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AliamRationem.5172

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Everything posted by AliamRationem.5172

  1. > @"Jski.6180" said: > > @"AliamRationem.5172" said: > > > @"Jski.6180" said: > > > > @"AliamRationem.5172" said: > > > > > @"Jski.6180" said: > > > > > > @"AliamRationem.5172" said: > > > > > > > @"Jski.6180" said: > > > > > > > > @"Infusion.7149" said: > > > > > > > > Elementalist is basically a mage class aka magician / wizard or magic using spellcaster. I don't know why anyone would think otherwise. > > > > > > > > The only projectile attacks tend to be the autos which are magical in nature (i.e. stone shards, stoning). Even on a physical weapon such as dagger or sword it will use elemental attacks such as lightning whip or vapor blade. The instant damage in this game just hasn't been split between "actualized physical damage" and "actualized magical damage" and conditions and frankly it doesn't need to because damage is damage and it isn't specified as physical. > > > > > > > > > > > > > > That not magic at all though magic is using elemental attks that often are weekend aimed of your target. I think GW2 is the only one that dose not have that in there magic system (there could be others but the main point is even in games like Pokemon you have elemental attks types for weakness and strs.) > > > > > > > > > > > > > > Its an Elementalist not a ray gun or laze beam. Its kind of silly that the elemental type of the attks it self seems to have nothing to do with what your attking. > > > > > > > > > > > > I gather you're suggesting more than just a change to the combat log here. What you want are elemental damage types complete with vulnerabilities, resistances, and immunities. Do you know WoW ran with that idea originally? They scrapped it pretty quickly because it was pointless and annoying. What you're asking for truly would make this class into garbage because you'd have to be a different flavor of "mage" for every stupid encounter thanks to arbitrary immunities, vulnerabilities, and resists. Depending how far you want to run with it, it might even require extra sets of equipment just to handle the baseline damage of an elemental attack type designed with resistances in mind (that's ultimately what killed the whole idea for WoW, in fact). > > > > > > > > > > You still have magic dmg vs physical dmg and as long as you dont have a means for magic dmg some how going ignoring armor at some level its just all for show and its has nothing to do with magic. An arrow is the same as an fire ball. > > > > > > > > Damage is damage unless the system handles it differently. We have such a system already when comparing conditions to power. You're just asking for strawberry in place of chocolate or vanilla. Change for the sake of change? No, thanks. > > > > > > I am more talking about giving ele a means of going ignoring armor and dmg -% with out uping it max dmg. Ele is a class that cant deal with boons on other ppl by striping them so why not have "magic" hit there targets that are bunkering up? > > > > > > Its back to an old soldiers assassin mages balancing ideal. > > > > > > A soldiers can deal with assassin as the assassin cant kill something as tankly as a soldier fast enofe but a soldier cant deal with a mages as the mages hits in such a way that the soldiers cant def vs but to make it all balanced the assassin can do enofe dmg and be evasiveness enofe to take out the mage. > > > > > > Right now the balancing is messed up and ele is not a true mages its more of an assassin. > > > > Why not just go play the game you've taken these ideas from? They don't fit here. How can they? Elementalist (or any other class) is designed to be more than just one thing. Maybe backline staff weaver is a "mage"? What is tanky condi sword weaver? What is scepter FA tempest? Dagger support tempest? How do you make a GW2 class fit any one of these roles you envision? It doesn't even make sense here. > > They do call the classes that way when it first came out and its the stander paper rock scissors system that is by far the best balancing system every made by humans. > > The problem right now is every class is being balanced as rock and just rock and you can ball up paper to look like a rock there is no way it can ever be used as a rock. > > Ele as its core is a mages class but its not playing like a mages class. Rock/Paper/Scissors falls apart when any one can be either of the other two. Again, that is how this game is designed. It's a central feature and it will never go away. Just move on from that idea. Complaining about it endlessly will not change anything. You want elementalist to be something very specific. That is not how GW2 works. Instead, just suggest improvements to staff/scepter. That's something I think most ele players could get behind and it doesn't require turning GW2 into a standard trinity MMO.
  2. > @"Galmac.4680" said: > I prefer the home instance in Rata Sum, all easily accessible. And aren't we all nude under our clothes? Are we?
  3. Unclear. Are you specifically asking about d/d core builds in pvp? If not, condi sword/focus is a meta side node build and tempest is still great for team heals and support. However, core ele doesn't usually hit the meta radar. On aftercast that would be skill specific, so what are we talking about?
