Why don't we ALL play berserker warriors?

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

Warriors get medium to high reward for pretty much zero skill requirement.
Eles get very high reward for very high skill requirement.

Staff ele is now the best dps build and is better than S/D. Which is just to spam lava font and meteor shower.

Staff ele get very high reward for pretty much zero skill requirement.

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Ranger- Staff/Scepter/Focus weapons

in Ranger

Posted by: runeblade.7514

runeblade.7514

for gods sake, we are rangers

You know what I think of when it comes to rangers? Aragorn from LOTR

Not a kitten wizard hybrid.

Aragorn doesn’t have a pet. Your point is moot.

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Ranger- Staff/Scepter/Focus weapons

in Ranger

Posted by: runeblade.7514

runeblade.7514

For scepter, I don’t want to see any magic stuff in it.

Instead, I want it to be a pure beastmaster weapon.

Auto attack- It would grant a attack of opportunity to the target. Then the pet will do 100% of the ranger’s damage. In return, the ranger does 0 damage.
Skill 2- Immobilize
Skill 3- 5 stacks of vulnerability to target and might to pet.

Focus-
Skill 4- Shadowstep pet to target
Skill 5- Grants protection to pet and ranger.

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hammer warriors, still here...

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Posted by: runeblade.7514

runeblade.7514

Okay, Anet nerfs hammer warriors to death. So what is next? A new meta will pop up and you will complain about that too.

That’s how the game’s meant to work. It will never be balanced, but the meta is supposed to change constantly to keep things interesting.

But it hasn’t, and Warriors are still over-powered.

And then if it changes, you’ll be complaining about the new meta.

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hammer warriors, still here...

in PvP

Posted by: runeblade.7514

runeblade.7514

Okay, Anet nerfs hammer warriors to death. So what is next? A new meta will pop up and you will complain about that too.

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Collaborative Development: Ranger Profession

in CDI

Posted by: runeblade.7514

runeblade.7514

That isn’t a third option.

Despite hearing horror stories of pets, I never really had a problem with pets not hitting targets in PvE or in PvP. But that is for another discussion.

So lets assume that pets do hit targets 100% of the time. What would be wrong with this suggestion?

I’ve never had problems with pets and targeting in PvE, either. Doesn’t mean it doesn’t happen, or that it’s not an issue. There’s enough reports to take it seriously as a complaint.

And what’s wrong with the suggestion? Pets hitting 100% of the time, infallibly. There’s something extremely wrong there.

So in other words, your third option is just a second option.

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Collaborative Development: Ranger Profession

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Posted by: runeblade.7514

runeblade.7514

The problem with putting Pet swapping in and adding Aspect, is that it turns Ranger into two different classes.

One that has no pet, another that has a pet. This time, they share the same traits, the same skills and Anet will have to balance the two for two different classes using the same format. If Anet balance around aspect rangers, pet rangers will be strong, or vice versa.

If both are easily interchangable, anet will have to balance for one class, the Ranger. Summoning and stowing pets will be the huge part of Ranger gameplay instead of swapping pets. There cannot be both or expect further impossible to fix imbalances in Rangers.

I don’t see how this would be any different to how they balance necromancers. Necromancers can choose to have minions (pets) or not to have them. Anet can easily balance both forms of gameplay, if minions are OP, they nerf them, if death shroud needs a buff, they can do this, too.

Minions are a utility, pets are a mechanic.

Deathshroud is always there, whether or not minions are there.

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Collaborative Development: Ranger Profession

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Posted by: runeblade.7514

runeblade.7514

Not really, the keys are always F1 to F4, there has to be a button removed for stow and unstow pets.

On the otherhand, Anet would have to balance for both unstowed pets and it will leaving the anti-pets bitter.

It wouldn’t necessarily have to be assigned to the function keys, a simple rework of the stow button would suffice. The rangers class mechanics has always looked a little clunky, I personally wouldn’t mind having to click on a “stow for aspect” button.

Having only the aspect of the currently active pet makes the most sense, with the opportunity of switching aspects for different buffs similarly to how people use pet switching now.

The least amount of changes to the default pet mechanic (whilst still allowing the changes for those who don’t want pets) would leave less people bitter.

