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MithranArkanere.8957

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Posts posted by MithranArkanere.8957

  1. Nice to see the PvP and WvW updates listed separately.

     

    > Traits that affect attributes now display icons that represent said attributes instead of a generic up arrow.

     

    We could use something like that next to numbers in skills too. You would be surprised how many people do not know the healing and the damage from life steal are affected separately by power and healing.

     

    > Starting at level 10, elementalists/engineers can now swap weapons while out of combat, gaining an additional pair of weapon slots on their Hero panel.

     

    Well, now gear loadouts will feel a bit less of a waste for them. Now I can always keep staff and rifle in one slot. That'll save time when I'm going to have to hit something ranged.

     

    > Utility Goggles: This skill no longer grants fury or provides immunity to blindness. It now grants resistance and removes blindness when used. This skill's toolbelt skill has been changed from Analyze to Detection Pulse.

     

    More revealed skills could use being PBAoE. For example, "Nothing Can Save You!". Steath is something, and it can save you from reapers, it only makes sense that a skill meant to bypass defenses would also bypass that one as thieves do not rely on protection or blocks.

     

    > @"Lighter.5631" said:

    > lol support FB buffed, no nerf to symbol fb and herald lol ok..

    > btw what happens in pvp with ele/engi, can they swap OOC too, that would be the most BS i've ever seen lol

     

    That could be solved the same way it's done in raids: Lock players in combat as soon as they get into action, that is, when they leave the base. That would make swiftness and heals more important, and reduce the reset power from disengaging.

    To compensate for the healing loss from removing out of combat, some spots away from capture points could get some sort of healing object with a cooldown, either with individual cooldowns per player, or shared for all players when the device is used. In Stronghold, the healing objects could be behind gates and limited to teams, and destructible by the enemy.

  2. Nothing that can be used instantly should do damage while being usable at the same time or consecutively with anything that can be used instantly and also do damage.

     

    Because of that, many instant cast skills need to have either activation time or aftercasts.

     

    One way to reduce the impact of specific situations that are too fast without making things overall too slow could be a mechanic that adds a some sort of 'sluggishness' the more instant skills are used in sequence, making them slower if used one after another, but not affecting them when used sporadically.

  3. I would be happy enough if:

     

    * We actually fought the Ice elemental after defeating the Svanir Shaman. Not as some static object that spawns attacks like the Taumanova elemental or the Centaur earth elemental, but by making it move around and summon icebrood waves and other elements and attacks to avoid.

    * The the Claw:

    * Signal better the attacks like the ice waves with orange areas.

    * Add a way to avoid the fear breaths other than stun breaks and stability.

    * Let players control the siege machines.

    * Add mechanics from new masteries like quickly breaking the ice spikes with Koda flame.

    * Disable damage from ranged attacks during the second phase, and give the Claw a stacking effect to show how many golems and explosives left are needed for him to lower his guard so people focus on the ledges and covering the golems and players with explosives.

  4. I am glad to see them go I always saw them as a waste of traits.

     

    But some players may miss it on some jumping puzzles that do not allow mounts or gliding but have a lot of long falls, like Griffonrook Run.

    Would it be possible to return the fall damage reduction in a limited way through the mastery system? Like in a new or existing Pact Commander mastery?

     

    By being in a PvE mastery it won't affect WvW and PvP, so there won't be gimmicks with it in those modes. And it should also be possible to disable a mastery in other spots in PvE where fall damage reduction may be used to map break or skip routes not meant to be skipped.

  5. > @"Stephane Lo Presti.7258" said:

    > We want to acknowledge that we are reading the feedback expressed in this thread and the other forums threads about the Build and Equipment Templates. We are discussing this feedback internally to determine how we can address it.

     

    As far as I can tell, it'll be way easier to determine than to implement:

     

    * Properly name the features to ensure there's no confusion and the distinction is made clear:

    * The 6 equipment slots currently called "Equipment templates" should be called something more like "Equipment Loadouts/Preset/Slots/etc", and the 6 "Build templates" would be better addressed as "Skill Loadouts".

