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Orpheal.8263

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Posts posted by Orpheal.8263

  1. Cy-You-ka-tll would be my own attempt to pronounce it in an english sounding way based on how its writtel Xiuquatl

     

    The Xi is pronounce Cy cause of the i behind the X, basically like we pronounce the word "Cyber" like in cyberspace

    The U after that is a hard cut in the pronouncement, which is why it needs a strong but clear change in the voice, which is done by a simple but clean pronouncable "You".

    The ending of the pronouncement is the important thign, because in it, you hear out of it, that it is a name/word/term with some kind of mexican/spanish background.

     

    Some write it as quatl, some as coatl, like in Quetzalcoatl, some let somple the a away , like in Quetzalcotl, or made the Quetzalquatl out of it, similar like ANet did with Tequatl, despite that dragon having absolutely zero connection to any mexican/spanish history at all, that fits at least somehow a bit to the place, lore and moment, where he appears in teh game - to say it short, I woudl have given that dragon an other name. point.

     

    However, back to the item. the Quatl in its name would i pronounce like battle, but the A in it must sound hard and loud, like basically our A in German, not that soft and silent A that English has.

     

    So

     

    Cy-You-Qu**a** (strong)- tll with a short extra long pronouncement on the last L (so LL), cuse that last L lasts on the tongue and isn'tz just simply spoken out briefly.

  2. If you want an example of good Player Housing, go play FF14, better Player Housing that that will you most likely never get too see here in GW2 EVER AT ALL.

     

    If anet woudl give this game so late now player Hosuing, most likely as their next gemstore player cow milking project, after mounts have been milked dry somewhen when people start looking somewhen their interest on them eventually, thats the point where we wil lfirst realisticalyl see perhaps anet added player Housing next.

     

    Otherwise its way too much of a ressouce cost for them to do that... heck, Anet even added 3 years ago a extremely halfhearted Guild Hall feature, and has doen since then absolutely NOTHING AT ALL about this feature, to improve , fix and expand it, aside of adding only another extremely UGLY and totally unfitting into the game world Guild Hall instance that comes right next after the ugliness of the king midas hall, that is full of gold everywhere ....very creative ...

     

    its more likely, that ANet will certainly just copy paste the guild hall system kind of eventually into player housing under which you can be sure than, that you will get only ugly looking stuff via playing normally the game, while everything special looking will get sold for like 20+ dollar in the gemstore for just a reskin of something you can earn otherwise in the game by doing somethign extremely challenging that is locked behind hard content, like a new ~~raid~~ excuse me,, pseudo dungeon 2.0 with just10 people instead of 5 and stupid dpc check mechanics that make people turn into antisocial A-holes Elitists.

     

    The moment where they will even dare to try just copy pastign the guild hall stuff just into player housing, will make that stuff alreeady a waste of tiem and ressources, if anet can't or doesn't want even todo somethign for their Guild Hall Feature first to make it less of a huge gridn and more accessible for more guilds - especialyl smaller guilds... because in the end is Player Housing nothing else but just 1 Man Guild Halls ...!!!

    You may NEVER forget this, because its simply seen just fact, if it would be just possible for a solo player to get everythign done by himself alone with the GH's we already have, we would theoretically have practically already Player Housing, just only, that its waaaaaaay too large of space, for just only 1 person ....

  3. I'm not satisfied with GW2..

     

    i could list up now a huge litany of reasons for why this is a case, but it won't change anything on that situation and within the last 6 years I've received as player also not the impression from Anet, that they even care at all to do somethign about those things... but impressions can naturally be deceptive

    But to name just a very few key points that are reasons, why I'm not satisfied:

     

    * Completely unbalanced Combat System whose Main Mechanics have been ignored since release, while Skills and Traits have had always only their attention

    * Dead Dungeons

    * Yet no reimplementation of Season 1 to make this a complete again for everybody

    * Dead and uninspired WvW practically more or less since 2014

    * Elitist Raids - a full game mode just only for a tiny minority of a player base ..rolleyes. well done, what a waste of ressources, that would have been better spen on reworking Dungeons into better content, or into PvP7WvW, to make it better instead.

    * Total boring and uninspired depthless PvP since Game release, absolutely no innovations heres. Stronghold flopped and has been instantly abandoned, ridiculous!!

    What a wasted time, that is is just better to erase that stuff completely out of the game again better and PvP right with it too, if they just don't finally do something about this game mode, to make it more interestign and worthy again for the ESL to consider taking GW2 back into their program for ESports, cause GW2 kind of lived also from the sponsoring money that ANet received for Esports surely - but for this needs GW2 better PvP modes and naturalyl a significantly better balanced game, what will happen only, of the Combat System's key elements get finally reworked and rebalanced to the current state of the game, than to keep those mechanicers forever under their outdated old 2012er state designs.

