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Gambit.9501

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Posts posted by Gambit.9501

  1. > @"Fire Attunement.9835" said:

    > - Rune of the Mirage: This rune set no longer grants 3 seconds of superspeed when using leap finishers, but instead grants 5 seconds of superspeed when using an elite skill. This effect has a cooldown of 10 seconds.

     

    You still haven't corrected this: It's supposed to be Rune of the _Zephyrite_, not Rune of the Mirage.

     

  2. > @"brenda.9723" said:

    > This is not anything like scarlets war. They never gave us a buddy for a couple of LW seasons and two expansions and then kill it off, when it was still a child. GW2 story was actually a heroic story about the commander, with a lot of sassy humor.

     

    way to... miss the point...?

  3. > @"Starligh.5214" said:

    > How could you?!?!? You spend the last four episodes getting us attached to Aurene, then you kill her??? That's just soooo wrong! She was my baby! As a writer, I understand you need to sacrifice a character now and again(I've done it), but Aurene didn't deserve this! The players didn't deserve this! I'm heartbroken and disappointed. Still crying! :anguished:

     

    Actually no, you don't ever need to kill characters in a story. On the contrary, less death = more impact. But you're right: Aurene was done completely dirty. In fact, i'd say the entire story arc surrounding glint's prophecy has been done dirty. Back in PoF, when you went to Kesho, Sadizi outlined the entire plans of the Forgotten in utter detail, from how we threw a wrench in things by killing Zhaitan & Mordy too early, to how they need to be replaced with _entities that **share magic** rather than hoard it._ After all that time spent hyping up Aurene's destiny. Either this was done as an _EXTREMELY_ cheap plot twist and Aurene's actually still out there, or we have to replace her with another convenient magic-sharing entity in order to make the Forgotten's plan work. Aurene's role has been hyped up for 2 years, 4 if you count the time she spent as an egg, both in the Zephyrite's care, in Caithe's hands, and resting in Tarir.

  4. This is 2 episodes in a row now where we've ended up trying to stop the sky from falling on us as the premise of a _single episode_ and then ending up with a tragic loss due to someone's mistake, with this most recent loss _unquestionably_ being ten times worse than the one before it.

     

    Therefore, out of curiosity: Does the narrative team look back on this and see any issues with this pacing?

     

    P.S.: I _would_ also mention...

    >!Caithe connecting herself to Aurene -- establishing herself as Aurene's conduit for mortal communication -- and then said dragon immediately biting the dust in the same episode...

    ...but I get the feeling that there simply _has_ to be more to it than that. ~~simply because, if there _was_ nothing else to it, that would just be bad narrative design~~

  5. > @"Jimbru.6014" said:

    > Maybe one day as GW2 is fading into the sunset, ANet will look back on all this and realize something that's very important to the vast majority of people in real life: the good guys should win. And in a game where we're supposed to be playing world saving heroes, they should do with decisively and without tragedy at every turn. From my military service, I know all too well that victory often has its price to be paid. But this is a GAME. Let us have fun. Let us have glory. Let heroes be heroes. The world is tragic enough without bringing the horror into where most players go as an escape. You did this wrong, ANet. You did this just straight up wrong.

     

    Honestly? Just go play a different game if that's what you're honestly looking for. Ever since the days of Scarlet, GW2 has loved injecting its existential dread at the end of episodes. I'm not saying this as an excuse, i'm saying this as a simple matter of fact.

  6. > @"Andrew Gray.5816" said:

    > > @"TrinitySK.6713" said:

    > > I guess one more won't hurt, GREAT JOB LADS!

    >

    > And ladies. :)

    >

    > But honestly, thanks a lot. I don't like to call this job "hard work" because I'm not, like...in a salt mine all day or something, but it can certainly be taxing and stressful. Seeing your guys' reactions after every release is always reinvigorating. This is what we do it for.

     

    Don't sell yourself short. Mental labor is no less a test of endurance than physical labor is. And frankly, in my opinion, that misconception needs to go die in a fire anyways. Simply put, y'all do good work.