    * Introduce an optional way to link Equipment and Skill loadouts, creating Build Loadouts, and a way to automatically switch them based on game mode. For example, something like this:

    * Right click skill loadout, select: "Link/to Equipment loadout > Loadout name 1/Loadout name 2/... /None

    * Right click skill loadout, select: "Automatically switch to this Skill loadout when entering > Open world/Raids/Fractal/Dungeons/Story/WvW/PVP maps/Disable auto switch for this slot.

    * Add a toggle button somewhere in the build storage to switch to 'client-side storage' mode. In this mode:

    * The builds listed are the ones stored in the Documents/Guild Wars 2/Templates/Skills folder. Subfolders would appear at the top of the list. For example, they could be saved in separate txt files sorted with actual folders, or in txt files inside a zip file, or a structured data file like json or xml. The easier it is to copy them and paste them manually without starting the game, the better.

    * The limits on builds that can be shown at the same time will thus be increased dramatically from 24 to as many as technically possible per folder.

    * Instead 24 fixed slots, there's just an empty slot at the end of the current list. For example, if there's 2 folders and 2 builds in the root folder, then there will be 5 slots: 2 folders, 2 builds and the empty slot.

    * If a folder has reached the limit on how many entries can be shown, the last entry will be a red warning explaining so.

    * While inside a sub-folder, the first entry of the list will be the "Go up a folder" button.

    * Right clicking the empty slot allows creating another sub-folder.

    * Deleting folders with builds in it will not be possible to avoid accidentally losing lots of builds.

    * Builds in client-side mode can be right clicked to cut and paste them into other folders.

    * Replace the 24 account-wide server-side build template storage slots with 16x9 profession-wide ones.

    * Add a way to save separate appearances for legendary gear. For example, via one of these methods:

    * Allow storing different skins and dyes for legendary gear on different loadout slots. Or maybe for any kind of gear, not just legendary.

    * Add a new type of 'Wardrobe Loadouts' that allow storing either custom 'outfits' (6 pieces of armor and their dyes), or all customization choices ( also mini, finishers, mounts, glider, etc), then a way to link them to Equipment loadouts so they change together.

    * When PvP templates including equipment are made, they should also loadable by in PvE/WvW. No need to store specifics, just the bare minimum info necessary for them to be loaded in the PvP panel and by legendary gear: Weapons, stats, and upgrades.

    * Profession

    * A list of between 1 and 6 weapon types, and the slots where they go. No item quality, levels, skins or anything else specific. Like: "Sword: slot 1, slot 2; Shield, slot 4; Spear: Slot 5". So if types are listed from 1 to 19, the info can be compressed like "1:1;2;5:4;17:5".

    * A list of 14-16 stat combinations, each followed by the slots where they go. When loading the template in PvP, the amulet slot will be used. Like: "Berserker: 1,2,3,4,5,6,7,8,9,10; Marauder:11,12,13,14,15,16"

    * A list of another 2-3 stat combinations for Underwater weapons and breather, ignored when loading or saving templates in PvP.

    * A list of up to 6 runes and the slots where they go. When loading the templates in PvP, the first rune of the list will be used. Like: "Rune of the Druid: 1,2,3,4,5,6".

    * A list of up to 4-8 sigils and the slots where they go.

    * Equipment PvP templates must also have a client-side storage mode.

    * When loaded in PvE/WvW, equipment templates will try to find the closest possible match: Highest equipable level. runes in inventory, etc. Not a problem for someone with full legendary gear, but it will obviously not work all the time with non-legendary gear. That's what Loadouts are for. But they will still serve to let people share the template to use as a roadmap to work towards getting them in their characters.

     

    This way the system will be complete:

     

    * Both loadouts and templates.

    * Both server and client-side storage.

    * And legendary gear remains as legendary as always as it can load up equipment templates like the PvP panel and store different appearances in different equipment loadouts.

  6. The initial small heal happens when summoning the turret, but the water field happens when the turret does its overcharge.