  4. > @"Jski.6180" said: > > @"AliamRationem.5172" said: > > > @"Jski.6180" said: > > > > @"AliamRationem.5172" said: > > > > > @"Jski.6180" said: > > > > > > @"Infusion.7149" said: > > > > > > Elementalist is basically a mage class aka magician / wizard or magic using spellcaster. I don't know why anyone would think otherwise. > > > > > > The only projectile attacks tend to be the autos which are magical in nature (i.e. stone shards, stoning). Even on a physical weapon such as dagger or sword it will use elemental attacks such as lightning whip or vapor blade. The instant damage in this game just hasn't been split between "actualized physical damage" and "actualized magical damage" and conditions and frankly it doesn't need to because damage is damage and it isn't specified as physical. > > > > > > > > > > That not magic at all though magic is using elemental attks that often are weekend aimed of your target. I think GW2 is the only one that dose not have that in there magic system (there could be others but the main point is even in games like Pokemon you have elemental attks types for weakness and strs.) > > > > > > > > > > Its an Elementalist not a ray gun or laze beam. Its kind of silly that the elemental type of the attks it self seems to have nothing to do with what your attking. > > > > > > > > I gather you're suggesting more than just a change to the combat log here. What you want are elemental damage types complete with vulnerabilities, resistances, and immunities. Do you know WoW ran with that idea originally? They scrapped it pretty quickly because it was pointless and annoying. What you're asking for truly would make this class into garbage because you'd have to be a different flavor of "mage" for every stupid encounter thanks to arbitrary immunities, vulnerabilities, and resists. Depending how far you want to run with it, it might even require extra sets of equipment just to handle the baseline damage of an elemental attack type designed with resistances in mind (that's ultimately what killed the whole idea for WoW, in fact). > > > > > > You still have magic dmg vs physical dmg and as long as you dont have a means for magic dmg some how going ignoring armor at some level its just all for show and its has nothing to do with magic. An arrow is the same as an fire ball. > > > > Damage is damage unless the system handles it differently. We have such a system already when comparing conditions to power. You're just asking for strawberry in place of chocolate or vanilla. Change for the sake of change? No, thanks. > > I am more talking about giving ele a means of going ignoring armor and dmg -% with out uping it max dmg. Ele is a class that cant deal with boons on other ppl by striping them so why not have "magic" hit there targets that are bunkering up? > > Its back to an old soldiers assassin mages balancing ideal. > > A soldiers can deal with assassin as the assassin cant kill something as tankly as a soldier fast enofe but a soldier cant deal with a mages as the mages hits in such a way that the soldiers cant def vs but to make it all balanced the assassin can do enofe dmg and be evasiveness enofe to take out the mage. > > Right now the balancing is messed up and ele is not a true mages its more of an assassin. Why not just go play the game you've taken these ideas from? They don't fit here. How can they? Elementalist (or any other class) is designed to be more than just one thing. Maybe backline staff weaver is a "mage"? What is tanky condi sword weaver? What is scepter FA tempest? Dagger support tempest? How do you make a GW2 class fit any one of these roles you envision? It doesn't even make sense here.
  5. Nice video! Love the cool animations and effects! And great fights, too! Thanks for sharing.
  6. > @"Jski.6180" said: > > @"AliamRationem.5172" said: > > > @"Jski.6180" said: > > > > @"Infusion.7149" said: > > > > Elementalist is basically a mage class aka magician / wizard or magic using spellcaster. I don't know why anyone would think otherwise. > > > > The only projectile attacks tend to be the autos which are magical in nature (i.e. stone shards, stoning). Even on a physical weapon such as dagger or sword it will use elemental attacks such as lightning whip or vapor blade. The instant damage in this game just hasn't been split between "actualized physical damage" and "actualized magical damage" and conditions and frankly it doesn't need to because damage is damage and it isn't specified as physical. > > > > > > That not magic at all though magic is using elemental attks that often are weekend aimed of your target. I think GW2 is the only one that dose not have that in there magic system (there could be others but the main point is even in games like Pokemon you have elemental attks types for weakness and strs.) > > > > > > Its an Elementalist not a ray gun or laze beam. Its kind of silly that the elemental type of the attks it self seems to have nothing to do with what your attking. > > > > I gather you're suggesting more than just a change to the combat log here. What you want are elemental damage types complete with vulnerabilities, resistances, and immunities. Do you know WoW ran with that idea originally? They scrapped it pretty quickly because it was pointless and annoying. What you're asking for truly would make this class into garbage because you'd have to be a different flavor of "mage" for every stupid encounter thanks to arbitrary immunities, vulnerabilities, and resists. Depending how far you want to run with it, it might even require extra sets of equipment just to handle the baseline damage of an elemental attack type designed with resistances in mind (that's ultimately what killed the whole idea for WoW, in fact). > > You still have magic dmg vs physical dmg and as long as you dont have a means for magic dmg some how going ignoring armor at some level its just all for show and its has nothing to do with magic. An arrow is the same as an fire ball. Damage is damage unless the system handles it differently. We have such a system already when comparing conditions to power. You're just asking for strawberry in place of chocolate or vanilla. Change for the sake of change? No, thanks.