The problem with putting Pet swapping in and adding Aspect, is that it turns Ranger into two different classes.

One that has no pet, another that has a pet. This time, they share the same traits, the same skills and Anet will have to balance the two for two different classes using the same format. If Anet balance around aspect rangers, pet rangers will be strong, or vice versa.

If both are easily interchangable, anet will have to balance for one class, the Ranger. Summoning and stowing pets will be the huge part of Ranger gameplay instead of swapping pets. There cannot be both or expect further impossible to fix imbalances in Rangers.

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Collaborative Development: Ranger Profession

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Posted by: runeblade.7514

runeblade.7514

There are two huge reason why to dislike it:

  • You like pet swapping.
  • You want Rangers to be a fully pet class and don’t want Rangers to ever see a choice to dismiss a pet.

It is purely subjective and I can’t argue the above choices.

There’s a third, and it came up on the reread. It feels clunky and assumes quite a bit of truth in the statements. It assumes when the pet is out there will definitely be an increase in DPS and utility . . . which is debatable if the pet cannot track targets well.

(A note: Frankly, Signet of the Hunt almost assures me the pet is going to keep up with most targets I cripple or aren’t going faster than normal. There’s a trait I sometimes pick up – Marksmanship V, “Predator’s Instinct” which also helps much to keep a target where the pet can hit them . . . if they’re melee pets. Ranged pets still run the problem of aiming often at where a target is, and thus missing it when they’re in motion.)

The second assumption is the pet will function as a sort of inverted signet – a passive effect when stowed, an active effect when out with the default being active rather than passive. I don’t like this exactly because the pet doesn’t measure up to being worth the Active use for many people currently. And I’ll admit, they don’t function nearly as well as a simpler existence in GW1 did. Part of that is how much downtime the pet has when it gets killed off.

The mechanic proposition here doesn’t offer much benefit to people who like pets and want them to be better or more useful . . . yet it offers a lot to those who wouldn’t want the pet at all. So it’s not a fair split the way it is written.

That’s why I don’t like it. I’m not saying it’s terrible, just that I don’t like it.

That isn’t a third option.

Despite hearing horror stories of pets, I never really had a problem with pets not hitting targets in PvE or in PvP. But that is for another discussion.

So lets assume that pets do hit targets 100% of the time. What would be wrong with this suggestion?

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Collaborative Development: Ranger Profession

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Posted by: runeblade.7514

runeblade.7514

Hey guys, guys guys guys

If there was a pet option that satisfy both pro-pets and anti-pets, Would you go for it?

It depends on what it was. I don’t agree to do anything blindly. Last time I did that I wound up under a table waiting for the world to stop moving and the voices to stop.

. . . I don’t want to talk about it.

https://forum-en.gw2archive.eu/forum/professions/balance/Collaborative-Development-Ranger-Profession/page/48#post3733440

Downside is that pet swap is removed, I don’t know about you, but I hate pet swapping. It doesn’t make sense on a ranger. I would gladly give up pet swapping for this.

Upside is that both pro-pets and anti-pets are both satisfied equally and Anet doesn’t have to balance ranger for both groups. Instead, it’ll balance for stowing and unstowing pets.

I don’t think I like it, and am re-reading it to try to figure out why. So some patience?

There are two huge reason why to dislike it:

  • You like pet swapping.
  • You want Rangers to be a fully pet class and don’t want Rangers to ever see a choice to dismiss a pet.

It is purely subjective and I can’t argue the above choices.

I quoted your post earlier because I loved the idea and added in further details on my opinions.

Strictly speaking, this idea would work fine even if pet swapping was still there. Leaving pet swapping in would appeal to both groups of rangers equally.

Not really, the keys are always F1 to F4, there has to be a button removed for stow and unstow pets.

On the otherhand, Anet would have to balance for both unstowed pets and it will leaving the anti-pets bitter.

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Collaborative Development: Ranger Profession

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Posted by: runeblade.7514

runeblade.7514

Hey guys, guys guys guys

If there was a pet option that satisfy both pro-pets and anti-pets, Would you go for it?

