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CeNedro.7560

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Posts posted by CeNedro.7560

  1. > @"Narrrz.7532" said:

    > > @"Tanner Blackfeather.6509" said:

    > > unlocking a mini for the wardrobe consumes it.

    >

    > This is why forging it doesn't unlock. So's people who unlocked it first aren't unfairly disadvantaged compared to those who make the torch first.

     

    Well ppl who unlocked touch of madness in 2017 could possibly be disadvantaged since they most likely won't have the pre for this new weapon anymore and need to rebuy tom for 70 gold...

  2. The most difficult part of this JP is to find an instance where ppl are as bad(or worse) at jumping than you are, so you won't have to wait every single time for the "I love this jumping puzzle even when it doesn't give proper rewards since I finish it almost every single try"-guy.

    They need to invent a system to sort ppl by their jumping skill. You cannot get to the first chest? Group A. You get past the first chest? Group B. You get to the second chest? Group C. You rarely finish it? Group D. You finish it sometimes? Group E. You get annoyed waiting and you're willing to pay 10 candy corn cobs to get rid of other ppl? 15-min-Private instance.

     

    Still one of the best content ever invented.

  3. > @"Hoodie.1045" said:

    > Farm trains are almost always common in the Labyrinth meaning that mobs die very quickly, so you want to have weapons that you can tag reliably. Here are a few suggestions:

    >

    > • Mesmer: staff or greatsword

     

     

    Definately greatsword. Staff is extremely slow, everything will be dead before you can tag it. Mantra of pain is useful too. Though mesmer will only become really viable for farming once you unlock mirage.

  4. The PiP system killed WvW for me. The way I enjoyed WvW and the way to get optimal PiP-rate doesn't match. Having the feeling you have to play xyz hours more to get timegated rewards let me quit WvW alltogether...

    Similar with PvP... the rewardsystem took the fun out of the gamemode...(although I never played much PvP)

  5. I enjoy dungeons because they are short(~5-10 min), you meet many new players and even one single good player can carry the whole group without a problem. Even though the rewards are not that great compared to other money making methods, they are simply fun with random groups. Though that's probably the reason I dislike Aether, Arah and the other longer paths...

  6. We already have dungeonpotions, although they definately need a rework. This could be another longterm dungeon goal. Like a pouch where you can store all potions of slaying. 10k tokens of each dungeon to unlock the storeability(I don't think endless potions are a good idea) of the potion- doubleclick and it will use one charge for the dungeon you are in(maybe even use autoconsume as another upgrade)- each charge stays until you exit the dungeon.

    Maybe even create something similar with the sigils of slaying.

  7. I think there are tons of challenges in game. Though there is no achievement/reward for them, so ppl most likely don't care. Actually, I expected precursor crafting to use the endless ideas players had to challenge themselves. Well, maybe we see it with the next legendary jewellry. I think it would be great fun to give ppl more reasons to try those challenges- they don't need to be ridiculous difficult. Even small ones like: do JP/travel through map without getting hit by a single foe or enviromental effect; solo AC up to Kohler and defeat him; manage to get unseen through CM; ...

     

     

  8. Jup, Condition Mirage is a buttonsmashing high Dps-build. Though you might struggle when enemys insta-explode(he really shines in longer fights). Also people are expecting mesmer to play chrono in some areas(like fractals).

    GS-Mirage is great for farming.

    Playstile: Spam some skills on cooldown, autoattack and spam-evade.

     

  9. > @"Nury.3062" said:

    > > @"CeNedro.7560" said:

    > > What's the point of having a glowing raptor/weapon/armour/infusion when no one is forced to look at it?

    > > It might be annoying and obtrusive, but that's the reason why ppl like to use it.

    > >

    > > The real problem is the skill-screen-clutter. F.e.: Depending on your group it's extremely difficult to see which direction Seamus(Caudecus P3) is facing(not even mentioning zerg fights)

    >

    > Why should I be forced to look at something I don't like and that bothers me,ruining my experience in the game,in what world does that make any sense? If you want to look like a christmas tree,you do you and run around the way you like but that doesn't mean everyone should have to see all that. Do you know how many people care that you have that new flashy infusion?Nobody aside from your friends probably...

     

     

    Which world... let me think... TYRIA ;)

    Doesn't matter that most likely the player her/himself cares most about what s/he's wearing and that it's important to him/her represent their character the way he/she likes. It's important to the playerbase to create their character the way they like and that other players see their character the way they created it. You are annoyed by flashy infusions, I'm annoyed of girls showing too much skin, someone else might be annoyed by something else. Sure we could introduce a "stick figure"-mode, but that would take away the whole fashionpart of this rpg.

     

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