Showing Posts For underweaver.8324:

Gliding and Territories in WvW

in WvW

Posted by: underweaver.8324

underweaver.8324

This sounds really cool. I think it sounds cool how gliding is limited to your territory, can’t wait to try it out.

Anet plz fix PvP server connections

in PvP

Posted by: underweaver.8324

underweaver.8324

I’m having the exact same issue. You ever figure out what it is?

didnt get credit for league conqueror

in PvP

Posted by: underweaver.8324

underweaver.8324

didnt get credit for league conqueror when my team won a pvp match. thanks the universe.

Another discouraging event on top of all the network issues that GW2 has been having this pvp league. Of course this all starts happening when I finally decide to start trying for the legendary pvp backpiece. bleh.

Though on toughness/tanking in raids

in Fractals, Dungeons & Raids

Posted by: underweaver.8324

underweaver.8324

So the raids created a need to make builds other than just zerker builds. Most of the stats the game has are used for their design but toughness is still kinda missing in action. At this point we have the classic builds, (dps, healer, utility) but we don’t have a true tank.

The “tanks” in this game tanks pretty much only use toughness to keep aggro and not really for damage mitigation as the stat is designed to do. Also the tanking person’s build is heavily focused on providing buffs to the party and not on mitigating damage. This is because they can use class skills/traits/dodging to avoid the majority of the heavy damage and will rely on the healers to keep them topped off for the damage they do receive.

I would love to see a raid encounter that forced people to use toughness as it is intended, to mitigate damage. This may be difficult to do, because as I see it, that means the boss/mechanics would deal very high amounts of damage which could be punishing to the rest of the team not running toughness gear. I would think that the high damage attacks would have to be focused so that the rest of the team could avoid them (like with vale guardian you can just stand behind him). The attacks would have to be frequent as well as high damage so that the tank cannot just avoid them and have the healer out-heal them.

Another option I could see would be to have a mechanic that separates a person from the group and that person has to survive on their own for a time. But again, It would be difficult to make that person rely on toughness and not just using skills/traits/healing to survive.

Lastly they could do some mechanic that strait up requires X amount of toughness to survive, but that seems like a bit more of a lame option for me, unless they make the damage in that area scale differently so that it is much more significantly mitigated with higher toughness.

I wish I had a better answer to how this could be implemented to get people to truly run a tanking build with high toughness. What are your thoughts on this?

"The Head of the Snake" delayed

in Guild Wars 2 Discussion

Posted by: underweaver.8324

underweaver.8324

As much as I am disappointed to not get to play it today, it must be as equally disappointing for you guys to spend months making this update just for it to get delayed by a snowstorm.

Thank you for working so hard to get it back up as soon as possible. And thank you to all the devs for working on it tonight.

Im still super excited for this update!

Ep 4: Head of the Snake Feb. 7th

in Guild Wars 2 Discussion

Posted by: underweaver.8324

underweaver.8324

So Anet, im confused, are we getting Raid Wing 4 of Forsaken thicket? Or are we getting a new raid altogether, aka Raid 2: Wing 1.

Everybody keeps calling it raid wing 4 so that seems to imply that its part of the forsaken thicket…

Guild Halls for Smaller Guilds

in Guild Wars 2 Discussion

Posted by: underweaver.8324

underweaver.8324

Ive got a guild of about 10 people, with only a few of us are frequently active and working on upgrading the guild hall, even with this we are making progress on building the hall.

My personal issue is with the physical size of the guild hall maps. For guild with few players, the large map just feels empty and most of the space is wasted. The map could be cut down to 1/4th of the size and still have space for all the NPCs and upgradable buildings. Decorating a smaller hall would be more rewarding as its not a matter of getting as much of a decoration as possible to feel the space, but in getting the desired decorations and using good design for the space.

Most of the guilds I have been apart of have been relatively smaller, and I feel that there is a large portion of the GW2 community that would benefit and be able to take advantage of this. Of course I understand my suggestion is easier said than done, and that there would be more to consider in making smaller maps; aka what if the guild population grows too big for the small map and so on. But there is my suggestion.

Living world three story is great

in Living World

Posted by: underweaver.8324

underweaver.8324

I thoroughly enjoyed out of the shadows. I thought the character interactions, storyline, and all the details put in are great. Like everyone else I would love to have more, but what we got was of great quality.

Mistward Armour instant soulbound

in Guild Wars 2: Heart of Thorns

Posted by: underweaver.8324

underweaver.8324

Exact same thing happened to me. =( Soul bound on use makes more sense