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ZeftheWicked.3076

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Posts posted by ZeftheWicked.3076

  1. > @"Linken.6345" said:

    > No we are not is the answer to that question imagen the outcry if raids got a second set

     

    I doubt that, since you can get legendary also in PvP and WvW, so one more set won't make anyone howl on top of their lungs.

    However a-net stated clearly they are not making another legendary armor set (visual-wise) after the mountain of work it took to make current raiding one, that got rather lukewarm reception from players.

  2. > @"cesmode.4257" said:

    > Normally I would agree with you, but since you can buy gold with real $$ and buy your way to your legendary, at least most of it, and if these new legendary effects and affixes increase your power in any way, I don't want it.

    >

    > If I can spend real dollars on an item that grants me the ability to do XYZ in game that someone else otherwise couldn't, especially if those abilities are power increasing in any way, nope. That creeps into p2win too much

     

    Actually my proposition counters what you just mentioned. S1 legendaries can be bought. S2 crafted with enough gold in it, save the initial 4 that requires doing their journey.

     

    But imagine we get S3 ones that follow the pattern i suggested.

    Not only is their acquisition "journey-bound", but then their looks on your character are a proof of how long you have one and how far you've taken it. I never said unlocking legendary full visual feature set is a 2 day job.

    That would provide that much needed bragging rights for those who view legedaries as prestige "earned, not bribed" weapons to show off and be proud of!

     

  3. As we know legendary weapons (as well as armors and trinkets) are to be pinnacles of gear we can equip both visually and fuctionally.

    When it comes to functionality i give it 8/10. The idea of free stat swapping instead of making it a bigger stick like in most MMORPGs is pure genius and my hat's off to a-net for it.

    Missing points are for how it lacks quality of life features such as being able to slot full runset in one go if you have full lege armor on you, as well as legendary weapons missing the non-destructive upgrade removal feature of armors. And the aurora visuals you can't turn off:/

     

    But as for visuals.....sigh....a-net got a waaaaaaaaay to go, to the level of "legendary" i expect from this game. All these joke, gaudy or too netural weapons just make me release sigh after sigh and hope for a change...but ok i'll be more precise:

     

    #The good:

     

    1. trasformations (The Shining, Juggernaut, etc). Not disco fiesta, but tasteful, and interesting changes either to weapon or the wielder.

    2. unique thematic effects - like chuka and chumpawat shooting tiger projectiles and leaving claw marks as footprints

    3. legendary journeys to aquire them

     

    #The bad:

     

    1. King Kong sized weapons - we really don't need our scepter to look like a hammer to convey it's a legendary...

    2. Generic crafting with no proper journey to it (hi everything past chuka and chumpawat)

    3. Trying hard to make legendaries profession or lore-agnostic (i'll forgive the very few epic ones like chuka and chumpawat or twilight)

     

    #How i think legendary visuals should be:

     

    1. Evolving - journey of a legendary should not only be one of acquisition, but also one of growth and unlocking it's lost or unrealized potential.

    2. Going past weapon itself - each weapon can have it's own unique take on that - visually enchancing or unlocking new effects or gear pieces for your character

    3. Customizable - once certain visual aspects are unlocked, it should be under your full control if you want each of them displayed or not.

     

    #Example:

     

    **Greatsword** - the Gravestone

     

    A dark, eroded slab of rock covered with few withered runes and clearly a blade of a greatsword lodged into it. The handle protrudes from the piece of stone, wrapped in old, dark bandages, while itself adorned with graftings of skulls and undead along it's handle and guard.

     

    **Wielded animation:**

     

    The stony coffin which embraced the blade explodes and falls apart, as the tattered, chipped, dark metallic blade is exposed. There is a dark smoke effect along it's edge and small black sand particles seem to fall of it, feint, dark, clearly weakened yet visible runes glow along it's edge (runes being small, not taking up it's whole space).

     

    **Unlockable animations as you progress in awakening the Gravestone**

     

    1. Blade restores lost and chipped fragments to it's former glory.

    2. Runes on it's stony sheathe are restored, each giving a visual effect for a piece of armor that can override your normal one. These pieces of armor are wrapped in dark, ancient, partially untied bandages, emanating dark aura and dripping small streams of dark sand. It's fully your choice if you want this "dark armor" to replace your own choice for each unlocked rune and corresponding armor type.

    3. Enemies slain by the gravestone are withtered and petrified into granite colored dessicated corpses

    4. You will now shadowy footprints that make area affected darker, more monochromatic and have small shadowy grasping hands effect.

    5. Upon mastering the weapon you get to choose if you want the stony coffin to still embrace the blade upon stowing, or to wield it as a normal greatsword fully exposed. Before the power was too dangerous, now you are capable of keeping it in check.

     

    This is an example of what i would consider a legendary weapon in gw2. One that not only takes you on a journey of creation, but also on a journey of mastering it and it's effects, which exceed just the weapon's own visuals. Then you are given full control over which ones you wish to make part of your look and which one you'll subdue for a given look.

     

    Maybe even introducing small dye channels to the weapon, that won't however break it's initial look & feel - like dye channels for the small runes along the blade, that will always be bleaked out and less saturated then the color chosen to keep the theme of death, ghost and withering that the blade represents.