  7. In all blunt honesty, just play Minion Reaper. You'll have a whole blob of units to protect you from projectiles, take aggro away from you, one of the best heal skills in the game for fighting multiple mobs ("Your Soul is Mine"), and access to literally two whole effective health bars via Shroud. It's very low maintenance and generally only requires you have basic awareness of an encounter.

     

    _~~That was my attempt at NOT being a bloody idiot and berating somebody for having trouble with the game and instead actually giving some helpful advice, unlike some people in this thread.~~_

  8. Okay, that's cool, and understandable. But now here's a better idea:

     

    **(6): Every 3 seconds, you gain a barrier with health equal to 20% of all healing you received within the past 3 seconds.**

     

    So basically, instead of having constant barrier applications that can overexploit Abrasive Grit, the game stores a percentage of all healing you received over a brief duration, then gives its worth in barrier to you in 3-second packages. You gain your defense, Abrasive Grit is normalized, and everybody's happy.

     

  9. > @"hellsqueen.3045" said:

    > There are tons items that are bound to certain content. Look at Living World Season 2. In the Silverwastes you can get carapace armor, however to get the pants unlocked you actually need to have LWS2. And then, if you want to upgrade it to the Luminescent Stuff then you need to have LWS2 anyway.

    > The new Elegy and Requiem stuff will be locked behind the LWS4 content.

    >

    > Having certain things locked behind their content isn't a bad thing, like if you want it, then you get access to the content like everyone else did.

     

    "Again, the Revenant isn't just a HoT profession: _It's an Expansion profession._ Therefore, players of other expansions outside of HoT should still be able to acquire the Mistward armor set and its associated title via completing content of similar difficulty in other expansion areas."

     

    The difference here is that the Mistward set is the _iconic armor set_ for a profession that can be be unlocked by purchasing _any expansion_. What i'm trying to say is that it _doesn't make sense_ to lock _only part_ of the collection behind insignia collection pieces that can only be acquired from HoT maps when HoT is no longer the only expansion that can unlock Revenant.

  10. # Mistward Armor Collection

    Currently, only HoT accounts are capable of acquiring the mistward armor (and getting the associated Mistwarden title), despite the fact that the only requirement for playing a Revenant is to purchase _any one expansion_. This is because of a few collection items that can only be acquired from HoT content (the rest of the collection is just core tyria content). This means that PoF-only Revenant players can only acquire the Gloves and Boots from the set, since the insignia collection items for those two pieces are from Dry Top & Silverwastes respectively.

     

    Below is my proposed changes to the Mistward Armor Collection to make it compatible with PoF:

     

    * [Mistward Pauldron Insignia](https://wiki.guildwars2.com/wiki/Mistward_Pauldron_Insignia "https://wiki.guildwars2.com/wiki/Mistward_Pauldron_Insignia")

    "_Purchased for any of the following currencies:

    -- Airship Parts from Itzel vendors in the Heart of Maguuma

    -- Trade Contracts from renown heart vendors in Crystal Oasis_"

    ((Price: 100 Trade Contracts + 10 silver))

     

    * [Mistward Legging Insignia](https://wiki.guildwars2.com/wiki/Mistward_Legging_Insignia "https://wiki.guildwars2.com/wiki/Mistward_Legging_Insignia")

    "_Purchased for any of the following currencies:

    -- Aurillium from Exalted vendors in the Heart of Maguuma

    -- Trade Contracts from renown heart vendors in Elon Riverlands_"

    ((Price: 100 Trade Contracts + 10 silver))

     

    * [Mistward Coat Insignia](https://wiki.guildwars2.com/wiki/Mistward_Coat_Insignia "https://wiki.guildwars2.com/wiki/Mistward_Coat_Insignia")

    "_Purchased for any of the following currencies:

    -- Ley Line Crystals from Nuhoch vendors in the Heart of Maguuma

    -- Trade Contracts from renown heart vendors in Domain of Vabbi_"