  7. > @"Jski.6180" said: > > @"Infusion.7149" said: > > Elementalist is basically a mage class aka magician / wizard or magic using spellcaster. I don't know why anyone would think otherwise. > > The only projectile attacks tend to be the autos which are magical in nature (i.e. stone shards, stoning). Even on a physical weapon such as dagger or sword it will use elemental attacks such as lightning whip or vapor blade. The instant damage in this game just hasn't been split between "actualized physical damage" and "actualized magical damage" and conditions and frankly it doesn't need to because damage is damage and it isn't specified as physical. > > That not magic at all though magic is using elemental attks that often are weekend aimed of your target. I think GW2 is the only one that dose not have that in there magic system (there could be others but the main point is even in games like Pokemon you have elemental attks types for weakness and strs.) > > Its an Elementalist not a ray gun or laze beam. Its kind of silly that the elemental type of the attks it self seems to have nothing to do with what your attking. I gather you're suggesting more than just a change to the combat log here. What you want are elemental damage types complete with vulnerabilities, resistances, and immunities. Do you know WoW ran with that idea originally? They scrapped it pretty quickly because it was pointless and annoying. What you're asking for truly would make this class into garbage because you'd have to be a different flavor of "mage" for every stupid encounter thanks to arbitrary immunities, vulnerabilities, and resists. Depending how far you want to run with it, it might even require extra sets of equipment just to handle the baseline damage of an elemental attack type designed with resistances in mind (that's ultimately what killed the whole idea for WoW, in fact).
  8. > @"Grand Marshal.4098" said: > > @"AliamRationem.5172" said: > > What sort of build did you try for condi weaver? It should not feel low damage or squishy for open world/story. > > > > Here's a clip of a quick burst. This kind of damage just melts things in open world/story content, but at the same time it has 3.5k armor with excellent protection uptime and 18k health! > > > > > > > > Try something like this: http://gw2skills.net/editor/?PGgAw2lZwmYXMJmJOKPnvaA-zRJYkRD/YkoA6kA6nFf90A-e > > > > If you prefer a more reliable stunbreak, swap out the glyph or signet utilities for Twist of Fate. You could also use the elemental summon elite. I hear it makes a good tank but can also CC, heal, or deal damage. Not my style, but there should be plenty of flexibility here without giving up too much damage. > > > > > > Sorry for the late response, but I must say. That's some pretty mad good gameplay there. I can say you have peaked as an Ele (I'll never be able to play ele due to the difficulty of doing all this). > > Btw I also reference another video you uploaded once (I think it was you?) where you soloed the Tetrad in VB right? Yes, that was me (although I know Lord Hizen has also done it using condi weaver). Thanks for the compliment! I won't try to BS you and say that weaver is easy to play. However, a build like this could possibly help because even if you don't really know what you're doing, just rotating in and out of fire while using your utility and dual skills will deal more than enough damage to get you through most anything you encounter in open world/story content. With this much armor you already take very little damage. In addition, you have protection on fire aura with Elemental Shielding and you have fire aura in both mainhand and offhand fire attunements (Sun Spot and Focus 5). The only thing you need to do to take advantage of it is rotate in and out of fire. Luckily for you, rotating in and out of fire also gives you access to your strongest damage skills (pyrovortex and lava skin) and makes the best use of your attunement-specific skills like primordial stance and glyph of elemental power. So, if you're overwhelmed by the complexity, try to keep it simple. Stop worrying about perfect rotations. Instead, just worry about your next attunement swap. Already in fire/x? Rotate to air, earth, or (if you've previously used both of those in the last two rotations) fire. Need CC? Rotate to air or water. Need healing? Water again. Doing this will not produce top DPS or a perfect rotation, but it will keep protection up while also keeping the burns stacking. This should be more than sufficient to faceroll through most open world/story content. Here's a quick video demo where all I do to wipe out a group of mordrem is pop my utilities and drop pyrovortex. I then stand there and let them beat on me, but just that alone is enough to kill even the armored frog veteran! Keep in mind in this clip I am actually using fire/arcane and not fire/earth and dire stats rather than trailblazer. With the fire/earth build you will have about 500 more armor and great protection uptime, so you will take quite a bit less damage than the build in this clip!
