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ROMANG.1903

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Posts posted by ROMANG.1903

  1. > @"Taylan.2187" said:

    > Aren't they all supposed to be the same duration? You need upgrades to make gathering faster after all.

     

    They are supposed to be the same duration, but it's buggy as hell and each skin has a different speed. There is also that bug on the Swarm Logging Flute where it's obviously supposed to gather 4 times, but the 3rd time never works and you just end up gathering 3 times just more slowly than any other tool because the last one takes ages to proc. So basically you pay for a downgrade.

  2. Many books were added to the game throughout the years. They are useless and so most of them end up discarded to free inventory space, which is a shame really.

    * This page gives us an idea of the amount of books currently in the game: https://wiki.guildwars2.com/wiki/Book

    * But it is notable that not even every item that can be qualified as books is in this page. The Book of Vlast is an example: https://wiki.guildwars2.com/wiki/Book_of_Vlast

     

    All these pages of lore deserve better than to be discarded. I suggest we get access to the Priory's Special Collections as a personnal instance, in which every book we find will be placed to be readable later, account-widely.

  3. > @"Randulf.7614" said:

    > I dont see them going back through every achievement to do it

     

    I think they could do it. We already have merchants that can only sell you certain items if you've completed an achievment. They don't need to do all of them at once, perhaps start with the story achievment, maybe update later with the zones achievments...

  4. > @"Axl.8924" said:

    > Thing is by the time you go from air attunement to fire you end up losing the 5 sec fresh air when you go to fire to get the bonus and that fire dmg bonus since being in fire attunement gets a bonus in power from having fire build as its too good to pass up and you also want to use either overload air or t he other one to get might gen combined and by the time you do, it will be long gone so i changed to bolt to the heart which is still really good.

     

    P U N C T U A T I O N

     

    Seriously your thing is an absolute pain to read.

    What is your issue exactly? What game mode are you talking about? What specialisation? What would you want Fresh Air to do that it is not doing?

  5. I was wondering if you could create a merchant that sold duplicates of achievment rewards? I'm not talking about equipment peices, but more about stuff like Sun's Refuge Portal Scroll and Spearmarshall's Plea. They don't award any money when sold so they could even be completely free, but I wouldn't mind having to pay 1 gold or something. Just give us a way to discard an achievment item with the assurance that we can get it back later if we change our mind...

  6. > @"Murshid.9854" said:

    > Do you think of it more of a cosmatic/collection or high utility all in one mount?

     

    Let's just say you'll never _need_ the skyscale. It does everything the others mounts do, but worse. It's a jack-of-all-trades for exploration, but you'll usually be better with another mount when you know the terrain. I did the collection because it was both a good achievment in-game, and a new mount. Though I'll always regret them repurposing yet again the griffon's skull instead of giving us a wyvern mount...

  7. > @"lare.5129" said:

    > >We’re looking to add some additional rewards to WvW. One of the big ways we’re looking into doing this is added rewards for capturing and defending objectives that scale up based on how big the action was. For example successfully capturing a keep that was defended by 50 players should be a lot more rewarding than capturing a keep that was completely undefended.

    > VERY BAD idea .. why I shroud so care and get penalty if play not it very popular wvw server ?

     

    Don't WvW servers rotate regularly so that this situation shifts in favor of everyone successively?

  8. > @"Fueki.4753" said:

    > I think Tempest was designed for those that prefer to "camp" one element (like me) rather than switching frequently (core) or frantically (Weaver).

    Having an adrelanine bar to fill wouldn't change that at all :p

    > @"Fueki.4753" said:

    > I love to start fights with Overload Fire to quickly get stacks of Might for 'Power **Under**whelming' to kick in.

    Assuming you're starting a fight, your adrenaline bar wouldn't take long to fill, since you have all your cooldowns ready?

  9. The mount is great overall but I wanted to give some feedback on how the dye channels were handled, particularly the fact that there is only one dye channel for the whole fur body of the mount.

    There are two cloth peices that we can dye separately, and I'd rather have the smaller one be the same colour as the pattern (as shown on the screenshot below), or even not dyable at all, in order to free a second dye channel for the fur. It could be used to dye the mane as well as the underside of the belly and tails. The longer fur batches on some parts of the body could also be attached to that dye channel to give some depth to the mount's fur. A bit like the Grand Lion griffon skin.