     

    Turrets are no longer instructed directly by players to do their overcharge. They will do it on their own after being summoned. So you have to wait for the server to tell them to do it, which happens once every second or so. If you use the detonation before a whole second passes, you may break it before it can use the skill.

     

     

  7. Sand Shroud and Shades do too many things at the same time.

     

    They should have had traits making them choose the focus of the Shades, keeping each line of traits focused in one aspect of the Scourge kit.

     

    For example, something on the lines of this:

     

    * First, cut the damage and barrier from desert shroud by a lot. Only one of the amounts cut will return individually depending on traits selected:

    * Upper line: Support and Barrier

    * Remove conditions and give boons to allies. Gain life force when removing conditions.

    * Give Barriers when placing Shades. Sand Cascade becomes a skill that pulses barrier over 5s instead a one time pulse.

    * Barrier applied by you lasts longer. Desert Shroud gives more Barrier.

    * Mid line: Condition and Scourge kit:

    * Empowering torch and gain life force from burning.

    * Empowering punishments. Desert shroud becomes Harbinger of Sorrow.

    * Burning deals more damage and causes torment. Desert shroud deals more damage, gives more torment and adds crippled.

    * Lower Line: Enemy Debuff and pressure

    * Cause weakness when you cause crippled. Gain life force when removing boons.

    * New trait - Envenom Enchantments: Removing a boon from a foe causes them to be poisoned. (1 stack, 3s, 10s cooldown). Nefarious Favor becomes a skill that also cuts by 2s the duration of some boons on enemies hit, down to a minimum of 2s.

    * Gain boons when removing them. Desert Shroud removes 1 boon from enemies, and marks the affected enemies with an effect that makes them immune to the boon removed for 2s, preventing reapplication of that boon.

  8. Those will full immunities and no mechanics to counter them. Nothing should be completely immune to anything. The effects should instead work on them in a different way, but still work.

     

    * Fire elementals should have an effect that makes them take 66% less damage from burning and gain 3 stacks of Might when they are damaged by burning, but the effect should be lost for 10s when chilled. Chilled will also deal damage over time to them.

    * Destroyers should have a skill that gives them an effect that gives burning to themselves and their enemies around them, and that converts all damage of burning into healing instead, but chilling them will remove the effect and prevent them from using the skill. Chilled will also reduce their armor by 10%.

    * Dredge should not be immune to blind. Instead, their attacks within 240 units or less should completely ignore blind, and all dredge with ranged weapons would switch to melee weapons and/or move into melee range to attack when blinded.

    * Enemies immune to CC like risen abominations, treants and earth elementals should have a defiance bar instead. This defiance bar would be either permanently locked until they do a strong attack to stop the attack, or always available to allow breaking that bar to stun them and get a damage bonus.

    * Immune players like those with Obsidian Flesh or Distortion should still be hit, even if they get 0 damage, are unnafected by CC, and take no conditions. If a hit hits, it should register as a hit and show 0 damage. Evading should be the only way to avoid hits.

  9. We didn't really get "build templates" we got two systems, partially: Loadouts and Templates.

     

    * This system calls "equipment templates" to what is actually "Gear and Upgrade Loadouts".

    * Templates are not supposed to include actual specific items, they are supposed to be a blueprint, and when loaded the game is supposed to attempt to load what it can based on what's available to the character. If the template has "Berserker sword of Force" a template system would try to load the highest quality berserker sword in the inventory, starting with those with a sigil of Force. Not a certain specific berserker sword.

    * Gear loadouts are great and a bonus along a template system, but we are still missing actual "Equipment templates".

    We'll probably get that for PvP eventually, but it should be available for PvE too.

    * Legendary gear can have different stats in different loadout slots, but not different appearances. People who use different appearances to remind themselves what's their current build get screwed if they use legendary gear.

    * This system calls "build templates" to what is actually a partial "Skills and Trait templates".

    * A GW2 build includes 5 things:

    * The equipment

    * The stats. They go with the equipment in PvE/WvW and in an amulet in PvP.

    * The upgrades in that equipment.

    * Skills.

    * Specializations and traits.

