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KidRoleplay.3615

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Posts posted by KidRoleplay.3615

  1. > @"Rauderi.8706" said:

    > > @"Einlanzer.1627" said:

    > > The system needs an overhaul at this point, really. I expect we'll get one in the next one-two years. They need to find a way to consolidate the combinations while also expanding on the options available. The system currently manages to be both too limiting and overwhelming in terms of choice/collection.

    >

    > That's on my wishful thinking list.

    > I'd really like to see a better set of more elegant stats, and the ability to slot Major and Minor of our own design.

    >

     

    I definitely feel that it's limiting. And I'd definitely love slotting in our own attributes. Like @"joneirikb.7506" said, maybe putting attributes ONLY on trinkets (and doubling or maybe tripling their values) and having them swappable like infusions, with the potency of them scaled depending on the quality of the trinket (fine to ascended), that'd be nice. Existing trinkets with names would already have their infusions in them. Though to not be confusing, instead of Infusions, they could be called Enchantments.

     

    So, Red Ring of Death

     

    - Superior Enchantment of Power +250

    - Major Enchantment of Precision +180

    - Major Enchantment of Ferocity +180

    - (Open Enchantment Slot)

     

    Maybe Celestial would be it's own, unmodified special case. Now, I know this would probably lead to some serious power creep (like having entire trinkets of condition damage) and would also trivialize the existing +5/+9 Fractal infusions, but, hey! This is all just wishful thinking. :)

     

    And I'd totally make a "(Power, Condition Damage), Expertise, Ferocity" build if I could. And call it Onslaught's.

  2. > @"Roam.5208" said:

    > > @"Brother.1504" said:

    > > I want duel professions like in gw1. 4 skill trees. Primary professions f1 skills. Secondary professions can add weapons and utility skills.

    >

    > I feel like that would unleash pure chaos onto this game.

     

    Bring on the chaos. :p I too would like dual professions. Might be a pain to balance, sure, but I have faith considering they were able to do it in GW1 with over a thousand skills. I'm just always on the side of sheer variety. Plus, it's about time Masteries got back to enhancing your level 80 character into doing things that expands the actual combat options of your character. I believe the last Mastery to actually do this was adding in a Downed 5, which I love.

     

    But I'd say keep the weapons primary, but add the utility skills of the secondary profession. And the third selectable trait line could have traits of a second profession, except for that second profession's elite specialization (meaning you could only do core/ core).

  3. For me, it's the Inquest, simply because... opinions.

     

    It really just comes down to my personal distaste (or weariness) of Dragons (any of them) and Zombies (Risen, Mordrem, Awakened). Just feel a bit overdone at this point for me. And I only mean those who you fight primarily as the bigger wickeds of the game. I enjoyed Balthazar and Joko, but it seems like any time there's any deviation away from said dragons or zombies, they get killed off quickly, and the default scheme continues. Sure, the Inquest are one of the many token oppose-your-race factions, but it feels like they have a much more significant impact than the rest. And being primarily researchers who will achieve their results by any means, as it relates to whatever the story might throw at you, it feels like they have endless potential.

  4. Been looking through the prefixes on the wiki over the years just because I'm fond of build experimenting and the like, and I've always wondered. Would anyone else like the game to have readily available access to the two obscure, neigh unobtainable prefixes throughout the rest of PvE?

     

    **Forsaken**-- (Power), Toughness, Healing Power

    **Apostate**-- (Condition Damage), Toughness, Healing Power

     

    And maybe even some PvP-only attribute choices like:

     

    **Barbarian** -- (Vitality), Power, Precision

    **Seeker** -- (Power, Precision), Concentration, Ferocity

     

    I was hoping that at least the first two could be chosen with legendaries, but sadly no. Or might you feel these prefixes would be OP in PvE? (And by extension, WvW)

    (Also wished PvP Sigil of Misery was a PvE thing as well, but... y'know... Balance)

  5. This one's bugged me for a while now. Since the Path of Fire release, pretty much.

     

    Race: Human

    Gender: Female

    Profession: Warrior (Any heavy)

    Problem Description: Texture issue. Dark slit marks appearing along the backs of the bare skin of the legs of both Elonian Tassets and Spearmarshal's Tassets.

