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HotDelirium.7984

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Everything posted by HotDelirium.7984

  1. People do what they love and what rewards they want so this certainly has a low correlation to anything substantial in regards to completion. Having the end reward be an emote that could easily be added in-game as an update is a lazy reward.
  2. > @"Aaralyna.3104" said: > To avoid spoilers > > >! The last thing Bangar mentioned for his achievement was that Primordus is waking and he does mention the earthquakes. I am not sure if you need to have this part completed to notice them or if it is for everyone. I haven't experienced it myself yet but I always have camera shakes disabled. I haven't heard the sound of it either while I have the sound on. Maybe dailies isn't long enough to notice any. In short: It has to do with the upcoming Living World episode. When we open the mail for the next ep we should at least get one mandatory earthquake for all the people unlucky not to have experienced it. xD
  3. > @"Strider Pj.2193" said: > > @"kharmin.7683" said: > > I think many of us would be thrilled with any Forums Liaison/Community Manager that would actually engage with us. > > ^ This. > > And to a small extent, I think that was what the OP wanted, though, historically Gaile was quite a part of the history of the game. Communication is muy bueno! If you had a liaison taking our concerns directly to the ears of devs instead of hoping to god they read feedback in these forums, that'd be more efficient. Also, they could be the soundboard about how game service works and assuage any fears. Imagine an actual dev coming up in this piece and literally telling us to our face why pvp/wvw is underdeveloped/on standby. That would certainly have an effect on perceptions and nowadays perception is currency.
  4. CC in this game is a mixed bag. Do I really have to carry a CC build in storage for those rare moments? CC skills are all over the place and not everyone remembers all of them at the same time while fighting and staying alive. Maybe have an option to have CC toggled in the top right of every skill on the UI so you have a better a quicker reaction?
  5. > > God, thank you nailed it, you articulated what I was going for far better than I did. This is why I advocate for better leadership. Its not the be-all and end-all (title lol) but I think very strong leadership drives the overall vision of a game service very acutely. Things like SAB would have been finished by now because they would have been put on that priority list BY leadership. Raid implementation from the beginning would have been introduced seamlessly WITH better leadership and no need for the weird logic behind Strike Missions. Skins, features, content wouldn't exist solely from the whim of a dev; it would be motivated by and organized around the leadership of possibly a game director. For example, with this last Halloween festival that barely got any new content, they would be the one in charge of conveying their vision of what would be best for the game service i.e. they would tell the dev every year possibly "I think we should add something new like weapon skins (which they got nailed down), at least one new mini, and in the pipeline lets add to the story between the Blood Prince and Mad King Thorn. Let's also bring back The Reliquary instance since new players have no idea who that is since we don't have content connecting them anymore" said dev would then do their job and come up creatively with the specifics. Bam!
  6. > @"Sir Alymer.3406" said: > See, this idea that strike missions are the stepping stone for raids has this imaginary idea that GW2 players pay attention during a fight or can even see the mechanics and animations for said mechanics through the cloud of particle effects (Even with minimum settings; and to add, people in the raid static I'm part of don't even know a lot of mechanics). That's how strike missions failed at becoming or even being a stepping stone for raids. They lack key elements to help players pay attention and understand mechanics. They don't engage the player and stay engaging throughout, they don't really give feedback as to why you downed here and now. It's just a sea of AoE markers that are sometimes green and sometimes orange or sometimes just a mechanic (like chains on WoJ) that has an icon above the head that lasts all of a few seconds and is easily lost in the cloud of effects. > > Meanwhile, Dhuum of all things has almost all of the mechanics built up to in bite-sized pieces. You stand in greens at the broken king, you stay near the spirits at the devourer, etc. This translates out to 'going up' at the Dhuum greens. The few mechanics not explained, the 7 reapers help you with by calling them out for you. When chained at Dhuum, they call "Your souls are linked, separate!" and when Dhuum tries to kill them they yell "Dhuum's gaze falls on me!". Yes, you'll fail but that's kind of the point. You'll have something of an audio cue to figure out what's going on in the fight and have a better understanding on how to deal with it. > > This is not an LFG problem as it doesn't take much to make your own LFG with your own rules. This is both entitlement and anger that there are no easy groups to just join. I agree with you on the lackluster implementation of the strikemissions themselves and of the assumption that they will automatically create a pipeline to raids. If they truly were this ramp to raids you could have constructed them in two ways- 1) Have the focus on "mechanics" not DPSing like a bounty (Shiverpeak Pass ignoring the jumping-off iceblock moment) or healing through the mechanics (Boneskinner dodge and heal through tactic while ignoring the lights). Allowing those to be like that completely negates the point of having to do mechanics. 2)have the fight literally in an arena with a preexisting raid boss and dumb down a few of the mechanics ( the easy mode) that way by the time they do the real mode its maybe only 1 or 2 extra mechanics to learn.
  7. > > Well, the baseline traits should be the ones that more clearly define a whole traitline, or an elite spec. The traits you can choose should offer variations in regards to the playstyle/s intended for that build, either by doubling down on its strengths or by giving some utility for situations in which that spec can't work at its full potential. All in a fluffy way, possibly. I do wish Meditations (from spellbreaker) had a trait that enhanced them to some degree.
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