    ((Price: 100 Trade Contracts + 10 silver))

     

    * [Mistward Helm Lining](https://wiki.guildwars2.com/wiki/Mistward_Helm_Lining "https://wiki.guildwars2.com/wiki/Mistward_Helm_Lining")

    "_Dropped by the following types of enemies:

    -- Saurians

    -- Hydras_"

    ((NOTE: this could really be whatever PoF enemy type you want, as this is just an example))

     

    * [Mistward Helm Casing](https://wiki.guildwars2.com/wiki/Mistward_Helm_Casing "https://wiki.guildwars2.com/wiki/Mistward_Helm_Casing")

    "_Defeat one of the following foes:

    -- Chak Gerent in Tangled Depths

    -- Forged Demolisher in The Desolation_"

     

    * [Mistward Helm Insignia](https://wiki.guildwars2.com/wiki/Mistward_Helm_Insignia "https://wiki.guildwars2.com/wiki/Mistward_Helm_Insignia")

    "_Purchased for any of the following currencies:

    -- Crystalline Ore in Dragon's Stand

    -- Elegy Mosaics in Desert Highlands_"

    ((Price: 30 Elegy Mosaics + 10 silver))

    ((obviously this one would be from the Primeval Steward in the tomb of primeval kings))

    ____________________

    I, for one, think that it's perfectly reasonable to consider non-HoT accounts further down the line as GW2 ages even further and potentially accrues more expansions. After all -- assuming that ANet _does intend_ to make another expansion or two within GW2's lifetime, the further and further we move away from Heart of Thorns, the larger and larger the "non-HoT" audience of newer players will likely become. Even if the demographic of "PoF-only Revenant player" is _currently_ an extremely small portion of the playerbase in theory, said minority should still be considered in future achievement designs regardless. Again, the Revenant isn't just a HoT profession: It's an _Expansion_ profession. Therefore, players of other expansions outside of HoT should still be able to acquire the Mistward armor set and its associated title via completing content of similar difficulty in other expansion areas.

  11. > @"maddoctor.2738" said:

    > Plus, increasing the boon share range would have a serious adverse effect on WvW, PvP and even open world PVE.

    > Meanwhile in Open world PVE it will be hard to prioritize your boons to those that you want.

    >

    > Overall, increasing boon range isn't a very good idea.

     

    ...How in the hell would increased boon support range break _any_ part of PvE whatsoever??? You already have a hard time prioritizing your boons in zergs to begin with due to mass stacking... the only way you can reliably prioritize is by putting 4 other people in a squad group with you to guarantee that those people always receive your boons/heals. Increasing support radius would not change a lick of that, whatsoever. Herald facets have been able to pulse boons to 600-unit radius since release and nobody has concerns with that. I'm having a very hard time understanding this logic.

     

    I understand the implications of changing this in PvP, but not PvE...

  12. Are we going to see any changes to the Shield 4 & 5 skills? I personally think having a block that costs 20 energy is a little too much, especially when it's the only block in the game that requires you to be rooted in place for it. Maybe 12 or 10 instead? I still think 15 would be a little too on the high side. Hell, regular Legend heal skills that have a ~30 second cooldown only cost 5 energy, so I have no idea why Shield 5 should have such a high cost for a skill that's on a 25 sec cooldown? I think Envoy of Exuberance is okay, but I think it'd be cooler to have it be more like Chrono Shield 5, giving both healing & boon on both travel trips.

     

    This next one more pertains to power revenant in general: I think (Unrelenting Assault) Sword 3's initial cast time is a little too long for it to be useful for reactive defense in any capacity. Way more often than not, I frequently find myself being hit by attacks that I meant to dodge when i'm within the last 1/4 of the 3/4-second cast time, before the skill finally goes off. Now I don't know if that's intended design, but regardless of whether or not it is, I genuinely don't think it feels very good to be like that. I personally think either 1) shortening the cast time to 1/2 second, or 2) keeping the cast time as is, but start applying evasion property on the moment that the character's animation leaps into the little mist rift graphic (i.e. on the last 1/4 of the cast time), would do plenty in the way of QoL for the soloing power rev. It would make it actually feel like something I can use for reactive defense, instead of just something i'd rather simply blow for DPS because the evasion takes too long to kick in.