    * Because of how crucial and integral stats and upgrades are for GW2's builds, they cannot be considered separately. Any fully serviceable built template system will have all of them. The current system is half "Build loadout" (Gear&Upgrade loadout) and half "Build template"(Skills&Traits template), not build loadouts or build templates.

    * There is no way to tie gear&upgrade loadouts and skill&traits templates to be loaded at the same time to load a full build.

    * The "build storage" saves a limited number of builds server-side, and it only includes skills and traits.

    * This is not nearly enough for a game in which there can be so many builds and so many characters in an account. As it is, this is only serviceable for players with a "main", who do not use other characters and do not communicate with other players.

    * To store 'skill & traits' past the very limited build storage, players have to copypaste the chat codes in some text file outside of the game.

    * The system is catastrophically alt-hostile. The more characters one owns, the more they will feel like they are punished for playing with a wider variety of builds. There's no account-wide packs or alternative account-wide purchases.

     

    To be actually serviceable, the following changes **need** to happen:

     

    * Allow the same legendary gear to store separate transmuted appearances and dyes in separate gear loadouts.

    * That, or introduce "Appearance loadouts" that store and override the appearance of gear regardless of builds , and a way to link them to builds so they are loaded with a build.

    * Actual shareable Build Templates need to be implemented.

    * **Full** build templates: Equipment, stats, upgrades, skills and traits. PvP will probably get those, but it must not be just just for PvP. PvE/WvW builds need to have actual full build templates too.

    * There should be a way to store templates straight on disk as txt files in a folder structure, to allow players to store as many of the virtually unlimited builds that can be created in the game as they want, without having to manually copypaste them in a text file.

    * The stored builds should include the full information of the build: Gear, stats, upgrades, skills and traits,

    * Templates should not store any specifics like item level or quality. Just generics like "Gear:Sword", "Stat:Berserker", and "Sigil:Force". Loading them will attempt to use the highest possible level and quality of that item with those stats and upgrade in the inventory and other loadouts, and give up with a red warning if nothing close enough was found.

    * Loading them should allow selecting parts of them instead loading the whole thing, like just skills&traits, or just gear&stats&upgrades.

    * This way we would have true "Build templates".

    * The build storage slots should store linked pairs of "Gear&Upgrade" loadouts along the "Skill&Traits" they already store, allowing switching an entire build in one go. They should have their own key bindings too. This way the gear loadouts and the server-stored templates would be combined to create full "Build loadouts" that would let player switch entire builds in one go.

    * The "build storage" slots should be per profession, not for the entire account, a warrior has no use for guardian builds.

    * To share builds from a profession other than the one they are currently playing, players would be able to use the new feature to load from disk, so there's no need to waste space with things the character can't use.

    * Once we have full Build Templates with unlimited storage and full Build Loadouts, then we will finally have an actual serviceable system to load and share builds.

    * Eventually, there has to be a way to unlock stats and upgrades for the account, not just in PvP, without having to get full legendary gear for all characters. Then a way to load them on existing gear, replacing the stats and gear in equipment. Since legendary gear already does that for free, this would have to be for a cost, otherwise legendary gear would be pointless except for the skins. The cost could be 3 new currencies obtained by crafting 'charges' with Dark Energy and Dark matter.

    For example, the stat-swap recipe in the mystic forge could be replaced with a system that uses a currency to pay for the changes, like with transmutation charges:

    * Salvage a piece of Dark Energy or Dark matter, getting a new kind of material. Dark Energy would give more of this material, with a lower minimum result and a higher maximum. Blood Capacitors and Mist Capacitors would also become salvageable to get this material.

    * Use that new material in crafting stations along Ectoplasm, Anthologies of Heroes and then Gossamer Patch, Orichalcum Plated Dowel or Orichalcum Filigrees to get a consumable.

    * Consume the resulting items to get Armor, Weapon or Trinket stat swap charges that can then be used to swap stats in non-legendary gear. Transmutation charges will be usable as a "wildcard" when not having enough of the crafted charges.

