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MithranArkanere.8957

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Posts posted by MithranArkanere.8957

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. > @"Ashantara.8731" said:

    > > @"Hesione.9412" said:

    > > Yep, I've created a thread about this for Drizzlewood, and for Dragonfall. It affects all maps that have a meta event.

    >

    > How is that a bug? **When you leave the instance** of any sort of event, you no longer qualify for participation. That is perfectly normal and not a bug. A new instance equals a different map.

     

    It doesn't happen in 'any sort of event'. When you move instances in Silverwastes, you keep the bonus MF effects you earned by participating. When you switch maps in WvW, you keep your participation too.

     

    But the problem in this case isn't as much losing participation than getting the volunteer message, baiting people into switching instances, without telling them that they will lose all participation and end of timer rewards.

     

    Anyone who volunteers thinking they'll get rewarded with a bonus effect will find out they've lost way more than they gained.

     

    Either players should not get the volunteer message until the meta and all of its rewards have been resolved, or the rewards should be given when the meta timer ends even after you leave the map.

     

    The second option would be way more preferable.

    For example, there could be a 'system pocket' that keeps everything you earned by participating even if you leave the map or disconnect, and you'd received them the next time you are logged in.

    That way players would not lose all their rewards if they happen to suffer an outage right before a boss is defeated.

  6. This is an old issue that has not been solved for over 3 years:

     

    https://forum-en.gw2archive.eu/forum/support/bugs/Volunteer-to-Change-Map-Wipes-Participation

     

    Players who accept the Volunteer's Blessing in Verdant Brink will lose all participation and rewards , and there's no warnings telling players such a thing will happen.

     

    Volunteering will also always invariably send players to a map with a worse progress than the one they were in, so they can't recover if they were not in a commander squad or party with people in the previous map to return there.

  7. Any such sources would have to be very limited.

     

    For example:

     

    * A weekly purchase with LI/LD. This way once someone has used all the LI they needed, they would still be able to spend it on something, and LI would stop being a tool to gatekeep raids.

    * They could make 2 BL keys one of the choices for the Chest of Loyalty. But you would have to give up the other choices, like Laurels.

    * From a new weekly achievement category that would give every week several different tasks in a different living world map so every week one of those would become as lively as they were on release.

    * From remaking Monthly achievements into Quarterly achievements, which would no longer require the repetitive tasks Monthlies used to have which could be done in a day, like "kill 1000 X ". They would require a wide variety of individual unique tasks, like completing every explorable dungeon path, fighting a number of strikes and raids, defeating every world boss, completing every fractal, winning a number of matches in every PvP arena, conquering or defending a number of unique WvW objectives...

    Quarterly achievements would no longer share the cap with dailies, which would keep their own 15K cap, and the new separate cap for Quarterly would be high enough to fit the AP of all currently unobtainable achievements, then rounded up to the next multiple of 5000, then another +5000. Completion of quarterly achievements would give something like 50 AP, plus tiered rewards that would end with a stack of 3 boxes, and each will let you you choose one item among a lost of things like tons of tomes of experience, a few BL keys, some legendary shards, several bags of materials, and other nice stuff.

    Then all unobtainable achievements would no longer have any AP tied to them, but all the AP already earned would not be lost, but moved to the new quarterly cap. Unobtainable achievements would thus become "feats of strength" with no points tied to them.

    This way new players would be able to catch with veterans in terms of AP, but old players would not lose any of their AP nor any of their achievements.

  8. > @"Tayga.3192" said:

    > Wait, wouldn't that be overpowered? Expertise and concentration scales extremely good compared to rest of the stats.

    >

    > Maybe it would be better like this: if a celestial piece gives 50 power 50 precision etc, it would give 25 expertise and 25 concentration in addition. Not 50 each but 50 in total.

     

    Nope, because their stats would be lowered even further, like when they got Ferocity. Making them even worse than they are now. They would be all over the place, with all the downsides of a jack of all trades and none of the upsides.

     

    Instead giving Celestial gear all stats so they get 9 and getting lowered stats in exchange, they should reduce the stats of Celestial gear to 6, and introduce a new 6-stat combination for each major release which would be able to have higher stats.