     

     

     

     

     

     

     

     

  4. > @"EnderzShadow.2506" said:

    > > @"Axl.8924" said:

    > > Reaper doesn't need nerf, it lacks sustain and makes up for it in dmg, its a pure glass cannon.

    > >

    > > Outside reaper shroud necros are easy to kill and in reaper shroud its easy to kite.If a non necro needs help how to counter ask someone in the forum area and we would gladly show you how in multiple ways.

    > >

    > > Its shroud boons can be corrupted such as quickness and might, or ripped like thieves for instance.

    > >

    > > They are easy to cc and kite, such as by rangers and thieves and mesmers, and probably guardians and warriors can beat us too.

    > >

    > > If they took away our damage, then we have no sustain and no damage, so we are useless.

    > >

    >

    > I'm not asking for a nerf,

    >

    > its not just the power thats over the top in this game atm, it's the CC

    >

    > Getting hit by one CC shouldnt give any class, much less a reaper, the ability to complete bend me over from 22k to 0

     

    Like condi mesmer?

  5. Actually with the time to queue and especially the wait for automated tourneys it's a blessing you can be in pve area and you know...get some shit done, while waiting for your match finally to pop up. It's not perfect (world boss interrupted halfway through if you're not careful when to queue for pvp) but better then just sitting in a lobby twiddling your thumbs.

  6. Well, now that it's confirmed, wow. I don't know what to make of this, since generally LS is LS and xpacs are xpacs. Another season means we'll be devoided of new elite specs for one or game-changing mechanics for a longer period of time.

     

    But let's give it time and see. One plus to LS is that they use it to test new stuff before they launch it bigtime in xpac, prime example being silverwastes and Dry Top before HoT launch. Time will tell how it goes.

  7. > @"derd.6413" said:

    > > @"PlagueParade.7942" said:

    > > What I'm REAAAALLLY hoping for is that when you use the scepter........................ The dragon is the one that fires the shot. LIke IT shoots fireballs. That the attacks do not come from the scepter but from the dragon from which the scepter controls!

    >

    > that'd be dope but unlikely

     

    That's be pretty stupid to be honest. It's clearly a tribal/necro themed scepter. Why would it should fire? I would more expect some poisonous/gaseous effects, or some tribal markings appearing for a moment.

  8. Reaper's huge strength is being very self sufficient in open world and bad raid groups. Normally to reach max dps you need tons of boons and buffs from other professions. After recent buffs however, reaper not only has very easy might and vulnerability generation, but also access to good quickness. That alows him to reach a large portion of his raid damage without need for a team. On top of that the usual good aoe and being beefy that are hallmarks of necro.

  9. > @"Kal Spiro.9745" said:

    > If you'd like a Spoiler, here's one. Aurene is using Griffon idle animation, which to me suggests we're finally going to ride her.

     

    Oh hell no! I hate Aurene. I don't wanna see her ugly mug on every damn turn no matter which map i'm on :/

  10. I don't really think there is a profession that matches your description OP. If you want all you mentioned - elementalist.

     

    BUT. They are hard to control and take time and practice to be efficient. Using a boost on an elementalist is shooting yourself in the foot, as you're depriving yourself of valuable time needed to learn your profession. And in this particular instance of it, you will need that time badly before you venture into xpansion zones.

  11. > @"ZDragon.3046" said:

    > > @"ZeftheWicked.3076" said:

    > > So here's my suggestion:

    > >

    > > 1. Add stunbreak into a minor trait (you slot soul reaping, you get stunbreak on shroud no matter the traits you select).

    > > 2. Change foot in the grave to:

    > > * gain 2 stacks of stability when entering shroud (3s)

    > > * Duration of fears and immobilizes on you is reduced by 50%

    > >

    > > Well, it's called **foot** in the grave, so giving it some anti-mobility impairing defense seems good :)

    >

    > We already have immob clear on shroud entry via Speed of shadows.

    > Fear is a rare condition on every other profession and even still some what scarce on necro itself meaning that a fear reduction would be all near pointless.

     

    We also have runes that can shorten cripple and chill durations by 50% but not immob, our bane.

    As for fear it's anything but rare in competitive. Other necros will fear you all the time, be it with fear skills or corrupts, but biggest slap in the face is thieves stealing skullfear from you and fearing you for 3s...twice! As a necro i expect some degree of immunity to my own specialty.

  12. That may be a-nets intended design. Being the guy that feeds off your team's failures rather then successes he is best equipped to save them when things go south. He is already best in slot resser, and getting additional survivability because allies die makes him even better (not so easy to down him when he's ressing ppl).

     

    If randomness of the life force from nearby deaths is indeed the reason necro is being held back in some aspects, then the more controllable, replacement solution should still at least offer a choice of a mechanic that's true to the original intent - you getting more resilient when allies die, so you can get a good shot at getting them back up, before joining the downed party yourself.

  13. So here's my suggestion:

     

    1. Add stunbreak into a minor trait (you slot soul reaping, you get stunbreak on shroud no matter the traits you select).

    2. Change foot in the grave to:

    * gain 2 stacks of stability when entering shroud (3s)

    * Duration of fears and immobilizes on you is reduced by 50%

     

    Well, it's called **foot** in the grave, so giving it some anti-mobility impairing defense seems good :)

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