    * To swap between unlocked upgrades, a currency crafted with lucent crystals will be used instead.

    * To unlock a stat, the account just needs to salvage a piece of gear that has that stat, the highest level will become available, gear of rarity over Basic will be considered over their level, so ascended level 80 gear would be considered level 85. To unlock an upgrade, the account has to salvage that upgrade 12 times or so.

    * Since legendary gear will have all stats and upgrades available for no additional cost, it would still be better than ascended gear even with that system, but the costs to craft the swap currency still has to be in the sweetspot between being high enough for legendary gear to remain more desirable, yet low enough for players to be able to try several builds after skill updates before settling for a new build.

    * With no way to craft additional 'replicas' of legendary gear already crafted so each character can use it separately, removing legendary gear from one character and putting it in another is way more hassle. Legendary gear is already available for all character of the account, so there should be a way for separate characters to use it individually without constantly moving it between characters.

    * For example, by upgrading a piece of ascended gear into a Replica of a previously unlocked legendary, allowing each character to use the legendary gear without having to constantly move it between characters. It could be something like this:

    * Piece of Ascended gear of the same type as the legendary.

    * An item called something like "Soul of [name of legendary]" purchased from Hobbs with gold and laurels. The items will appear in a new vendor tab for Hobb after unlocking the corresponding legendary for the account.

    * An Eldritch Scroll

    * 100 Obsidian Shards.

    * This would craft an item of "Replica" quality that has Cyan name color and "Replica" as its quality in the item description (to tell it apart from Pink-Ascended and Purple-Legendary gear).

    * Replicas would act as if they were "Unique equipped" and would not be equipable along their original or other replicas unless the account has bound the original to the account more than once. This way replicas would let alt characters use unlocked legendary gear without constantly moving it between characters, but it would not allow 1 character to have the same legendary twice in the same character without earning it without making them soulbound. And since they would not be soulbound, they would still be tradable between characters.

    * Replicas will also not count for any achievements, and will start with the precursor skin instead the legendary skin, requiring a transmutation to actually look like the legendary.

  10. The exotic gear from the WvW armorer and weaponsmith are in for an update, since they only have a very limited list of stats.

    The different sets could all be replaced by a single set of weapons, armor and trinkets with selectable stats that can switch stats with a consumable, like Bloodstone trinkets and Mists trinkets.

    Since stat-selectable gear now depends on owned content, it'll also encourage getting the expansion and living world chapters.

    Or it could be a new tab in the armorer, and keep the ones with fixed stats as a cheaper alternative.

     

    Guild recruitment could also be improved by having a list of recruiting messages in a new tab the LFG panel.

    Guilds would set themselves to recruit like this:

    * Go to Roster tab.

    * Click a new "Set recruitment message" button that would appear next to the Search/invite textboxt.

    * That opens a new small panel opens with 2 input boxes and 3 buttons (Start Recruiting, Stop Recruiting, and Cancel)

    1. Input recruitment message in the first box.

    2. In the second box, type a series of tags separated by commas. Under this second box there will be a list of suggested tags based on a word cloud generated by what tags players input first, plus a series of tags already set beforehand, like PvE, PvP, WvW, PvX, Newbie-friendly, Hardcore, Casual, Potato, etc. Basically like how Steam allows players to tag games. Clicking these suggested tabs will add them to the text box.

    * Click the 'Start Recruiting' button in the message, and the guild gets registered as recruiting.

    * To remove the recruitment message and stop recruiting, open the panel again and click "Stop recruitment".

    Then players could go to the guild panel and click in an empty guild slot, and there would be a large "Search for a guild" button after the Guild description message that appears in empty guild slots. When they click the button, that'll take them to the guild search tab in the LFG panel. They would also be able to open the LFG panel directly and switch to the guild tab

    Once in the Guild LFG, they'll be able to search for guilds by typing a list of tags separated by commas in the search bar at the top. The search will also have a list of suggested tags, but collapsed so they don't get in the way of the list. Click a little arrow next to the search bar to expand the list of tags, click the tags to add them to the search, collapse the tag box, and press search, and the player gets a list of all guilds with those tags.