     

    Something like:

     

    * Core Tyria: Celestial - Power, Precision, Vitality, Toughness, Healing, Concentration

    * Heart of Thorns: Draconic - Power, Precision, Vitality, Toughness, Ferocity, Condition damage

    * Path of Fire: Godly - Power, Precision, Vitality, Toughness, Healing, Condition damage

    * End of Dragons: Demonic - Power, Precision, Vitality, Toughness, Condition damage, Expertise

  9. For the first time in years I was there in same lane that got bugged when it happened. Demolitionist Falke NPC just ignored the terrain and started walking into the air, and stopped mid-air.

     

    I haven't seen the versions in which Falke walks underground a little farther, or the one in West lane where Demolitionist Sola is the one that walks into the air, but those also happen still.

  10. Yes, they should be banned, like all third party tools should be banned unless official addon support is added, but they won't be banned. It'd be more work than it's worth it.

     

    Also, encounters like raids should have an indepth break down after bosses, wipes and /gg. Not a DPS meter on the fly, but something better than just the combat log that clearly lists everything with a graph showing who were doing what at any given time, and that also includes the enemy data.

    Something to see how you did without showing distracting on the fly data, and without third party tools.

  11. > @"ledernierrempart.6871" said:

    > ■ necro DPS when downed.

    Break line of sight.

     

    > ■ group of thieves reviving their downed all stealthed.

    AoE revealed

     

    > ■ instant revive several time in a row.

    Downed penalty is disabled in PvP, but not in WvW.

     

    > ■ rally bot.

    Some players bandwagon to worlds they expect will win more often and blame everyone for their own shortcomings, other players engage with their other teammates in their world and try to get them to be better at the game by giving them advice and guiding them.

    Guess which ones have the true WvW skill.

     

    > ■ downed (ranger) underwater.

    That REALLY needs to get fixed. Underwater, the pet often keeps reviving even when it has been sunk or floated away, or even killed. That's a bug. It has been reported, and it should have been fixed ages ago.

     

    > ■ being jumping on and sieged on while getting downed and being forced to watch it all.

    Don't get killed. It's unsportsmanlike conducit, and immature, but it's not something that can harm anything but a fragile ego.

     

    If there was some sort of mechanic preventing dropping siege on corpses, people would suicide to prevent dropping siege. And if dropped siege was invisible to enemies until built, then how do you suppress siege building?

     

    At most they could make it so enemy siege appears translucent, ghostly.

    The opposite would also be nice for gates, replacing the narrow teleporting squares. Enemies would see an opaque door, allies would see a ghostly door and they would be able to walk through it without it opening, and be able to charge right through it.

     

    > ■ (elem) revive ability doesn't show any effect on the ground (except ranger since it is the pet or engi since it is the gyro or grenade). you don't know who is going to be revived.

    GW1 resurrect skills often showed something like a pillar or light or wings over a character being revived, and they also had way longer activation times up to 6 seconds. In GW2 the fights are way to fast to have such slow revive skills. and that'll be just more extra skill visual clutter. We need less visual clutter, not more.

     

    > ■ sudden +1 that deny your stomp on someone you downed, at the last moment from nowhere.

    Bring your own +1. There's a WvW LFG. Nobody uses it because nobody uses it. Start using it, convince people to use them, and others may also start using it.

     

    > ■ special bunker revive build guard.

    There's several tools to combat sustain, such as poison, unblockable, boon removal, CC...

     

    > ■ downed getting revived faster than you can stomp him.

    Get a warrior to use [stomp ](https://wiki.guildwars2.com/wiki/Stomp)before stomping, or a guardian to use a ward, or some other skill to launch them away from their allies. Also bring ranged downed skills if your party has them. You can also supress revives with heavy AoEs and arrow carts.

     

    Most professions have incomplete core skills sets, those gaps could be filled with more ranged finishers.

     

     

  12. > @"Yggranya.5201" said:

    > > @"MithranArkanere.8957" said:

    > > * Warrior - The Wrestler : Judo and Lucha Libre. High focus on grapples. All grapples would be unblockable and a few will also be unevadible, so getting close to a wrestler would be very dangerous, specially without stun breaks to break free.