It depends on what it was. I don’t agree to do anything blindly. Last time I did that I wound up under a table waiting for the world to stop moving and the voices to stop.

. . . I don’t want to talk about it.

https://forum-en.gw2archive.eu/forum/professions/balance/Collaborative-Development-Ranger-Profession/page/48#post3733440

Downside is that pet swap is removed, I don’t know about you, but I hate pet swapping. It doesn’t make sense on a ranger. I would gladly give up pet swapping for this.

Upside is that both pro-pets and anti-pets are both satisfied equally and Anet doesn’t have to balance ranger for both groups. Instead, it’ll balance for stowing and unstowing pets.

I don’t think I like it, and am re-reading it to try to figure out why. So some patience?

There are two huge reason why to dislike it:

  • You like pet swapping.
  • You want Rangers to be a fully pet class and don’t want Rangers to ever see a choice to dismiss a pet.

It is purely subjective and I can’t argue the above choices.

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Collaborative Development: Ranger Profession

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Posted by: runeblade.7514

runeblade.7514

Hey guys, guys guys guys

If there was a pet option that satisfy both pro-pets and anti-pets, Would you go for it?

It depends on what it was. I don’t agree to do anything blindly. Last time I did that I wound up under a table waiting for the world to stop moving and the voices to stop.

. . . I don’t want to talk about it.

https://forum-en.gw2archive.eu/forum/professions/balance/Collaborative-Development-Ranger-Profession/page/48#post3733440

Downside is that pet swap is removed, I don’t know about you, but I hate pet swapping. It doesn’t make sense on a ranger. I would gladly give up pet swapping for this.

Upside is that both pro-pets and anti-pets are both satisfied equally and Anet doesn’t have to balance ranger for both groups. Instead, it’ll balance for stowing and unstowing pets.

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(edited by runeblade.7514)

Collaborative Development: Ranger Profession

in CDI

Posted by: runeblade.7514

runeblade.7514

Hey guys, guys guys guys

If there was a pet option that satisfy both pro-pets and anti-pets, Would you go for it?

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Rangers as Anti-Stealth

in Ranger

Posted by: runeblade.7514

runeblade.7514

I think that the hawk pet should be the anti stealth pet.

The hawk’s F2 skill would be “Detect” which causes nearby stealthed enemies to be revealed.

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Collaborative Development: Ranger Profession

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Posted by: runeblade.7514

runeblade.7514

Guys, can you hear me out my solution to benefit both pro-pets and anti-pets solution?

Proposal
Ranger Aspect balancing and pet swap removal.

Goal

  • Make Unstowed and stowed pets a huge part of Ranger gameplay to satisfy both pro-pets and anti-pets.
  • I also really hate pet swap because it doesn’t make sense on a ranger.

Functionality

Defining Ranger aspect: The ability to stow so that ranger can get passive benefits or unstow to get a pet.

If Ranger Aspect is implemented, I would like pet swap to be removed. Then the f4 skill will be the stow and unstow option.

If pets are out, Rangers will get a better dps + utility. However, when pets are stowed, rangers can get a passive. In other words, pets become a signet.

If a pet dies, a ranger can stow it and get the passive benefits. Then he can unstow it when the recharge time is up and use it again.

Conclusion
The anti-pets do not have to use pets ever. Pro-pets do not have to stow pets without being in a overwhelming disadvantage either, even if the pet is dead then the ranger can wait till the recharge is up to use it again, while reaping the passive benefits.

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(edited by runeblade.7514)

NOT the CDI: Ranger Aspects - an alternative

in Profession Balance

Posted by: runeblade.7514

runeblade.7514

Now, if Ranger aspects were implemented. I would like to see the removal of pet swap with it.

Pet swap didn’t make sense on a ranger since day 1 and the removal will balance with pet swap.

Then the new f4 key would be stowing and unstowing. Then, devs do not have to balance around stowed pets and then Pets would be like a signet instead of being a cosmetic.

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Collaborative Development: Ranger Profession

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Posted by: runeblade.7514

runeblade.7514

Specific Game Mode
PvX

Proposal Overview
Axe skills need redesign

Goal of Proposal
Make dual axes more useful.