    It could also be possible to filter out tags by adding a minus sign - before the tag.

     

  11. I'm hoping will have to go out into the unknown to find more replacements.

     

    Aurene can handle magics that Kralkatorrik could not, so it doesn't seem that she's limited to a certain type of magic, but I don't think Aurene can replace 3 elder Dragons worth of magic all on her own for too long.

    So the Commander should start looking for candidates for more replacements sooner or later.

     

    Likely Caithe will contact the commander on Aurene's behalf, explain that she under too much strain. Then send us back to our roots on a old style exploratory quest to find more replacements. Possibly other dragons or friendly entities and corresponding 'champions' to complete the cycle of magic sharing.

     

    What could the replacements possibly be?

     

    * We do not know how elder dragons reproduce. We know that Glint had eggs, but we do not know how they were created. Did they gave bith to them? How did Kralkatorrik begot Glaust? Even if Aurene did create eggs, we would still need to go out there and infuse them with magic to make them hatch, like with Aurene's egg, so we'd probably need to find suitable leyline hubs and places of power for it. Maybe even go and find all the other four Bloodstones and crack them open. We have seen and the Maguuma bloodstone destroyed, and we more or less know the location of the ring of fire and shiverpeaks bloodstones, but we have no idea about the fourth bloodstone piece and the keystone.

    * The pale tree probably has her hands full managing the Sylvari connection to the Dream, so she's probably out of the question as a replacement candidate.

    * Mordrem Guard have reverted back to sylvari after Mordremoth died, and Malyck's tree was offcamera since it had to be cut from HoT. But it doesn't seem like her tree had conscience or a connection to the Dream. So maybe his tree survived and reverted from a blighting tree, and we can figure a way to fix her, give it conscience like we did with Mawdrew, and make Malyck her champion. And make them take care of Mordremoth's share of magic. There's room for a new map for it south of Tarir and east from Tangled Depths.

    * Tthe Djinn are also sharing magic too. But I do not know if it's just Adhashim's magic between each other only or with the world. A flame djinn was corrupted by Kralkatorrik after getting a boost from Balthazar, but we do not know why. It could just be all the extra power overpowering the djinn defenses, or because godly fire magic from Balthazar giving him an extra edge against a fire djinn, or maybe Djinn are actually some form of undead spirit imbued with elemental magic like their skull-like faces suggest, and Zhaitan's magic allowed Kralkatorrik to death-brand him. Could we have the entire djinn community act as a replacement for an elder dragon?

    * Cantha had countless Saltspray dragons that were corrupted by the Jade Wind, includding Kuunavang. The corruption began to revert after Abaddon was defeated, and most of the Jade Sea should be water again by now. Maybe one of the surviving Canthan dragons could help for that.

    * Orr had lots of undead dragons that were turned into dragon zombies by the Cataclysm, then risen by Zhaitan. Could there be any survivors of the original race of dragons that preceded dragon zombies and risen dragons out in the world?

    * And there's many unknown lands we've never visited before, far to the east and west, north of the far Shiverpeaks and south from Cantha.

  12. I'd like you to consider using Off-seasons to do some experimentation.

     

    For example, "Ranked" could be renamed "Experimental" during off seasons, and queuing there instead Unranked during off-season would lead to matches with experimental changes without affecting unranked.

    The experiments would bring some tweaks to mechanics, some drastic, some just for fun, in a similar way to GW1's Flux.

    The kind of stuff that would be insane to do during a season, or even for unranked and hotjoin, but that may give interesting data.

     

    For example:

     

    * Cutting by half the stats in all amulets, or even disabling amulets altogether.

    * Giving players an effect that cuts down all damage and barriers to 1/3, all healing down to 1/5, reduces attack and skill activation speed by 20% and disables out of combat healing.

    * Critical damage no longer increases Base damage, it is instead applied as a separate additive damage boost, and it's only affected by effect that increase critical damage. All other damage boosts affect only base damage.