    >

    > I would say warrior would be better as an undisciplined fighter. You know: all that headbutting has run its course and now you got lots of strength but lack skill and intelligence. If you hit an enemy and nothing happens, you just gotta hit harder. (this is a joke of course, except the undisciplined fighter part)

    > Also, why do you say "PvE-only" and then talk about stun breaks? PvE enemies can't use stun breaks, right? Or is that more like flavour text?

     

    I had to go with wrestling for the warrior, since the revenant got the "undisciplined fighter" legends, as it has to be Kilroy and Falken. I considered seeing them as 'pugilists' that do 'fisticuffs' (like M. Bison in Street Fighter or Vanessa/Heavy D in King of Fighters), but Killroy fights dirty and headbutts, making him more of a roughhouser.

     

    But don't forget that 'wrestlers' in fighting games include guys like Zangief and judokas include guys like Goro Daimon. Freaking imposing giants that can shake the ground and make you tremble to the core, which goes well with warrior.

  13. > @"Yggranya.5201" said:

    > Weapons? Why not bare-handed?

     

    That would be nice as a PvE-only cross-profession elite specialization: Unarmed Martial Artist.

     

    While equipped, the name of the resulting specialization varies for each profession, and all professions lose the ability to equip weapons other than a new type of 'gauntlet/fist weapons'. Utility skills would not restricted, tho, even if they resemble weapons like kits and conjures.

    Once this elite specialization is unlocked by a character, unarmed skills will permanently replace the empty slots in the skill bar too, even without the specialization equipped (you just won't be able to equip the gauntlet/firs weapon to give them power). This means that when picking a bundle that has just 1 skill in slot #1, the other 4 slots would no longer be empty, they would get the unarmed skills.

    Each profession will have its own individual utility skills, but all professions will have the same utility skill type "Technique".

    The added profession mechanic would be a "Special Move" bar that can be filled several times (extra times with a certain trait equipped). When Technique skills are used they will be stronger if there's more bars, but they deplete several bars in one go. Elite Techniques always require at least 3 bars to work, and deplete all bars when used.

    While Unarmed-specialized characters can only equip 1 type of weapon, professions with weapon swap still get 2 weapon skill sets, which they can still switch with weapon swap. For those who do not want to use Techniques, F5 can be pressed to consume a bas to get short temporary boost. The boost depends on the grandmaster trait equipped: +damage , +defense and CC resistance, or speed and cooldown reduction.

    Each profession will have different styles for their skills. Professions that can weapon-swap in combat get 2 styles they can swap with weapon swap, like elementalists get 4 styles. Engineers get just 1 style, but hey, they still get to bring kits.

     

    * Warrior - The Wrestler : Judo and Lucha Libre. High focus on grapples. All grapples would be unblockable and a few will also be unevadible, so getting close to a wrestler would be very dangerous, specially without stun breaks to break free.

    * Guardian - The Monk : Karate and Aikido. High focus on counters and reversals, sending attacks and damage back to enemies, and punishing enemy actions.

    * Revenant - The Brute : Unique in that it gets 2 legends, and can't equip other legends. The legends are Courier Falken and "Kiiiiillroooooy Stoooonekiiiiin!!!!". The fighting style is basically unstyled street fighting and roughing enemies up.

    * Engineer - The Vigilante : Gadget-assisted martial arts. In other words: kind of like Batman in the Arkham series. Where do they get those toys?

    * Thief - The Shadow: Pressure Point Martial Arts and Unarmed Assassination techniques. Them sneaky ones keep trying to move behind you, paralyze you, then cut the flow of blood to your brain with a touch. Bad news.

    * Ranger - The Warden : Combined attacks with pets. Unlike the other weapon-swap professions, the equipped skills are based on the 5 animals martial arts, and depend on the Archetypes of the 2 pets equipped: Bear (stout), Deer (supportive), Tiger (deadly), Monkey (ferocious), Crane (versatile) instead being 2 fixed set of skills.

    * Elementalist - The Elemental Lord : The style changes with attunement, and they would be unashamedly inspired by the 4 main elemental styles in the Avatar series:

    * Fire: Northern Shaolin.