    These don't work properly balanced anymore at all together now with Elite Specs, the Rev, new Boons and Conditions beign in the game now ect.

    All things, which need to get reconsidered and rebalanced in all Combat System related gameplay mechanics - from Health System, to Upgrades, to Attributes, to Skills and Traits as well as like too Boons and Conditions - all of this is the full extent of the Combat System of GW2, not just only Skills and Traits, like it seems, that this is the limited scope of competence to work on, which Anet has since 6 years over their own game ...sadly, or wants to work on only, because for everything else they miss on the ressources to do so, but if that would be really the case here now, then I think ANet would never be so honest with us to admit this, if it would be true what I''m assuming here, cause 6 years have been already more than enough time to admit something like that, if the ressources that Anet has simply aren't enough to give this game the full scaled balance patches, that this game of this caliber would require, to bring it back on track correctly and properly with all of the combat system mechanics.

     

    Thats basically the reasons, why I'm only playing this game still for the time, when a living story episode got releasef, because the games story is basically currently the only thing left over in what I'm still interested on in this game..everything else has been destroyed for me by Anet over the time with their bad design decisions and their inability to balance this games combat system mechanics properly.

    Doing permanently only number changes on skills and traits is POINTLESS, its no solution, it moves the problems only from one side to another to change the favor of the 3 months builds eventually only...

    But aside of living story, I'm inactive.. play no pvp, especialyl no WvW at all anymore, because this unbalanced crap with all its 1hit kill builds, the condi/effect spam ect. has become just intollerateable and unbearable to the point, that playing this game in any competitive way makes absolutely no fun at all anymore to me.

     

    I definetely hope, that this game reaches somewhen again the point, where I want to play its PvP/WvW, because of these elements making in a competitive way again fun and are balanced, due to Anet having updated finalyl all of its outdated combat system elements to the fact, that the game isn#t by far anymore the same, how it was 6 years ago, and that too much things have been changed, to constantly keep these too old 2012er mechanics which can't handle this games current powercreep at all.

    Thats when I will likely become again an active player... but before this is happening, I#ve likely become until then already rather an active FF14 player either, or some kind of other new and better MMORPG will likely drawn my attention in to rarther play that actively,if I see by this time it as not worthy anymore to keep on waiting on Anet, that they get their game#s combat system again properly balanced in all of its aspects.

  4. The only way Thief wil lget great again is, if Anet finalyl makes the strenthsof a real Thief stand out muhc better in this game .

     

    * Stealth must become again a Thief's superior Gameplay Aspect, not that of an Engineer/Scrapper or even that of a Mesmer

    * Absolute Mobility must become again the superiority of the Thief, no stupid Warrior in heavy armor should be able to outrun a Thief!! For this must they fix finally also finally the shadow stepping of the thief, that you don't get always as crucial important moment this bushit, that you can't shadowstep to where you want to get to, because of something invisible in your line of sight, or the map textures being somehow broken, that you cant target this way the spot you want to shadowstep to.

    * Thieves must receive finalyl Trap Control Abilities amogn their Skills and Traits to give them unique group support and to make them immune to trap effects as a counterplay to trapper builds

    * Thieves need to become able to see other stealthed enemies as a Stealth Counterplay that is more of a stronger Thief unique Stealth Hard Counter than Reveal and to stop silly eternal stealth battles between thieves thats more of an annoying cat and mouse play... between who stealths first and can stealth longer, than the other. zzzzz.

    * Thieves need to get all of their Healing, utility and Elite Skilsl reworked, merged where possible and created gaps refilled with new skills

    * Deadeye should get completely removed and partwise integraded into Core Thief by making Rifle a Thief's baselined Core Class Weapon, by finally merging Rifle together with Harpoon Gun to remove this total obsolete Weapon Type from the game, because this way seen woudl have had the Thief baselien the Rifle already from begin on, and there woudl have never been the need to have a stupid unfitting Deadeye Spec at all and the Class could receive instead a much better fitting silent Rogue Spec that uses Longbows instead ... to give the Thief this way over the baselined Rifle then an alternative long range weapon, which is SILENT.

    * Daredevil needs to get removed and reintegrated into Core Thief to bring Agility back finally to the state, how useful and good this Traitline was, before Anet butchered it to death, just to give Daredil a reason for existance!! Staff becomes baseline core weapon together with Offline Sword beign lastly added as wel too.