Proposal Functionality

Skill 1: Ricochet- No changes.
Skill 2: Splitblade- Will now cripple or chill.
Skill 3: Savage strike- Ranger leaps forward to remove a boon. Savage retreat- Ranger moves backwards and inflict weakness. This is the opposite of Mainhand sword.
Skill 4: no change
Skill 5: Move while channeling.

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Please make dailies feel more natural

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

My question to you is, why do you feel compelled to even complete the daily? It is optional content to reward you for participating in normal game play.

The OP wants to be rewarded not just for “normal” game play, but rather for the way “he” plays.

You also forget the part that people can be rewarded however they want to play too.

With this, it’ll make me sound less like a villain. Your statement sounds like this suggestion is about forcing everyone else to reward them how “I” play.

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spellsword class maybe?

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

That was off the top of my head runeblade, I have no citation for that. Though it really would be awesome.

Then don’t mislead others.

What you made up is not what Anet promise.

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Please make dailies feel more natural

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

The problem with comparing PvE dailies to PvP dailies is that the activity is much less varied in sPvP. You have a set thing you go and do, and the objectives/combat is more or less the same regardless of what day. In PvE, a player might select one of many things to do, leading to the impression that one is “going out of their way” or whatnot to complete the checklist.

Creating additional checklists isn’t so much a solution as it is just a means to trivialize the idea of a daily checklist. May as well just give them to folks for logging in.

There are numbers of checklist that could be included in sPvP. There is no kill 10 warriors, there is no res 10 allies, stomp enemies 10 times, use the pvp mystic forge 10 times. Talk to the glory vendor. Kill Chieftain, kill the Guild Lord objectives, use Skyhammer to kill enemies, clean 50 conditions, interrupt 10 attacks.

If that replaced sPvP dailies, then it would be annoying. But I am okay with including it as long as it doesn’t effect anything towards to the original sPvP dailies.

That’s all dailies are — an artificial checklist.
Fortunately, some days that checklist coincides well with what a player is doing. Unfortunately, some days it might not.
In either case, they’re still about 10-40 minutes of “work”, tops.

I would like all days for that checklist to coincide well with what a player is doing for all days. Not just one or two days.

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(edited by runeblade.7514)

Please make dailies feel more natural

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

But I digress. Your complaints amount to “make dailies easier for me to get”. And when you reply with “I only do Dungeons”, you solidify the reasons on why your arguments aren’t justified.

One more time – Dailies are easy to get as they are. You can play naturally in this game, and still do your daily meta.

You ignored and continued to ignore my point.

I don’t care about difficulty. I care that however I want to play, I want to eventually get my dailies done as I play. This suggestion does not stop you from playing however you want to play.

Just don’t expect to get rewarded if you don’t want to expand past only a single aspect of the game.

Which is why Dailies need change. I am forced to play a certain way to get rewarded.

How about instead of mudslinging me and insulting me, here is the question: What are the negatives about this suggestion? Why are you trying so hard to make this idea a bad one?

You worried about players not wanting to do other things? I already have a solution: Those specific zone dailies will be faster to finish than the natural way.

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(edited by runeblade.7514)

spellsword class maybe?

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

We’ll get the 3rd heavy armor class when we get the Tengu. Expect it to be a Samurai class, wearing heavy armor, with stances as its mechanic for F1-F4. One utility set will have it giving buffs/debuffs using the “soul” within the weapon.

<Citation needed>
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[PvP/WvW] Realistic Ranger Changes

in Profession Balance

Posted by: runeblade.7514

runeblade.7514

Realistic Ranger changes

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Collaborative Development: Ranger Profession

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Posted by: runeblade.7514

runeblade.7514

Why is there no direct changes to pets?

There is way too many chill and poison pets.

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spellsword class maybe?

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

You need to flesh out the class idea more.

Convince the devs that you aren’t making an ele with a sword. List the roles, the weapons, the utility skills, the builds, the playstyle. Tell us how you want it designed so it wouldn’t be an ele with a sword.

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Please make dailies feel more natural

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Posted by: runeblade.7514

runeblade.7514

I think a lot of responders to the OP here are missing his major point and getting caught up arguing implementation details, which are rather pointless compared to the goal. The developers are creative enough to handle details themselves if we can convince them that the goal is worth supporting.