    * Water: Tai Chi

    * Air: Ba Gua

    * Earth: Hung Gar

    * Mesmer - The Dancer: One upbeat dance style kind of like capoeira, and one gentle and fluid style like ballet. The elite skill forces enemies to dance, of course.

    * Necromancer - The Plague : It will be inspired by Touch builds from GW1, slower and flowing snake-like moves like those of Duolon from The King of Fighters series, and fast piercing Mantis style moves like those of Gen from the Street Fighter series.

     

     

    That would be really fun, if it was usable for more than niche stuff.

  14. They should remain account bound.

     

    The only thing that bothers me is the ones you can't salvage. They should make sure the account bound dyes can be salvaged, so once you have all the dyes in a birthday pack, you can at least get some pigments out of it.

     

    That or make the "Birthday Vendor" NPC exchange those packs for something else once you have all the dyes in them, like a jug of karma. Same for other 'extras' like extra Mini Jennahs, they could be exchanged for a bit of karma once the mini has been unlocked, so they are at least 'something'.

  15. I'd rather get rid of infusions and enrichments as slottable upgrades altogether.

     

    * Turn AR into an account-wide stat, like luck, increased by crafting infusions and consuming them instead equipping them.

    * Move infusion and enrichment visuals to a new Wardrobe tab. They would be unlocked by consuming certain infusions for the first time.

    * Add ascended crafting for Enhancements (pots/utility), and have ascended Enhancements take over the bonuses that would go in Enrichments and some infusions. The bonuses in WvW infusions would also go be possible extra bonuses in Ascended Enhancements. There could also be a fractal set of ascended enhancement recipes that give some AR.

  16. Red means you have been winning more., but it also means getting keeps that are harder to defend.

    One of the reasons many hate Desert borderlands for how easy it is to poke holes in the north keep, and how much harder is to keep safe arrow carts to help defend the lord. In EB, the keep closest to red base has all these covered corridors and spread entrances at several levels that allow enemies to attack from different points while being harder to detect, and push forward more safely.

    But I see it as that being the point. Worlds that win more often get red more often, so they also get harder to defend locations to compensate.

    Red is kind of a pain to defend, but that compensates for words that gather more active players winning more often.

     

    But I understand "enjoyable" as having an easier time fending off enemies and being able to move around maps more, so we can spend more time attacking than defending.

    And that comes from being green.

    In EB you get most defensiblee keep in EB with all that nice water that makes enemies less likely to go for it over the other keep, and the nearby towers are a bit more tucked against the walls and easy to see and reach quickly from the keep, so you can keep an eye on all of them easily with a single scout at the keep.

     

    If they ever add a 3rd borderlands, I hope they make it for green, inspired in Cantha, and make the north keep really fun to keep. Maybe something like a Kaineng-inspired location with a lots of verticality and neat safe places to place arrow carts, and corridors that funnel enemies into the perfect spots to place traps.

  17. The absolutely best thing about No Downstate weeks, and the main reason why they should keep doing them once or twice a year, is that they show why Downstate needs to stay to anyone who actually bothers thinking about it.

     

    Every time, people who would normally fail to defeat players would do so. So they think "oh, this is much better".

    Instead seeing that the problem is that they didn't take enemies down before with downstate, they think that the situation that benefits them is the right one.

     

    But it isn't. It's a clear "learn to play" issue. Players reviving other allies can be targeted, supressed, interrupted and pressured to leave with AoEs.

     

    If anything, I'd see introduced some new things with the expansion to give more downstate play and counterplay, rather than having the mechanic removed.

     

    * "Frozen Soil" kind of mechanics that prevent reviving others and being revived while under their effects, to actively counter ranged revives from working and making sure you take out particular priority enemies like supports. It would effectively work as a "no downstate", but you will have to actively bring it and use it.

    * Giving players more Finisher skills, some of which would be ranged, particularly in squishier professions that would have a harder time finishing enemies.

     

    Every profession has 'incomplete' core skill sets. Most missing 1 healing skill and 2 elites (engineer and revenant being two special cases).