  9. I agree that GW2 doesn't fit the "grindy" standard as far as MMOs go. Certainly, there is a ton of content and it's entirely possible some of it won't be your cup of tea. Still, the fact remains that there is very little gear grind. Compare to something like WoW, for instance, where gear is acquired by running the same content repeatedly to acquire better gear in order to progress through the same content on a higher level of difficulty. A process you repeat with every raid release, which are pretty frequent in that game. That's what they call a "gear treadmill" and it doesn't really exist in GW2. Now, if you want to unlock all of the mounts including the griffon, roller beetle, and skyscale, craft legendary weapons, play through the entire story, and complete all of the annual festival achievements, and max out your masteries? Yeah, that's a mountain of stuff to do, gold/materials to burn, etc. But there isn't really any clock ticking here. The next content release doesn't invalidate your current rewards, forcing you to grind up new ones.
  10. Yeah the shoulder skins on sylvari male are so oversized I mostly can't use any of them. It's a shame. Was never an issue for asura.
  11. I dunno what to tell you, man. PvP...Ain't nothing but a heartache.
  12. > @"kharmin.7683" said: > > @"AliamRationem.5172" said: > >The sounds and animations in this game are pretty terrible, too.... > Like the grunts that were recently added to the Svarnir boss at Frozen Maw. Egad. Sometimes it sounds like he's having too good of a time, if you know what I mean. It's weird. I feel like the voice work and music sound fine, silly grunts aside. But things like explosions and other sound effects are just a cacophony of noise. And it actually matches the visual mess of combat in this game quite well! Not a good thing...
  13. I'm not a big fan of world bosses. They are visually impressive, but 50 people stacked in a pile beating on a dragon's toenails just doesn't do it for me. The sounds and animations in this game are pretty terrible, too, aside from the voicework and music. You definitely can't see anything once you get a group above about 10 people and the seamless cooperation between players often makes it so that you don't even need to because any damage you take is instantly healed and you're covered in boons to handle everything else. Just hack away and win! I prefer solo and small scale play in everything I do here.
  14. > @"Ravenous.7281" said: > I always played mage class in MMOs, but here, i confess that dislike much. Even have fun with it, but thinking its not functional at all. The build above is very specific for open world, but u need a total focus build on dps if u will play in raids or fractals tier 3 + and of course CMs. I dislike for the same reason that u point in your opinion, force a glass class on melee combat. Let me be clear that I am not advocating using an open world build like this for fractals. Tanky condi builds are never going to be the meta there! However, condi weaver performs more than adequately in T4s and I have completed the CMs with it as well. Here's a clip of a fractal boss on T4 that requires a minimum DPS output from the group within a time window in order to succeed. 32.5k average DPS and I'm actually using the fire/arcane version of the build with dire stats, which deals less damage than fire/earth. There is no reason you can't contribute to pretty much any T4 daily pickup group you care to join as DPS using condi weaver. There are so many miles between that and the guys at discretize.eu, for instance. But people get so caught up in the meta they forget that you will literally never see a group like that just joining randoms to get your dailies done. I also want to point out that I'm not suggesting that ele doesn't have issues. It definitely does! But garbage? Can't do T3s? Can't sustain in open world? I just don't think that's accurate.
  15. What sort of build did you try for condi weaver? It should not feel low damage or squishy for open world/story. Here's a clip of a quick burst. This kind of damage just melts things in open world/story content, but at the same time it has 3.5k armor with excellent protection uptime and 18k health! Try something like this: http://gw2skills.net/editor/?PGgAw2lZwmYXMJmJOKPnvaA-zRJYkRD/YkoA6kA6nFf90A-e If you prefer a more reliable stunbreak, swap out the glyph or signet utilities for Twist of Fate. You could also use the elemental summon elite. I hear it makes a good tank but can also CC, heal, or deal damage. Not my style, but there should be plenty of flexibility here without giving up too much damage.