    ![](https://i.imgur.com/ZdD6FQG.jpg "")

    I know that the mount won't be updated, but I hope this feedback serves to future design choices.

  10. > @"Stallic.2397" said:

    > Just like burst skills and adrenaline meter, tempest should have a separate meter that builds with skill use. Stolen from druid, damage and heals fill the meter at different coefficients.

    >

    > The overload meter should have a cooldown all on its own. It doesn't affect attunement status. The meter switches skills every time the ele switches attunements. Just like warrior adrenaline bar.

    >

    > Stability should be baseline. The elite spec should have always been about how overloads affect a fight, not if the ele can pull off an overload. What boons, how much healing, how much damage the overload does should be based off traits.

    >

    > Edit: if that's too much of a buff, then increase the cooldown on overloads, decrease the build up effect that skills do, or reduce overall damage of overload. But as of right now, chill, increased cooldown of attunements, lack of stability, and etc all make the elite unplayable.

     

    I'm personally really not fund of the Druid's meter, because it does not reset when you leave combat. That might sound like a good thing, but that means it is balanced around that, in turn taking longer to charge from 0 to full. I'd much prefer something like the Warrior's adrenaline, which fills fast but resets upon leaving combat.

  11. As an elementalist main ever since I've started playing (around 7 years ago), Tempest has always bugged me as a very passive gameplay: You swap into an attunement, wait a few seconds, and use your overload. The idea of reworking overloads into burst skills, with an adrenaline bar, aims to shift the Tempest elite spec into a more pro-active playstyle without removing the core phylosophy: Rewarding players for sticking to an attunement.

     

    Leaning into the details of this warrior-inspired mechanic, there are obviously aspects that need further discussion:

    * How many adrenaline thresholds are there? One? Three? Even more?

    * Do we retain current overloads effects for all weapons, or do we make different ones for each of them?

    * Do we simply replace the current 4 seconds cooldown with an adrenaline bar, or do we also change or remove things like the channel time?

    * Do we remove the attunement cooldown penalty after completing an overload?

     

    Though I don't have the answers for all of these questions, I think this change has the potential to revigorate Tempest as an interesting and fun class to play, also fitting very well alongside Shouts and Warhorn as a warrior-inspired specialization.

  12. imo downstate should be removed in every mode and classes be buffed somewhere else in compensation. I'd rather have a steadier game with only one try than having it undercut by several states of no gameplay that make me feel like I don't deserve victory at the end of a fight.

     

    Not to mention that downstate was never balanced and never will be. Just look at ranger self-rez, compare it to what mesmer has.

  13. Outfits are much faster and simpler to create than armor skins. They don't have any clipping restriction, and this allows for crazy designs that wouldn't be possible with armor skins. It is for a similar reason that we can't use a medium armor skin if our character is using light armor: the peices weren't made to match one another, and there would be tons of clipping.

     

    While being able to do that would sort-of break class personnality, this has already been done with outfits that allow a mesmer to have a full plate armor. Overall, I think allowing it would do more good than harm. But the question of clipping remains.

     

    There are armor skins that, when used, also cover up another equipment peice to avoid clipping:

    * The Whisper's Secret Cowl is a headgear skin that hides whatever shoulder skin you're using to make room for the large cloth.

    * The Flame Legion Vestments is a chest skin that hides any leggings skin to display a large robe.

    * The Flame Legion Coat is also a chest skin, that hides your equipped shoulder skin to allow a crazy chest design.

     

    This technology could be used to let us mix armor types and use outfits as separate armor skins _(which would have a side effect of allowing us to dye different parts of an outfit separately when used this way)_. This would go as folow:

    * Having any sort of chest skin that extends below the belt (like a trenchcoat) would hide the leggings skin **if it is from a different armor type**, which would be replaced by the leggings skin from the same armor set as the chest skin. _Using a Rawhide Vest skin and an Apprentice Pants skin would replace the Apprentice Pants with Rawhide Leggings._

    * Applying an outfit's skin to an armor peice would hide all the armor peices needed to make it work. _Using the Monk's Outfit skin on our chest armor would also cover our leggings with those of the Monk's Outfit. The Monk's Outfit's gloves, boots, shoulders, and headgear would all be usable as regular armor skins._

  14. Tempest is more of an AOE guy, though you can of course still use staff on weaver. I would suggest weaver simply because it's more fun to play in my opinion: Tempest only givves you a few more abilities when you sit in an attunement for long enough, weaver on the other hand wants you to swapp all the time in order to go through all your dual weapon skills.