     

    Spearmarshal's Tassets

    ![](http://i68.tinypic.com/j90jsn.jpg "")

     

    Elonian Tassets

    ![](http://i66.tinypic.com/2jfkf2c.jpg "")

     

     

     

  6. Not that I have any real passion on this topic whatsoever (I'm about to go to sleep as a matter of fact), but I still see it as expecting to be able to use a feature that wasn't purchased. Halloween and Wintersday are core elements, just as Fractal of the Mists is a core element and dungeons are core elements. It'd be like expecting to play through them with elite specializations just because you can enter them with only the core product.

     

    For what it's worth, even the feature of temporary mounts is a Path of Fire feature you pay for. It seems just seeing the mounts is what the company is banking on as being the incentive for a consumer's purchase. And the opportunity for equal enjoyment is pure subjectivity; there's always those who are impossible to please.

  7. From what I understand, said holiday content is doable without a mount, but don't expect to beat those who purchased an expansion where mounts were exclusively introduced as a new feature. If anything, it could be a marketing incentive used to attract people into buying the expansion for those mounts themselves. This is a business to be ran, and those who have not paid for additional services from that business shouldn't be expecting the same from those who have. That's a mindset of entitlement.

  8. I raced through the content, I'll admit, as that was my preference, getting right to the parts I knew I'd enjoy. For me, that was having my main participate in the story again, and anything in the story that doesn't have to do with dragons is okay in my book (I know when it's all said and done, it's back to the dragons, but still). Afterwards, I proceeded to get map completion on every map with my main, as it's the only character I dedicate getting said map/ game completion on, and then got the secret mount. Then I went back through on every other character and unlocked all elite specs. Didn't necessarily do much with them, but I got them unlocked just to have done them and if they'll be useful for later. Lastly, I started questing for Spearmarshal armor (which was the only decent looking new armor sets in my opinion) but then quickly stopped once I realized you could just buy the new skins right off the Trading Post. So I did that instead. Didn't bother with the other armor skins, like those dreadful Funerary sets. I'm lazy in my pursuits for wardrobe expanding; what can I say?

     

    After doing all those things, it was back to Fractals for a bit, and then an eventual break. Nothing else really had an appeal to me (Aside from the Grieving stats for a brief moment of build brainstorming). I don't achievement hunt, farm, or grind pretty much ever, so compared to what most others would say, I've done very little. All that being said, to say that I was dissatisfied or would complain in any way would be a lie. That's just my personal experience though. I fully expect there to be content gradually added over time, content you can only witness if you've purchased the expansion.

     

    I understand a lot of the arguments that go on about Path of Fire when looking at things objectively. I'm just not about to tell people how they "should" be playing the game. :)

  9. Speaking purely from a Fashion Warrior perspective... No. No, not by a long shot.

    Speaking from a practicality perspective, also no. There's not enough variety in the game to be constantly switching attributes around to find what works for a scepter ele. Maybe two, tops.

  10. I'm bored and have since taken a break for a while, and that's perfectly fine. For what it's worth, I view purchasing Path of Fire as a means of funding future content. In a sense, I've paid to be able to participate in whatever new Living Story releases will come along, and other updates exclusive to owning the expansion. You can call it optimism, but I don't feel I need to be enthralled in content 24/7 to have enjoyability, and am perfectly fine with being patient.

  11. Ohhh boy... Saw this at work while at lunch and was compelled to make my own list too! In wishing there was a "Guild Wars 1.5", this is in no particular order; just typing as I think of them.

     

    Likes:

    • Swappable build templates (I know it's been mentioned a ton, but it's being mentioned for a reason!)

    • Professions actually having more than one or two builds to use to begin with. I honestly believe that there was no true "best way" for a number of builds in that game just due to sheer options, and even the best builds could have hard counters to them.

    • Dual professions.

    • About a thousand more skills to choose from, especially as they (most) weren't tied to a specific weapon. The sheer amount of build complexity is what kept me enjoying that game for nearly a decade.

    • Elite skills. Good ones.

    • Capes.

    • Guilds actually having a purpose.

    • Dye-able weapons.

    • The ability to have every effect work on everything (no such thing as a break bar existed, and stuff like knockdowns, blindness, weakness, cripplied, etc., worked on anything. Even bosses).

    • Prince Rurik.

    • Morale and Death Penalty.

    • Interrupts. Specifically interrupts that had additional consequences attached to it for pulling them off under the ideal circumstances.