  16. > @"Affinity.7253" said: > Either way, the ability for me to win is entirely in their hands. I want to know how to beat them without relying on them not playing well. Does anyone... ANYONE have a build or stratagem that can actually kill thiefs? Sorry, but that about sums it up. Thief controls when you are allowed to hit them. It's not something that has any business existing in competitive mode, but it's how the class is designed. The best you can do is force a stalemate and either walk away or hope for them to get a little too greedy out of frustration. That's all the control you really have in that matchup.
  17. > @"DeceiverX.8361" said: > >it is INCREDIBLY easy to wreck unprepared/prepared people on deadeye, and its moderately easy to wreck prepared people on daredevil. > > Yeah I'm sorry but you very clearly have no idea what you're writing. D/P DrD is the hard fight and DE is often downright weak into ele due to your reflect/crit immune access and sustain beyond the initial combo. Thief is straight-up carried by Daredevil more than anything else. I literally have 1v2'ed Deadeyes on my reaper of all things, which has enough projectile denial to deal with rifle for the most part. It's only fairly menacing when terrain is heavily abused and is played quite well. > > Half the time it consists of camping earth/earth shield and laughing at the fact that they can't deal meaningful damage since almost all if it comes from easily-blocked crits with tons of negation. You'll just grind them down or can walk away from the fight if they continue to try and kill you. > > Unless you're playing zerk staff, there are ample ways to burst them down pretty easily and sustain through most of their damage on an offtank roaming build on S/F Weaver. > > You have to either learn their patterns and just counterburst accordingly, and/or know when to get ready to deny their damage by sustaining correctly and whittling them down. > Like superspeed engineer or soulbeast, they can run away and reset if they really want, but that's not exactly them "winning" either. Is it easy for them to reset? Yes. Is it good design? No. But the class is hardly an unstoppable killing machine. > > Maybe you should post your build and preferred style of play and let people help you fix it. Okay, so deadeye isn't a problem as long as you...run earth trait line and camp earth to completely deny criticals while also taking focus offhand and shield conjure for projectile hate? Oh, but they could still be "fairly menacing" if they don't suck and you aren't really trying to kill them so much as walk away from the fight alive. Are you sure that isn't broken? It sure sounds like you're saying it's broken!
  18. I definitely agree that "A Star to Guide Us" is one of the strongest story episodes in the game. I also agree that DoK was underwhelming.
  19. > @"Haptic Repulse.9437" said: > > This guy here(necro)..attacked me(while on ranger) out of the blue and then proceed to insult me by message trashtalking me : how bad I was, mediocre this and that...all the while I didn't even know who this guy even was; after all this he decided to come back with 2 more necros, he managed to catch me by surprise , killed me and then started jumping on me alongside his pals....**all of this because I made a necro nerf thread** and that's where I connected all the dotts.(It was really a try hard attempt from him as I was getting help from another ranger...he had to call 2 more necros plus a condi herald and a glass cannon ranger...to kill me and my friend...LOL) > > > > Nobody attacked him....nobody harassed him...didn't even know who he was but he still comes here claiming that some classes promote toxic plastyles and even more funny : **stating that videogames are generally full of failed real life existences**.....imagine saying something like this while being somebody who write a list of all the people who apparently wronged him on a forum for suggesting to nerf a spec - then go in game and verbally assault those people by message/whisper - not stopping there and proceed to grief/ganking that same individual > > > > But eitherway he's not the first...on average I get harassed by people in game when I make nerf threads about their professions, **ofc at first I don't even know who they are...because I never cared to remember anybody name in a videogame ..except some guild member and friends**......let alone making a list of account names on the forum like ...lol...sad > > > > I learnt to cope and do well against such behaviour , I actually learnt how to have fun at the expenses of such individuals and I can give few tips for people wishing to defend themselves against online griefing : > > > > 1)When roaming, always use the most tanky spec possible...but still capable of mobility/disengage and dmg, depending on the class/spec used you can measure how far from your bases you can move away. This is not WvW 2013.....it's now an extremely toxic environment , players here have no honor...no respect for you or for themselves, many are ready to use hacks (just yesterday I had a holo from [RAT] Underworld using a teleport hack to get away from my zerg....and he was trying to spawn camp my server along side other ....."nice people" from [sA], [idol]...all of them on UW). You would be foolish to run any high risk build in this environment.......'cause everybody else runs high reward builds with close to zero risk > > > > 2)Always announce in teamchat where gankers are and call for specific professions to come help: > > -against thieves..call for dragonhunters trappers, DE thieves, necros....then proceed to act as an "unaware" decoy and lure them in..where they'll get slaughtered by your teammates...have the last laugh lol ; my favourite strategy is to have several dragonhunters place their traps in a single spot...you sit on them appearing afk...wait for the thief gankers to jump on you....**killed several SA/HUNT thieves in such a way** > > > > 3)If you can't get a kill on the griefers....start using the most "cheese" build tanky/healer spec you profession can run.....then you start laughing in the face of the wannabe gankers as they try non stop to kill you, most of them will send extremely hateful whispers/message.......**that's your victory**, you can imagine them foaming at the corners of their mouth > > > > When everything truly fails(unlikely) join your zerg...lure them in...and run them over..profit! > > > > > wow, if this is true that's just sad. it's always weird to me when a person is so upset with their own life that they feel the need to take it out on others. waste of life if you ask me. coming back after 5~ years, the toxicity seems to have really gotten out of control. i got on wvw yesterday just to see what it's like now and within 15 minutes I'm getting "trolled" by some salty turbo turkies because I quite obviously and admittedly don't know what I'm doing. what's weird is that they're able to live in some fantasy world where they were never beginners and anyone they perceive as worse at the game is less than them. it never bothers me personally it's just weird that wvw and even pvp at times, seems to be run by ultra nurds that have no respect online and egos large as planets > What did the trolling consist of and how did you respond?
