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MithranArkanere.8957

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  1. Snowden Drifts is not scaled properly. And the timer is pretty obviously set without considering the time it takes for NPCs to get their bearings. No matter how good you are, if the NPCs decide yo stand still and dilly dally, you pretty much have to reset.
  2. They generally feel slow and unrewarding. * Add more specific material boxes to the vendor so people can aim for more specific types of materials like lodestones. * Use dungeon instances instead story instances, so if the opener disconnects, the instance doesn't break, and the person who disconnected can go back in. * Pre-events feel like a waste of time. Either continue the events as soon as they are completed and the party has 5 players, or let players accumulate additional morale stacks every time each of the objectives is completed. * Allies go down too easily and generally feel useless. Give them the AoEs players can enter to revive them seen in the story, and/or improve the NPCs to be actually useful during the fights: * Give the golems from the golemancer a new skill to 'dismount' them that spawns them as NPCs rather than just undoing the transformation. Talking with them or the golemancer would ride them again. As NPCs, their skills will do 1/4 damage, but also take 1/4 of the damage from destroyers. * Make the norn shamans take 90% less damage from destroyers and regularly taunt them. Instead getting downed, norn will get stunned for 10 seconds. * Make the watchwork knights take 50% less damage from destroyers, and give them a skill that pulls enemies to them. * Make the Sylvan hounds AoE taunt for 2s instead dealing single target daze.
  3. The only problem I see with immobilize is the bug that allows turning around while immobilized. Player skills will make them turn to face the target while immobilized if they were not moving when they were immobilized, making immobilize pointless to secure a flanking or rear attack. With NPCs is even worse, as their skills always make them turn to face you while immobilized regardless on whether they were moving or not when immobilized. It would be better if all creatures had a 'turning time' like mounts, just way faster. Slower turning speeds like those of mounts should be limited to extremely large creatures like giants, and creatures that walk in 4 legs like centaurs. Players having a turning time of 1/4 every 90 degrees would be pretty fast, but still mean turning would always be considered movement, and it'll take half a second to look backwards, and it would make sure immobilize always prevents turning. Once that problem is out of the way, balancing skills that immobilize and skills and traits that benefit from flanking and rear attacks would be easier as their behavior would be more reliable and consistent.
  4. F2P accounts should have to reach rank 30 or more before entering ranked gameplay and tournaments. That requirement would then be reduced to the usual 20 for unrestricted accounts. And if rank 30 isn't enough and cheaters keep abusing F2P accounts, then raise the rank to 40, then 50 and so on. And if they keep at it even after they reach 80, then the PvP rank should be uncapped like WvW rank which goes past 10K, and keep increasing the requirement until cheaters using F2P accounts give up because it takes too long.
  5. I suspect these were for squads at one point, and they changed it later, and now there's remnants and bugs from the earlier design. In one of the public games for story, I popped a tag, and 6 people joined. It may be a bug, but it still happened, probably because the check on whether the map was full wasn't done right.
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