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Aplethoraof.2643

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  1. Believe me, GW2 isn't selfish and anti-social. In ESO, for example - once you are above a party of 2 (or 2 people in an area grinding the same mobs), the XP for each person starts to decrease. Past 2 people, ESO actively encourages people to find ways to get intruders (the 3rd person and beyond) out of the area - or else everyone suffers decreased XP. THAT is anti-social gaming.
  2. > @"Oxstar.7643" said: > I'd rather they make unique things for the skills currently NOT usable underwater. > For instance, flamthrower could use phosphor, or superheated water. And Kalla's warband is just disabled entirely under water. A biy weird imo. > Get to work on bringing the entire utility skillset into the water first, and make it its own thing. THEN start defining underwater combat further. I made some edits after you posted, sorry. But I think we are on the same page here, in light of this elaboration?
  3. > @"Oxstar.7643" said: > And what you are suggesting would not make it its own thing with good executiuon and unique facets. It would make it watered down (pun intended) land combat. > No thanks. I agree there is a lot of room for improvement, but not what you are suggesting. Bear it mind, it need not be the same. Scepter doesn't have to have the same skills on land and underwater. And spear need not have the same skills underwater and on land. In a similar respect to how some utilities are different, I suppose. But they need to be homogenized first, before they can be separated into proper dual modes. That is what I am saying. So add in sword, then say "how do we tweak these for underwater?". Everyone gets access to the full suite of content, but it doesn't necessarily have to end up being 1:1. I vision it being a slow process. First, homogenize everything. Make it clear up-front that there WILL be changes over time. Then make those changes over-time, in response to one's own vision and player feedback. It'd be a bit of a large undertaking for Anet, but I think it would be worth it in the end. Underwater sPvP maps would certainly be a blast. Does that make more sense? I'm not saying that I want underwater and land combat to be clones in terms of the exact same skills in the end. But I think that homogenization is the FIRST step towards changing things for the better. First make all content available on both modes. Then change the content to better fit each mode.
  4. "The identity of underwater combat" is one of its fundamental flaws. That is why it needs an "overhaul". Not a "tweak".
  5. > @"yoni.7015" said: > > @"Zoid.2568" said: > > > @"yoni.7015" said: > > > > @"Zoid.2568" said: > > > > > @"yoni.7015" said: > > > > > No thanks, underwater combat is no fun. > > > > > > > > They can make it fun with a revamp. > > > No, they can’t and they don’t have to. Just leave it like it is. > > > > > > > > > > So leave ít boring when ít can be fixed?? > > It will stay boring and the majority of players don’t like underwater content. So why waste resources on something only a very small minority enjoys? > That doesn't make any sense. By this logic, no game needs any new content because it is fun and thus will always stay fun. The idea behind a revamp is: Problem: This content isn't fun for a lot of people Solution: Make is fun for a lot of people. ---- Just making all skills work underwater would be a huge boon. Another good idea would be to make underwater weapons work above water. And make all above-water weapons work underwater. Once that is done, then other things can potentially be added. That alone would be less effort (comparatively) for HUGE gains. IMO, before underwater content is even touched - that needs to be done anyway.
  6. As lock as blocks are also nerfed (their availability reduced and their duration reduced) to compensate, I'm OK with this. It'd have to be reduced a LOT (block would have to be almost as rare as invulnerability - only available on a few key abilities for a few moments with long cooldowns). But it would actually reduce the complexity of the game/the barrier for entry (your block will now always block incoming attacks - it is more understandable what a block is). Which is a good thing for the game as a whole IMO. As opposed to "block is this thing that sometimes blocks attacks and sometimes doesn't".
  7. Honestly, I think it should be the reverse. People should be able to que with however many of a class you want. If you and your pre-made team wants to run 5 necro or 5 guardian. . .why the heck not. You clearly aren't running with any "meta" - you are just having fun and seeing if you can make a gimped idea work. Which is perfectly OK. Currently you can do just that, just with inconvenient extra steps. Remove those steps and open it up to be accessible.
  8. > @"Nimon.7840" said: > > @"Aplethoraof.2643" said: > > > @"Obtena.7952" said: > > > > > > That's been a trend for almost every class for the last 8 years. Dude playing class X can't kill class Y ... there is a rant post about it in class Y subforum. > > > > Real fact here. > > > > BTW - for anyone who DOES do this - my advice is if you get beaten by a class and don't understand why (because ultimately, this mentality stems from ignorance of the game outside of your class). . .play the class. Then you'll understand its pitfalls. > > > > If you have played a necromancer (or really any class) and find yourself just stomping 24/7 - you may just be a really good player. Because I'm fairly certain only the best players (of any class) have that experience. > > > > And if you are stomping 24/7 - I fully expect your name on the top 30 or you are probably BSing everyone. > > Not everyone plays the worst gamemodes of the game being spvp ;) > I hate that o have to play it for legy amulet Considering the main thing I play is ranked and I consistently get matches - that can't be true? I do understand that people have gripes with PvP and I don't want to trivialize that - but at the same time, there is a lot of "wishful thinking" and a general lack of flexibility around the people who do complain endlessly. I generally take them with a heavy dose of salt. They just seem like they are unadjusted to the reality of the game and are stuck in some fantasy land of "what they think the game ought to be". Yeah, I'd take a death match mode, a capture the flag mode. But this game doesn't have those - and at the end of the day, I still enjoy ranked point capture. I experiment with builds, I shove myself out of my comfort zone, and I don't follow the meta. I play to have a good time, I don't play to make it to the top 100 (because that involves stress and ultimately I play to de-stress, not to induce more stress). Yes, I'd like it if there were more updates - but I've also played and enjoyed other games that have long since finished updating. I will always love and appreciate and wish for more content, but I've accepted that (at-least for now, maybe this will change post expansion) Anet won't always deliver content consistently. I'm OK with that - or at the very least, I'm at peace with that and I can move on and enjoy my time playing. Though I also play rogue-likes, Nioh, DS. . .so evidently, I don't actually mind dying/losing in games (or I wouldn't enjoy those kinds of genres). So maybe it is different strokes for different people. Though I also think that "enjoying PvP" and "not wanting to lose" and incompatible desires. If you enjoy PvP, you've probably already accepted you won't win all the time and are ready to move on from there and enjoy yourself.