    • On that subject, the old "dazed" effect. Brutal, that. And, yes, it could be applied to bosses too. Love how there were no limitations on strategic approach!

    • Game design where skills used and enemy health bars were pretty congruent with level 20 PvP encounters, such that PvE and PvP didn't feel like an entirely different game. After all, the monsters had (mostly) the same skills you could bring.

    • No stealth.

    • Less RNG-reliant damage (all non-physical damage did exactly the damage it says it would on the tooltip [after being effected by the targets armor], and in melee, hitting someone who's running from you in the back ALWAYS critically hit).

    • There were also a lot of skills, mainly spells, that just outright ignored armor too.

    • Damage types that mattered, or in some cases stacked (like Conjure Lightning on a warrior with a lightning damage weapon for instance).

    • Smaller health bars across the board against all encounters. No real boss fights that threaten to put you to sleep.

    • No such thing as veteran, elite, champion, and legendary mobs. Stabbing something in the face with Deep Wound and a few following powerful attacks would kill it. With the exception of Shiro, most human-looking enemies you couldn't just Eviscerate twenty-something times and only knock off a quarter of its health. I thought GW2 had less magic in it!

    • The dead stayed dead. Monsters didn't respawn, unless they specifically had a revive skill to use on others, like Resurrect Gargoyles.

    • Due to a combination of a few of the points above, there were plenty more viable support options too. It wasn't just all a DPS and DPS-support fest.

    • Diverse skill types in general. (Hexes, enchantments, stances, flash enchantments, weapon skills, bundle skills, conditions, attack skills, "specific weapon" attack skills). When Livia used Fragility in the Living Story and the description showed "Hex," I felt trolled. Hard.

    • Having condi be more of a system of degenerating pips instead of acting like an AOE zone you couldn't move out of (and degeneration could not only be countered by removing the conditions or hexes on you, but could also be out-regenerated). Damage over time had a cap as well; that might not sound so great to most of you.

    • The ability to select a party member from the party window and use a skill on them instead of trying to have to find them. Very useful for healing, and not having to worry about overhealing and/ or wasting heals.

    • Enemy grouping mentality. Monsters tended to attack you in packs, all being tethered to their specific groups. To keep them from being dumb enough to being pulled one at a time and jumped by a party of eight.

    • Cantha. Specifically Kaineng City. I feel playing in it while now having access to a z-axis that actually contributes to the gameplay experience would be amazing.

    • Level 20. Fortunately trivialized by the sheer amount of tomes and scrolls I have sitting around nowadays, but I've never been a fan of leveling. It just doesn't seem bad the first time you play through because your mind's preoccupied with seeing the world. But in GW2, you're locked out of most decent abilities until about level 70 or so. In GW1, you could go right for the skills you wanted with a fresh character, either by having them already unlocked on your account or by just knowing where to find them. Signet of Capture was a lovely thing.

    • Fort Aspenwood.

    • Humans and nothing else. I liked how GW1 didn't give in to the "must have multiple races" thing to be successful. Subjectivity at its finest, but unless an MMO provides a completely different play style when choosing different races (and I mean EXTREMELY different), they feel ultimately pointless as an option. Too much work for humans-with-a-different skin. Even their lore is just a mishmash of human history.

    • Killroy Stonekin.

     

    Dislikes:

    • Heroes. If only for the fact that they eventually made PvE exceedingly anti-social.

    • Death. Possibly because I've become used to the "downed" implementation, but also there's a lot more one-shotting in GW2 if you build for glass. Though all of the various resurrection skills were nice.

    • Prince Rurik's A.I.

    • Movement. Compared to GW2, having to stop to use abilities just feels sluggish these days. But it was absolutely fine for its own game.

    • Lack of traits. I know GW1 didn't have them, or really have a place for them, but I'm always a fan of things added for a since of variance, and traits is a big part of doing that in GW2. Except of course it could use more of them. Like possibly implemented in the spaces where the unmovable minor traits are.

    • The instance system. Love/ hate relationship with it, but at the time, it was a necessary thing to provide more complex explorable zones and having quests in them and the like. Thing is, you had places like Lion's Arch and Kamadan which showed that the game was perfectly capable of allowing more than eight people in them at a time.

     

    Okay, I think I'm done now. :)

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