The goal — the highly desirable goal — is to just do whatever PVE you like and have the daily happen naturally as a result. That’s how it works for PVP. Playing is good. This is a game. Ultimately, we’re all here to play.

The only implementation detail I’d strongly promote is to CAP AP earned from dailies. One AP is a tiny bit of cheese, but MMO players have enough rodent-nature to be enticed into chasing that down. A list huge enough to cover all styles of “just PVE’ing” is a ton of potential AP-cheese and would feel like a crushing level of “work to do” to those folks.

Yes, this is my goal.

I don’t understand why people are strongly against it.

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GW2 Conquest: Skill-less Spam Chamber

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Posted by: runeblade.7514

runeblade.7514

In any case, the nodes need to be larger. Larger nodes means more room to move. More room to move makes repositioning easier. Easier repositioning means that aiming and timing will become bigger factors in point-taking instead of simply how many AoE buttons one can spam. Aiming and timing supplanting spam as a means to kill players on a point means a more skill-based conquest game-mode overall for GW2.

Larger nodes means bunker wars.

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I'm tired

in Profession Balance

Posted by: runeblade.7514

runeblade.7514

Pistol/Dagger -Condition Spam cheese “(P/D Thieves are so cheese)”
Dagger/Pistol -Perma Stealth (Which is justifiable to an extent)
Dagger/Pistol -Perma Blind
Sword/Dagger – Perma Evade, too much base auto attack damage output
Sword/Dagger- “Larcenous Strike boon steal OP”
Sword/Dagger- “Infiltrator Strike/Return so Cheese”
Sword/Pistol- Perma Evade/ High reward/Low risk
Sword/Pistol Semi-perma Stun/Daze lock
Shortbow- Evade,Evade, Evade

Many other classes cannot do those without heavily investing in it, even then those classes cannot do those things without a long cooldown. Thieves can just wait a few seconds and go back into spamming those skills again.

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Re: Pistol Whip

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Posted by: runeblade.7514

runeblade.7514

Pistol whip, in my opinion is balanced. It is hard to land attacks by itself.

However, combine it with Shadowstep and you get Mace/GS warrior. Shadowstep and pistolwhip is too overpowered with each other.

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spellsword class maybe?

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

So. in other words, you want an elementalist wielding a sword?

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Please make dailies feel more natural

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Posted by: runeblade.7514

runeblade.7514

Devil’s advocate question. Given that ANet has demonstrated the tendency to use rewards to entice players to play content they might otherwise ignore, what is ANet’s motivation to do as you ask? Ultimately, you’ll either sell your fellow posters, or not. However, selling the developer is more important to getting what you want. I suspect that, to do so, you’ll need to demonstrate how your suggestion will achieve their goals with dailies. If their goal is to provide incentives to do certain content, how would your proposal meet their goals?

Good question.

Dailies are useful in keeping players to keep playing the game. As players play the game, they’ll accumulate enough for ascended accessories and that will keep players wanting to stay more in the game. When players stay in the game, it means more money for them.

Dailies will be seen less of a grindy boring activity for many casual players and see it as a reward for playing for fun. When it is viewed as a boring activity, players will question themselves on why they keep playing.

Dailies does not have to be a carrot on a stick tool, but a tool to encourage players to log in every day. PvP dailies felt like that way and I hope that PvE dailies feels the same way.

tl;dr: It’ll make dailies encouraging fun. More fun = more money.

If their goal is to provide incentives to do certain content, how would your proposal meet their goals?

Great question. Doing only the specific content will be way faster to complete compared to the natural way. To do only the natural way, without running into other specific daily activity, will take a long time.

The difference in numbers “Kill 10 asacalon things” vs. “kill 200 things” will make a difference in perception.

  • So people wanting to complete the dailies as fast as possible will try out the a specific activities.
  • Maybe those players don’t have enough time to complete the dailies, so they’ll do the specific dailies to complete their daily.
  • Maybe those players are burnt out on what they find fun, then they can use the daily to guide them on what they should do. Possibly, They might find that specific content fun.

It will not be a choice of “Do this or don’t get anything.” but a choice of “the longer way or the shorter way.”