    Daredevil as Spec gets replaced then with the Saboteur and Spec Weapon becomes either the Mace or Torch, or it gets replaced by the Stalker, and Focus replaces the Staff as new Spec Weapon for this Spec to get this way finally some kind of much more shadow magic focused thief gameplay which can then make also reusage of the deadeye utility skills..asked myself from the first moment on, what ANet was thinking by giving a wannabe sniper some kind of shadow magic utility skills >.> /facepalm.

    * The Initiative System must get reworked into a Shadow Instinct System to allow the Thief persorming special unique abilities (F3 to F5) for the cost of temporarely reducing their maximum Initiative Pool, kind of like some kind of "exhaustion" to the Initiative, like exhaustion worked in GW1, by temporarely reducing your maximum energy. Fior this to work must get that trait, which increases maximum initiative finalyl baseline ..this is so overdue to be done finally, its unbelieveable, that it hasn't been done within 6 years ...

    * Venoms need to get completely reworked to become a much better and stronger group support

    * Traps need to get reworked, they are all as they are there completely useless and have seen only some good time, when it was possible to play with them ghost Thief, until it got nerfed. Compared to the Ranger and DH Traps are the Thief ones total unbearable trash!!

    * Dodge Styles need to get integrated into the general core gameplay design of the Thief and become part of the Agility Traits or become part of the general Thief Skilsl and shouldnt be handled as Grandmaster Traits of a Spec, so that all other Thief Specs can profitate from those changed Dodge Styles as well to make the Thief in the way how this class can dodge more unique over all other classes, which don#t have ways to change their dodge styles. thats definetely somethign that should be used to diversify the Thief Class more from the other Classes in their gameplay style as the highly mobile, agile and most evasive class of all, as a master of shadows, assasination, deception and evasion, which uses its combat skills to deliever lethal precise strikes, or to perform if been brought into the situation deathful unblockable counterattacks from parrying enemy attacks with the help of using various venoms with that thieves take over control of their enemies, due to theur neurotoxins stunning, and paralyzign their enenmies nerve systems to blind their foes, to poison them, to weaken them and that not only by makign them inable to deal critical hits, but also by directly reducing the stats of their enemy wirth direct Stat Debuffs, like Banners for example provide direct Stat buffs for those thast stand in their range, should by venom hit foes receive direct Stat Debuffs ... like for example beign hit by Skale venom, shoudl not let the enemy suffer only on Torment, but it should temporarely reduce the hit targets Toughness and Precision by say up to 180 Points on Level 80, just like a Banner can buff up to 180 points plus to Stats when you stand in their range.

     

    TTheres many ways to make the Thief great again, but these listed up points woukld be my main points I can think off, that are kind of important to me, which I think needs the thief, to become really great and FUN to play again, as thats all aspects I personally EXPECT from a trustworthy thief class to be able to do to be realistical and close to historical facts/lore of what Assassins are like, which were kind of the Thief's ancestors of GW1.

    So i kind of espect from a Thief to be miuch more assassinlike in its gameplay, except one thing, that should#t return, because it fits not into the combat system of GW2 - combo skills, which force you to use specific skilsl in a specific row, just to maximise your dps rotation.. that maybe worked for GW1 combat and class7skill design, but here not ...

  5. The only class that comes at all into question by design and lore to be the Class for a Bard Spec, is the MESMER .. nothing else ..

     

    The Bard is a profession of INSPIRATION .. not of ASSASINATION .. this stupid AD&D and Dragon Age Bioware nosend kind of has brainwashed way too many people into thinking, that Bards are shady thieves ... what a nonsense seriously

    Bards are wandering musicians and performers, eventually also kind of dancers (Troubadors) or singers (Minstrels)..

    And only the kind of cheap storytellrs, which always try hard to let Bards look like some kind of cheap beggars and thieves, which can't make money enough by making only music and all, so that they kind of "need" to steal and be thieves, to get over the rounds ... what a silly BS really ...

     

    As a profession of inspiration and creative, aspects that ypu need to have to become a good and successful bard, theses aspects of a profession are best represented by the Mesmer, which is this games inheritor of Inspiration Magic, the source of all Illusions, Creativity, the Mind and Mentality.

    Inspiration is like the house of your soul and creativity its windows of it, which reflect your personality.

    If you have no inspiration,, then you can't perform as a bard, you won#t have ideas for songs, and if you have eventually one, it will sound either bad, or like something so common, that you have heard most likely a thousand tomes somwehre else already, because what your doing is't inspired, doens't reflect your personality back to the listener of your songs- just isn't creative.