  15. > @"Randulf.7614" said:

    > > @"ROMANG.1903" said:

    > > > @"Randulf.7614" said:

    > > > Tldr

    > > > They said quite specifically no

    > >

    > > They said they wouldn't revisit older back items to make them dyable. Here I am talking about things that already are dyable, just not as much as they could be

    >

    > My bad, I didn't read thoroughly.

    >

    > The same situation will still exist though and is the reason the other items you requested the other day wont be changed either. Once a dye channel is fixed for an item, it is fixed like that. They aren't going to go back messing around with older things for no real reason or gain. Yes it would be nice for a customisable POV I agree, but the best you can hope for is improvements on forthcoming items rather than existing ones.

     

    Why not? On the long term, revisiting those items would fidelize players who like customization, and increase sales of these items to people who still didn't buy them. They don't have to update everything at the same time either. They can just update two or three gliders at each patch when they feel like it, and it would still be better than nothing.

     

    On the glider list I can find 9, maybe 10 gliders that could really use more dye channels (counting all those that have a same dye channel for two distinct elements _(like the Etherbound glider)_, and/or have non-dyable, but clearly plain colours paterns _(like the White Mantle's icon)_).

    With a pace of just 1 or 2 glider updates per patch, these could all be done in 4 or 5 patches.

  16. Now the technology is out to make 4 dye channels gliders- Would it be possible to update the old ones to bring them on par in terms of customization?

     

    Generally, separate the channels that currently dye two distinct elements at the same time, and let us dye these elements separately. And when there's a clear, plain pattern that currently doesn't have a dye channel, maybe add one for it too?

     

    For exampe:

    White Mantle Glider- Make the mid section of the glider dyable separately from its wings. Make the White Mantle icon dyable (base dye: Permafrost). Boom, 4 dye channels, more customization.

  17. > @"Psycoprophet.8107" said:

    > I said this months ago and got alot of backlash. It's one of many ridiculous op specs/builds that people seem to be blind to cuz their too worried about mesmer and thief meme builds to see the others.

     

    Then maybe ANet should fix those first. Why do we always nerf the one good build of a class that has been struggling in PvP for years and now has a moment of glory, instead of doing something about these damn mesmers? (Mesmers mains will tell you they aren't OP, because they are mesmer mains.)

  18. > @"Liperei.8726" said:

    > hello

    > I am main tempest and I think that Tempest needs some buffs or rework and I already thought a new overload earth that blocks enemies attacks while it attacks them. what do you guys think about it?

    >

    > Pictures at the link: https://imgur.com/a/SRJl9yq

     

    If you're gonna rework overloads I'd rather see them changed to an actual class mechanic rather than yet another skill. The Tempest is one of the classes that offer the least variety in terms of elite specs mechanics, second only to the Scrapper in my opinion. There simply is no synergy, you press a button and gain direct effects, that don't affect the rest of your gameplay. That's not a mechanic.

     

    I'd like to see overloads changed to remove the channel time entirely. That would change them from being your main source of DPS, to an AOE that remains in place for a long time and requires you to stay inside of it in order to be more effective in combat. I'd also like them to enhance your strikes in addition to their current effects, because right now if the ennemy isn't standing inside they don't do much. Air overload for example could deliver a lighning strike if we are standing inside the AOE and hit an ennemy that isn't standing inside it. We'd then have a safe-zone, but also some offensive capabilities once the ennemy leaves that zone, instead of it becoming completely useless.

     

    And most importantly, make it so that Fresh Air only resets the attunement's cooldown but not that of the overload. Then buff the Tempest somewhere else in compensation to allow a wider variety of DPS builds. And give us some way to reduce the cooldown penalty.

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