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Please make dailies feel more natural

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

The Daily metas support various ways of playing. And you get to pick which ones to complete.

Daily do not support various ways of playing. It support only one way. That one way is to slide around.

If I want to play dungeons only, daily do not support that.
If I want to champ zerg only, daily do not support that.
If I want to fractal only, daily do not support that.

At most the above will only support 1-2 activities.

If that’s the way you play, then Dailies aren’t for you. Sorry mate.

True. It isn’t, so I am trying to change the way dailies work.

PvP dailies can be played naturally, I would like PvE dailies to work like that too.

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Please make dailies feel more natural

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

In other words, You think that your way is the only natural way, Sliding around and play things that some people and/or I may not like. You don’t like that I should be rewarded however I want to play.

So what you’re complaining about, is that Anet didn’t mold their reward mechanics to support “only” your way of playing?

When they revamped the Dailies/Monthlies to include a choice between multiple options, that made getting the minimum to complete the meta so much easier. I’m sorry you feel it’s so hard to gather 20 times, or kill 50 enemies.

Wrong.

I am disgusted that Anet didn’t mold their reward mechanics to support every way of playing. So stop accusing me of trying to make anet reward only my way.

Perhaps what you aren’t considering is that not all rewards are meant to be earned by all play-styles. Why not award dungeon tokens for completing events in the open world? Why not award Gifts of Exploration to those who complete either WvW or Tyria exploration? Heck, why not award the GoE for killing Champs in QDale? Why not reward WvW Exp and chests for Living World events?

Rewards are carrots designed to entice players into playing disparate parts of the game. I’m not sure why you think dailies are different.

I have a solution for that to encourage carrot leading.

I had suggested that the ‘out of their ways’ daily activities would be faster to complete. While the natural dailies would take way longer but the player will eventually complete it.

The choice is there for them. Quick but ‘out of the way’ dailies vs natural but long dailies. Maybe they can complete both. You should listen to your own words. When I think both ways are right, why do you think my way is wrong?

I don’t make everyone play the same as I do, they can be given the choice to play their own way and those who take the time to complete the “out of their way” daily activity will be rewarded faster and those who don’t want to care about the “out of the way” daily activity can play how they want but rewarded slower.

tl;dr: The natural way will take longer(1-3 hours) while “out of the way”/“zone specific” dailies will be quick(10-15 minutes). Players can play the game if they have time. Or do the quest quick for faster reward. Efficiency vs Entertainment.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Please make dailies feel more natural

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

The Daily metas support various ways of playing. And you get to pick which ones to complete.

Daily do not support various ways of playing. It support only one way. That one way is to slide around.

If I want to play dungeons only, daily do not support that.
If I want to champ zerg only, daily do not support that.
If I want to fractal only, daily do not support that.

At most the above will only support 1-2 activities.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

(edited by runeblade.7514)

Please make dailies feel more natural

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

In other words, You think that your way is the only natural way, Sliding around and play things that some people and/or I may not like. You don’t like that I should be rewarded however I want to play.

So what you’re complaining about, is that Anet didn’t mold their reward mechanics to support “only” your way of playing?

When they revamped the Dailies/Monthlies to include a choice between multiple options, that made getting the minimum to complete the meta so much easier. I’m sorry you feel it’s so hard to gather 20 times, or kill 50 enemies.

Wrong.

I am disgusted that Anet didn’t mold their reward mechanics to support every way of playing. So stop accusing me of trying to make anet reward only my way.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Please make dailies feel more natural

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

The dailies gets completed by playing the game naturally.

If you seek to complete every daily every day, thinking that you really want to earn that laruel for whatever reason, If so, you have made up your mind. It obviously becomes a chore, and it doesn’t matter if they try to make it more ’’natural’’ it will still be all the same. Focusing on the daily every day, with whatever tasks it needs will not change anything, it will not come in any more ’’natural’’.
The only way to make it come ’’natural’’ is just to slide around and playing the ’’natural’’ way and it will pop up even without thinking about it.
Really.

In other words, You think that your way is the only natural way, Sliding around and play things that some people and/or I may not like. You don’t like that I should be rewarded however I want to play.