     

    On the topic of build viability and trade-offs between competing elite specs in endgame content (T4s/raiding): If you want Herald to be a possible Healer build pick in endgame PvE, I hope you're considering how much more efficiency Heal Renegade offers to the table in that regard; much easier, faster high might uptime than Herald (who has much slower buildup by comparison) via F2, and also more versatile alacrity uptime via F4. As it stands, the only advantage Herald has over Renegade here is its Protection and Fury uptimes (both of which can be more easily covered by a Ranger if needed). Herald should probably be capable of more overall healing than Renegade if its wants to be able to have an edge, and I have high hopes that the teased 'Elevated Compassion' trait will go a long way toward making up for that (as long as you don't give the trait some arbitrary 1-sec cooldown that cripples its efficacy >_>).

     

    Also, are you considering having Facets give support to 10 Allied Targets up from 5? I don't think I need to explain just how much of a "boon" (:P) this would be for the spec.

     

    Thank you for reading, and thank you for finally giving some love to such an underrated elite spec!

  13. I have an idea for a new Gizmo that may seem utterly simple at first glance, but would still be a greatly appreciated addition:

     

    A Portable Chair.

     

    ...Wh-- no, where are you going?! This isn't a joke suggestion! I seriously do want something like this!

     

    Basically, a gizmo that allows you to spawn a single chair in front of you (with the seat "facing" the same direction you're facing), for you or another player to sit in. When activated, it would turn your Heal Skill button into a "Remove Chair" skill, which would, as you can guess, despawn the chair from the world. Despawning it would/should also immediately "dismount" any players still sitting in it, so that there's no glitchy funny-business (it should also automatically despawn if you leave the current map).

     

    Perhaps it could also have another utility flip-over skill that would change the model of the chair to one of 5 different versions based on the major races (i.e. wooden chair, sylvari bench, asura chair, norn chair, charr chair)? "Change Seat Type" maybe?

     

    This would be an item that I think a whole lot of players would enjoy having access to, RPers and otherwise alike!

  14. > @"Rauderi.8706" said:

    > > @"Irenio CalmonHuang.2048" said:

    > > and the deadeye in particular, we’ve been listening to your feedback and are addressing some of the issues raised about each of those.

    >

    > Please, please, tell us you've put in an F3 skill instead of the stealth requirement! Stealth is such a clunky, finicky thing to bind Malice attacks to.

    >

     

    That's actually a really good idea: Make your "malice consumption" attack be an F skill, instead of forcing you to have a consistent method of applying stealth just so you can get your burst (hello double dagger being the only viable way to play deadeye in raids post-rework).

  15. > @"Gaile Gray.6029" said:

    > I don't know what else we would call a game that takes place in the same world (with many regions retaining the same names), encompasses the same core races (and adds some,) and has many of the same iconic references, such as The Six Gods, the human royal family, certain dragons, etc.

    >

    > I believe "Somewhere in Tyria, 250 Years Later" and "The Continuing Saga: Similar Map, Less Rurik" were considered but rejected. (And yes, I'm kidding about those. :D :D )

     

    Perhaps just "Tyria"?

     

    (and maybe just with "Guild Wars 2" as a subtitle for a bit of added flair)

  16. > @"JasonLucas.4981" said:

    > If I'm not wrong, in some raids we get perma revealed, how are we going to use stealth attacks in those circumstances?

     

    Same way we already do. I've done Rifle Deadeye on Deimos ranged strat, and IIRC you still get to perform your stealth attack. If anything it makes your overall DPS even higher by having Revealed permanantly on you if you're doing Deadly Arts, due to that power bonus. I think the perma-revealed for that case just means that enemies are still able to attack/see you even if you're in stealth.

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