    * Damage proration: Successive hits within a short time received while disabled or immobilized deal less and less damage, down to 1% of one's maximum health.

     

     

  13. > @"Strider Pj.2193" said:

    > > @"Mikhael.2391" said:

    > > Why Balancing the game in WvW from broken extreme annoying builds more used for ROAMING and small scale (one shot mesmers, unkilable rangers, runaway warriors, one shot thiefs or dodging forever ones while dealling damage) would be bad ?

    > >

    >

    > Many of those ‘one shot builds’ are developed that way because of their damage traits and buffs to allow them to provide DPS in raids. Many of us have asked for skill splits on a higher magnitude than what is currently in play, and the general sense from the Devs has been that the skills can only be split so much.

    > [..]

     

    That could require reworking critical hits altogether to avoid effect over-stacking.

    For example, critical damage could be a separate damage bonus instead replacing the base damage, so they can't also stack with other damage bonuses, except bonuses that specifically increase critical damage.

     

    Of course that would probably mean a great DPS loss in PvE, and having to adjust the health values in raids if people are no longer able to complete them or they become too hard in average, but it's just numeric values. It should not be exceedingly hard or time consuming.

     

    Once a critical rework is out of the way, further balance for competitive modes should become at least a bit easier thanks to the reduction of the effects of possible combinations of stacked damage bonus effects.

  14.  

    * Customizations.

    * Structures: Capture a tower, the assets of the vanilla brick and mortar structure get replacing by a new appearance.

    * Guars. Capture an objective, the appearances of the NPCs get replaced with new ones you equip in the wardrobe. Their skills and behaviors stay the same.

    * Dolyaks. A camp captured by a player with custom dolyak skins may have them replaced with pack bulls, pack marmoxes, a cart pulled by several mini moas, etc.

    * Banners. Currenly your guild emble is show on banners, but the banners themselves do not change. This customization would allow you to change the color and shape of the banners.

    * Capture fanfares. Like the ones from guild halls, but customizable individually.

    * Finishers. All objective leader NPCs like keep lords and veterans in shrines will now require a finisher to be killed. Revive skills will no longer work on them once defeated, only when downed, like with players.

     

    New expansion WvW feature: Roles.

    * On the next expansion if there's ever one, players could get a new slot in the WvW panel where a new 'role system' goes. Players can change their role by talking with an NPC at the initial base.

    This NPC is a vendor that sells items that are applied on purchase, like how Nathan the bartender sells Guild Enhancements.

    Each role will have a limit on how many players can have it in each team, logging out or leaving WvW will forfeit the role taken so other players can take it.

    * Once a role other than "Default" is chosen, players get some benefits, sometimes at the cost of a downside. For example:

    * Default: No change. Standard Role for all players when they enter WvW.

    * Siegemaster:

    * Ups: You have 10% longer range and deal 10% more damage with trebuchets and catapults, and their attacks become ground targeted.

    * Downs: You deal 10% less damage with other types of siege, and can't use rams anymore. Your siege attacks gain a minimum range of 600 units, so you can't target any enemy closer than that.

    * Siege Assaulter:

    * Ups: You do 15% more damage to both enemies and structures when using placeable siege machines other than trebuchets and catapults.

    * Downs: You do 5% less damage when using your own skills and 10% less damage when using objective defense siege.

    * Siege Defender:

    * Ups: While inside a walled objective, you will see in the minimap icons indicating damaged walls and gates.

    You can carry +20 supply and gain 1 supply every 15 seconds.

    You spend 10% less supply when building objective siege and repairing walls and gates.

    You take less damage and gain stability every second while controlling defense siege, and any defense siege you control takes less damage too.

    * Down: You can no longer place or help build placeable siege, only objective siege.

    * Spy:

    * Ups: Enemies will see you as a member of their team.

    You will be seen by them with the appearance and name of another player on the enemy team, randomly selected, not as your own.

    Players in your team will see you with the "Lyssa's Guise" mesmery effect, not as the appearance of the enemy.

    You will get a special action skill after defeating a player, allowing you to take a different random appearance.