So anyone commenting on this thread you will just answer with ‘’you only want others to play your way’’.

You’re not much for discussion, are you.

To everyone else, they respond with “You must play how I want or don’t get rewarded.” I merely respond with “I want to play how I want, but you can play how you want even if you don’t like how I want and we both get rewarded.” Probably, you don’t like how I repeat myself. Well, how can I change my argument if everyone repeats their argument in different words?

Now, lets quote you:

The dailies gets completed by playing the game naturally.

If you seek to complete every daily every day, thinking that you really want to earn that laruel for whatever reason, If so, you have made up your mind. It obviously becomes a chore, and it doesn’t matter if they try to make it more ’’natural’’ it will still be all the same. Focusing on the daily every day, with whatever tasks it needs will not change anything, it will not come in any more ’’natural’’.
The only way to make it come ’’natural’’ is just to slide around and playing the ’’natural’’ way and it will pop up even without thinking about it.
Really.

I am disgusted that you think that your way is the natural way to play this game. When I mean, playing “naturally” I mean that I want to play however I want and still get dailies done without having to check if the list is completed.

If I want to do only dungeons, I’ll get the dailies done. If I want to champ zerg farm, I’ll get the dailies done. If I only want to do PvE world only stuff, I’ll get the daily done. Finally, If I want to slide around, I’ll get the dailies done. I believe all ways are correct but, having only a single way to play the game is not fun, not good.

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4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

How many lvl 80 characters do you have?

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

All level 80,

Charr

  • Warrior
  • Elementalist
  • Ranger
  • Thief
  • Engineer

Human

  • Mesmer
  • Guardian
  • Elementalist
  • Ranger
  • Thief

Sylvari

  • Thief

Asura

  • Engineer
  • Elementalist

Norn

  • Guardian
  • Warrior
  • Ranger
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Please make dailies feel more natural

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

The dailies gets completed by playing the game naturally.

If you seek to complete every daily every day, thinking that you really want to earn that laruel for whatever reason, If so, you have made up your mind. It obviously becomes a chore, and it doesn’t matter if they try to make it more ’’natural’’ it will still be all the same. Focusing on the daily every day, with whatever tasks it needs will not change anything, it will not come in any more ’’natural’’.
The only way to make it come ’’natural’’ is just to slide around and playing the ’’natural’’ way and it will pop up even without thinking about it.
Really.

In other words, You think that your way is the only natural way, Sliding around and play things that some people and/or I may not like. You don’t like that I should be rewarded however I want to play.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

(edited by runeblade.7514)

Please make dailies feel more natural

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

They implemented this current system to shake things up and get people out into the world to do things they don’t normally do. This is why you have daily kills in X zone, or the like, to move people around and see/do things they wouldn’t normally do. The system is fine as is.

I have a solution for that.

I had suggested that the ‘out of their ways’ daily activities would be faster to complete. While the natural dailies would take way longer but the player will eventually complete it.

The choice is there for them. Quick but ‘out of the way’ dailies vs natural but long dailies. Maybe they can complete both. You should listen to your own words. When I think both ways are right, why do you think my way is wrong?

I don’t make everyone play the same as I do, they can be given the choice to play their own way and those who take the time to complete the “out of their way” daily activity will be rewarded faster and those who don’t want to care about the “out of the way” daily activity can play how they want but rewarded slower.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Please make dailies feel more natural

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

Still trying to figure out why the OP feels forced to do something.

Is there someone at his place pointing a gun towards his head telling him to ‘’complete the dailies, or else…’’

No? Then what’s the problem.

Still trying to figure out why you don’t want choices and prefer everyone to play your way.

Is there someone at your place pointing a gun towards your head telling you to play this way or else?

No? Then what’s the problem?

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Please make dailies feel more natural

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

Battle of Lion Arch does not have any nodes, Dungeons do not have any nodes, Fractals do not have any nodes.

because those are the only things to do ingame right?

You do know that open world PvE are not the only things to do ingame right?

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Please make dailies feel more natural

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

When I play at least two hours I typically get the daily done without going out of my way.

If you are not doing the harvest achievement you’re doing it wrong.