  9. > @"Obtena.7952" said: > > That's been a trend for almost every class for the last 8 years. Dude playing class X can't kill class Y ... there is a rant post about it in class Y subforum. Real fact here. BTW - for anyone who DOES do this - my advice is if you get beaten by a class and don't understand why (because ultimately, this mentality stems from ignorance of the game outside of your class). . .play the class. Then you'll understand its pitfalls. If you have played a necromancer (or really any class) and find yourself just stomping 24/7 - you may just be a really good player. Because I'm fairly certain only the best players (of any class) have that experience. And if you are stomping 24/7 - I fully expect your name on the top 30 or you are probably BSing everyone.
  10. > @"FrownyClown.8402" said: > How is creating elite specs so time consuming that they cant even put any attention into pvp? Who knows, the optimist in me is thinking that they are doing some kind of balance overhaul. I got the impression from the last major balance patches (way back when) that they were unsatisfied with the performance of quite a few professions/specs - and wanted to do a few revamps. Maybe after doing a couple at a time (IIRC they did Chronomancer and maybe one other) - maybe they realized it was better to do them all at once instead of doing them one at a time and causing one tear-storm after another ("waaah, X class came become Y class, the meta for Y class is so much better" - that kind of thing idk). And what better time to hit them all at once than while designing elite specs - so the new elite specs fit in with their vision for what the professions/specs will do. That side of me is thinking/hoping that it'll come with the new expansion. That'd be a reasonable approach IMO - if that is what they are thinking.
  11. > @"Al Masone.1274" said: > I keep hoping that necro will get the shield for the next elite spec and be able to be an effective tank. > The reaper is in theory quite survivable, but it's more of a dps spec than a tank one. If they get shield, it won't be to be an efficient tank. At most, it'll be an inefficient tank. Anet seems to have made it clear that Necromancer is a very offensive profession by nature. And I think they should lean into that if that is what they will do best with - dual swords would be really nice for that. Something with a lot of mobility/leaps, as well as bleed/poison (in a similar vein to how reaper is chill/bleed or how scourge is torment/burning). Maybe even with a lighter (but still present due to core traits/weapons) emphasis on boon conversion, and a new mechanic - perhaps healing reversal/negation/mitigation?
  12. Not sure if you know, but shoulder and head armour pieces already exist. This request is already in the game.
  13. I'm really hopefully for a dual-swords condi (minion?!?) spec. We got the power spec (reaper) that has potential for one "ok" condi build. We got what was supposed to be a condi spec, but people complained and it got stuck in this bastard limbo between "condi" and "support" (scourge) A spec that is devoted to condis (with a minor possibility of power - similar to how Reaper is power is a minor possibility of condi) would be an ideal next step As much of a fantasy that fan-proposed specs are, I found myself gravitating towards desiring https://en-forum.guildwars2.com/discussion/101478/elite-specialization-diabolist#latest Honestly, anything close to that (condi focused, maybe condi/minion focused) would be super fun in my opinion. Dual-swords would be neat IMO - we already got a main-hand (greatsword) and an offhand (torch), but not both yet.
  14. > @"cobracommander.5861" said: > hyrbrid melee ranger whines about struggling to fight power reaper. > > LOL > > "why can't I beat every class in the game with my *obviously* meta build?" This basically. OP, I might understand where you are coming from. For the longest time, I didn't want to change my build either. I was comfortable with my build and I really enjoyed playing it. But you have to understand. . .you will die if you stick to one build. And that isn't the fault of anyone but yourself. There is no "one build for each class", every build is made to deal with different (but not all) scenarios. You NEED multiple builds if you want to deal with more than a few scenarios. This isn't a game where you can just stick with one build and be fine - there is a reason that changing your build is free and can be done nearly anywhere (even between matches in tournaments). The reason, is that you are EXPECTED to be flexible with your build. You are expected to change it in accordance with what will work with different scenarios. You are expected to improve your build. More experienced players than you are giving you good feedback and you seem to be constantly defaulting to "no, my build is perfect". With that attitude, you will only die more (and to more things than just necromancers). Listen to their advice and try it. Get out of your comfort zone and you'll find the game has so much more to offer. Don't just stick to one flawed build, experiment with many. That is the way GW2 is supposed to be played, and that is how you'll be far more successful. You have two choices: 1) Change your build, heed the advice these kind fellow players (who have been quite patient with you, given your stubborn attitude) are giving you, and experiment. 2) Die lots. There is NO middle ground.
  15. As long as Necromancer in turn gets just as easy access (as everyone else) to active blocks, evades, boons, and mobility - I am OK with this. As it stands, boon removal is the one niche that Necromancer does really well. Pretty much everything else is done better than them by anyone else. Taking that away from Necromancer means that you need to make Necromancer far more competent in all other fields.
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