    Enemy guards will ignore you, you will see them as having a yellow name.

    Attacking an enemy breaks the disguise until the next time you leave combat after getting defeated or defeating an enemy.

    * Downs: You can still be damaged by enemies, and you can't go through enemy gates.

    You can no longer use or create portals that allow teleporting inside walled objectives, like Portal and Shadow Portal.

    You do 90% less damage for 10 seconds after attacking an enemy player while disguised and up to 3 seconds after leaving your disguise, but not against NPCs.

    * Lookout:

    * Ups: You gain a special action key that allows you to mark up to 50 enemies for 20 seconds, every 300 seconds.

    You spend half supply when using Traps and Tricks.

    While you are the only lookout within an objective, you always see all enemies within the objective in the minimap, as long as they are not cloaked.

    * Downs: Your abilities and bonuses only work while you are the only player of your team within an objective.

    * Dolyak Wrangler.

    * Up: You can now go to a supply camp and pay some badges of honor to rent a Dolyak for several minutes.

    When a dolyak is first mounted near a supply depot in a campt, they will get 50 supply that you can bring to another controlled objective by dismounting close enough to the supply depot.

    Dismounting or being forcibly dismounted too far from a controlled supply depot will make you lose the supply load, but you can still mount the dolyak again, jus t without supply.

    Each camp can only rent one dolyak per upgrade tier at a time, starting at T1.

    Some WvW mastery abilities from warclaw will work on it, like faster speed on controlled territory, but not the ones that give skills.

    * Downs: Your max supply is reduced by 10, and you can't mount the warclaw while a dolyak is rented. Killing you counts as a supply dolyak kill for the enemy team.

  15. I'd like to see skills like Spatial Surge and Long Range shot changed so the maximum damage isn't at the farthest point, but at the middle. 750 units.

     

    Shooting enemies that are too close or too far would do the least damage, careful positioning would do the maximum damage.

  16. I have 1 main problem with them: trolls can force you to stay inside a public instance they are purposely boycotting.

     

    For example, they can start the instance when there's just 3 people including you, and if you leave and re-enter, you end up in the same map again.

    Then you will have to wait until the instance is completed to be able to enter a new instance.

  17. Ballooning Targets cannot be completed by everyone.

     

    If you enable post-processing, you'll see that the balloons that are close enough get the target border from postprocessing.

    If you disable action camera, you'll see that when you hover the mouse cursor over them, the icon changes to a gear.

    When using Skill 1 while the crosshair is right on top of those balloons that are close enough to get the border and the gear icon, the server will autotrack them and the bullet will go straight at them, this allows hitting them even if there's a bit of high latency.

     

    But if one of the balloons is too far to get tracked this way, hitting them can become impossible.

     

    I increased all the visual settings, set FoV to minimum to 'zoom in', and continuously shot straight at the center of the last balloon. But it's too far for the tracking, so even when t he bullets did pass **straight through the balloon** and didn't go on past it, they didn't hit, because the balloon is too far to register a shot in the first place, even if the bullet hits.

     

    I do not know if this happens to everyone, but for those affected by this, they will never be able to complete the achievement on any of the balloons that is too far to get the post-processing border.

     

    For me, that's the highest balloon all the wast to the west. Every time bullets went straight left and right when I kept the crosshair straight on top of it, but even when I tried to compensate for the lack of auto-tracking and the bullets actually seem to hit, the hit did not register.

     

    Edit: Well, I finally got it, but the bullet was nowhere near the target when the hit kicked in. Nowhere near at all. I just resigned myself to keep firing at random since aiming was futile, and a random bullet did it, but not on the target, but somewhere away from it, up and to the left of it, about twice the height of a norn away from it.

    So not only the target is too far to get autotracked, the collision may not be properly matching it.

  18. What gaming really needs is natural voice synthesis.

     

    Then we'd have the actors record inflection dictionaries as numerical data that takes way less space that audio, texts tagged for voices that will be used and settings to adjust for specific changes in voices, and some changes in pitch here and there, and we'd be able to even customize character voices.

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