Battle of Lion Arch does not have any nodes, Dungeons do not have any nodes, Fractals do not have any nodes.

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Please make dailies feel more natural

in Guild Wars 2 Discussion

Posted by: runeblade.7514

runeblade.7514

I like them the way they are too.

If they were changed to the way you want them, some of the more hardcore players would be disappointed that they don’t have to go ‘out of their way’ for the dailies. What makes your way right and the other ways wrong?

I had suggested that the ‘out of their ways’ daily activities would be faster to complete. While the natural dailies would take way longer but the player will eventually complete it.

The choice is there for them. Quick but ‘out of the way’ dailies vs natural but long dailies. Maybe they can complete both. You should listen to your own words. When I think both ways are right, why do you think my way is wrong?

I don’t make everyone play the same as I do, they can be given the choice to play their own way and those who take the time to complete the “out of their way” daily activity will be rewarded faster and those who don’t want to care about the “out of the way” daily activity can play how they want but rewarded slower.

The fact is achievements are optional, if you want them, go and get them, why should they just be given to you? You cant assume that everyone plays the same way you do, so what comes naturally to you may make someone else have to change their playstyle to achieve.

I hate this argument, in fact everything in this game is optional.

  • Elementalist is weak? Playing a elementalist is optional. Don’t whine about ele being weak in PvP.
  • Warrior too overpowered? Fighting a warrior is optional so go kill a elementalist or something.
  • Do you hate skyhammer? Playing the map is optional. Abandon your teammate so they can do a 4v5.
  • Hate 4v5? Playing the match is optional. Don’t play the match and make it a 3v5. So stop whining about those issues!!!!

Even if those are legitimate issues, I can say those argument because there is no way to prove it wrong.

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(edited by runeblade.7514)

What build do you want to see nerfed/deleted?

in Profession Balance

Posted by: runeblade.7514

runeblade.7514

I don’t understand why you want to hit the builds when the skills and traits make up the build. If you break those traits and skills you cause the domino effect that topples people not using the “righteous meta” builds.

Then first list the build you hate and you can go ahead and blame the skill for the reason why the build exist.

I don’t want this thread to devolve into healing signet thread.

For me?
Anything that can chain CC such as stun, fear or immobilize.
Players don’t get by with the stun breakers/condition removal we have. We don’t have defiant either and stability doesn’t seem to last long enough effectively combat rampant CC.

Mechanically, I just don’t like how CC is handled in PvP and PvE, but I like daze. Daze is pretty useful and at least you can still move if dazed.

Still like someone mentioned earlier. I don’t necessarily like builds being specifically targeted or singled out. It’s already a hard enough task for the team to balance interactions between the skills, traits and the players without singularly hitting on a build.

This is why I didn’t really want people to list skills/traits.

You did not list builds.

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[PvP][WvW]Mechanic suggestion- GTI/burst heal

in Profession Balance

Posted by: runeblade.7514

runeblade.7514

All of these mechanics come from GW1.

Ground targeted Invulnerability(GTI) is a mechanic for skills. GTI skills can drop an invulnerability so that allies can use it to gain invulnerabiity; however, only one ally can use it at a time. Can remove all conditions

Burst heal mechanic is a heal that can be used by allies or self. However, it can only be used in the healing slot and only one ally can use it at a time. So if you used the healing skill to heal an ally, you cannot heal yourself until the recharge is finished. It is a major heal and nothing like a small regen.

Who would have these mechanics? Possibly all of the classes.

Sample-

  • Rangers- Drop Oakheart Salve for burst heal or Thorned roots to give allies invulnerability + retaliation.
  • Guardians- Tons of potential skills here.
  • Mesmer- Invulnerability skill grants stealth and a clone.

Why?

I would like PvP to get away from the AoE and focus more on the individual. It would look better in esports plays. Then, players could use the tactic of splitting up. If the enemy zerg or stack their way, the four other party members will coordinate by giving the player leading the train with invulnerability.

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Final boss battle suggestion

in Battle for Lion’s Arch - Aftermath

Posted by: runeblade.7514

runeblade.7514

After every phase in the final boss battle, anet please increase the timer by 5 minutes.

Or better yet, remove the timer.

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