    One of those 'missing' skills could be finisher or no-res skills if the profession doesn't have one already. For example:

     

    * Guardian could have a Consecration which creates an AoE that prevents revival of enemies within it. Or a "staff of command" spirit weapon elite that flies to the enemy and repeatedly hits them, buffing adjacent allies for each hit, but if the targeted enemy is downed, the last hit would defeat them.

    * Warrior already got Battle Standard, but that doesn't mean they should not get new elites too. One could be a "Cowards!" shout that keeps enemies from running way from the warrior by giving Taunt to enemies facing him, and knockdown down and immobilizing enemies not facing the warrior. Maybe even make downed enemies non-revivable for a couple of seconds. The other one could be a Stance that safeguards boons, preventing them from being removed or corrupted while the stance lasts.

    * Ranger could get a signet with an active effect that finishes or greatly helps finishing an enemy, maybe even from a distance. They are also missing a Survival elite, but that skill type is mostly utility and defense, so it would not be a good match.

    * Thief already got a finisher in daredevil, but they are still missing a signet and preparation elites. The preparation could create an area that freezes revival.

    * Elementalist could get a targeted Arcane elite that has a long windup with a faint pillar getting brighter and chasing the target as a warning, but if completed it would produce a huge pillar of arcane energy that hits hard and always crits up to 5 enemies that stay in the area, and the main target of the skill would go straight to defeated if the damage would take them down.

    * Mesmer could have a Phantasm elite that finishes an enemy if the Phantasm is allowed to reach the player ( so they have 6 illusion skills, Ether Feast could also be turned into a clone skill that creates a clone before healing if the mesmer is under 25% health and 2 clones if under 10%); or an elite mantra that gets 3 ammo, and finishes enemies with the last charge, going on cooldown for a rather long time for a mantra.

    * Necromancer could get an elite Well that prevents enemies within it from being revived, or an elite signet that finishes enemies.

    * Engineer is one of the two special cases. They have 4 core skill types with 5 utility skills each (unlike other professions who have 5 types, 4 utilities), so they could also be adjusted by giving them a 5th skill type and converting one utility from each type into that new skill type. For example, reworking Throw Mine, Net Turret, Elixir S and Box of Nails from Tool kit into Preparation skills. They would still have the same toolbelt skills, except Elixir S which would become the toolbelt skill so it's still fast and instant, while the new preparation would become the AoE stealth from Toss Elixir S with a shorter arming time than other preparations. Oh, and so the Toolkit skills are not completely lost, they could be reworked into a new Mace weapon for core engineer, finally giving them a serviceable core 1h weapon. Once they have that fixed, then they could get a Preparation or Gizmo elite that prevents revival or finishes.

    * Revenant only has 3 utilities per legend. That could be finally fixed and they could get a 4th utility to choose, so two revenants with the same legend may not have the same exact skills. Shiro would be the perfect candidate to get a Finisher in there. Maybe make the new utility a finisher with a sizable cooldown, or make Jade Winds finish the first enemy hit enemies under 25% downed health if you use it while over 90% energy, to compensate it has just 5s cooldown.

     

    But removing downstate would be a really bad idea as it would favor builds that are more of a "fire away and forget" style, and move too far from GW2's standard gameplay.

  18. Since BL Chests always give guaranteed rewards, they are not fully gambling. But they still have a large gambling element.

     

    They could change BL keys so they are bought with coin instead gems to 'distance' them from the cash shop, then people would buy coin with gems to buy them. But depending on the laws of a country, it may still count as gambling even if it's purchased with in-game currency.

    In some countries it's considered gambling only if the items you get can be traded or exchanged for cash.

     

    If it's other countries, they can just block the keys from sale, but if it's in the US, they may have to change the keys to give just statuettes, or make anything that drops from them account bound, or other measures depending on the laws.

  19. Conquest could use some variations for experimenting.

     

    For example, there could be a map with 5 capture points instead 3, but with the catch that you can only capture a point if either point clockwise and counter-clockwise is in your possession. Since all points would start neutral, your strategy can start at any point, even split to all 5. And once you capture 3 adjacent points, the one between them is safe while the other two points are in your control, allowing you to focus on less points.

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