  20. Observing etiquette yourself is fine and I'm not here to ruin another player's time, but you do have to keep in mind that there is only one actual rule in WvW: "If it's red, it's dead!" Dueling is a thing and many players will respect that if you are away from objectives. But you can't blame enemies for doing what enemies do. That's the game!
  21. > @"The Greyhawk.9107" said: > I'm less interested in the individual enemies and the like and a lot more interested in the out of control aggro range, I want to see the aggro range reduced near or at Core map levels. For myself, HoT+ would be good, although I think that might be a bit much for a lot of players, so I'll say HoT difficulty is good. I do agree on that aggro range in PoF/LS4, however. I was playing through Istan tonight with my friend and we thought it was so funny. We were standing there just talking in voice chat and an awakened mummy walked so far to reach me that as soon as it hit me it tethered and went invuln then walked back from where it came from! Awakened, iboga, harpies, most of the enemies on this map have obnoxious aggro range. This really seems unnecessary to me. Maybe you don't want it to be too easy to bypass combat on mounts, but is that really an issue at all? I don't know about you guys, but moving so fast, having multiple evades, stealth, skyscale, etc. this just isn't on the radar for me as an issue. The issue is that when I am not mounted I get aggro from everything within 50 square miles. Annoying and unnecessary. Please return to HoT aggro radius! Thanks!
  22. For my part, I agree that the wardrobe system is too restrictive for most players due to transmute charge requirements. I think I would prefer it if they could create a system for cosmetic templates (armory possibly?). Instead of using a transmute charge to apply individual skins, players would use a single transmute charge to create or edit a cosmetic template. Players wouldn't need as many charges to change their look frequently and truly enjoy the wonderful dye and wardrobe system GW2 has and ANet can market additional cosmetic template slots for the fashionistas. They could either sell these directly via the cash shop or create a vendor that sells them in exchange for a number of transmute charges.
  23. > @"judeobscure.2537" said: > > @"AliamRationem.5172" said: > > Aliam, this was awesome to see. You made some great points, and the videos make it easier to understand. Thank you for taking the time to put that post together with the videos - I appreciate it! > > Your post, along with Danikat and Mungo, have really helped me understand much better what to expect from the combat, weapon, and armor systems. Glad you found it helpful. Here's another that shows the potential for GW2's action combat system. I happen to be wearing tanky gear in this clip, and this boss hits like a truck, but it doesn't even matter because I'm able to use positioning, dodging and defensive cooldowns to avoid almost every attack!
  24. > @"HotDelirium.7984" said: > Once again its like people are just left to their own devices and there's no management calling the shots. Advertising is all about "selling it" and they just aren't doing it justice. You can "sell" a grind of weapon skins or even Dragon response missions if you really wanted to and I don't know why they don't want to. Create more content videos about each DRM, a lore story written up, maybe even an announcement that DEVS will be joining DRMS to help out!....literally something and/or anything. WHY do we need these new weapons? Somebody tell us WHY. Make us care... I imagine people would be more interested if more effort were put into the content. You can "sell it" all you want, but it doesn't change the fact that recycling old maps into a handful of story-ish instances and expecting us to repeat them over and over doesn't even come close to the expectation set by previous story releases. We all know why it's happening, but I don't blame them for not trying to sell this. It would almost be insulting.
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