     

    No other class stands better for all of this, than the Mesmer. The Bard/Minstrel should become kind of the high support spec of the Mesmer, not the Chronomancer. the Chronomancer hsould get reworked, if Mesmer receives a Bard Spec to turn more into a condi offense and control efficient class that is in its buffs and debuffs specialized only on the time aspect that plays a role onthe controling of the flow of time around them , their alies and their enemies, because thats the them and gameplay style of a Chronomancer.

     

    Bards instead buff and debuff in a much wider area , are not at all specialized on control like Chronomancers and have a wider access to variosu buffs and debuffs, than a Chronomancer, but lack completrely in buffign or debuffign everything thats based on speed control.

    A bard is more like a combination out of Mesmer + Engineer, which use a various amount of different instruments as weapon,s which are used as kits basically, to quickly exchangre them out to change their weapon skilsl they can use for the momenmt, where a specific instrument is in usage as an instrumental weapon, like a Guitar (Axe/Hammer), like a Harp (Short/Longbow), like a Trumpet (Rifle/Staff), like a Violin (Shield), like a Flute/Clarinette (Spear) ect. "inspiration" for this comes from a game, recently now receiveable now finally in the west too, called **Shining Resonance**

    God id love to play as a bard Spec for the Mesmer, which wields musical instrumental weapons similar to like how those characters of that game handle their instruments liek weapons with those instruments beign kits, so that you have a broad access to various different instruments, makign this way the spec much more interesting to play, while at the same time also naturally similar as difficult to handle and master for alot of players, liek the Engineer or Elementalist.

  6. > @"kurfu.5623" said:

    > > @"Orpheal.8263" said:

    >

    > > But what I would love to see Anet making next as a complete new Franchise would be a MMORPG Game, that is not the classical typical medieval fantasy world setting, but more like a high tech fantasy mixture, which plays in the future - as a game that combines multiple diversive genres together.

    >

    >

    > Wildstar tried that, and failed miserably.

    >

     

    Wildstar seriously failed for other reasons, than that, but one of the biggers reasons has been mentioned already before me, and that was that they tried to design the whole game for a "Hardcore Gamer" audience.. the problem the people behind Wildstar think think over first was just only, that theres no hardcore gamer playerbase at all, that is big enough to warrant the longstanding survival of such a game as like Wildstar, for why it was just only a short matter of time, until the game would fail and need to become free to play, because a game, thats designed to cate a hardcore minority of players in an sucribtion game, will never be enough to finanance the masses of players, that are NO hardcore gamers, but just casual players, which are about to hop off of the game the very moment, they are either done with the game, or so horribly scared off by the games hardcoreism fetish, that they quit it as quickly again as they started it, to continue their search for a game, they simply like significantly much better to their personal tastes for a game, thats designed around casual players and not hardcoreism fetish too much.

     

    Wildstar had certainly a cool theme and design idea behind the game, but with their hardcoreism fetish the devs simply have driven the car into a wall from that the game was unable to recover itself from to ever become a strong contender for ever gettign near to become some kind of danger for the better designed and running GW2 and lastly naturally also as well too WoW.

     

    However I think, if Anet would try on to make a game with the theme and style of Wildstar, with a story setting in some kind of futuristic scifi fantasy universe with a mixture of fun and some kind of neccessary seriosity in the storytelling - I think that ANet would make things definetely much better with such a game and woudl easily surpass with it Wildstar, making the things better, where NCSoft failed with Wildstar, if such a game comes with a scope and depth that rivals games like NMS, Eve Online , Osiris, Mass Effect, Star Ocean or upcoming games like Star Citizen.

    all thats needed is to have a good vision for a game of such a type.. you want really know, intwo which kind of direction you want to go with such a game, you must be very iinovative with it, like hello games with NMS, making it possible with the technology of procedural algorythms to create basicalyl a game, that is able to create by itself its own content that palyers can then explore life the very moment you are there in the game, just like space itself expands itself every moment of our existance permanently since the big bang

     

    I had in mind also, how GW2's worls could look like in some kind of paralell universe that plays compared to the current timeline like 10000 years in the future, where not Magic plays a role anymore, but high fantasy based super advanced nano magitech based on the combined technologies and wisdom of the 5 most advanced races would lead to a game, where these races become as an aliance together able to say goodbye to Tyria and explore the universe and have adventures out in space , experiencing completely new dangers that are of a completely different caliber,, than anything you could expect of now in GW2, where the world of tyria becomes only a microscopic fraction of a tiny puzzle piece, that is part of the whole picture of like a gigantic bigger scope, which you can realize and see only, if you explore the universe around of Tyria, where Tyria is just only 1 planet out of billions among its galaxy..

     

    think about exploring lots of different procedural created worlds with the same as graphicalquality as of GW2 now, or eventually better the way how it works in NMS

    that would be far much more innovative progression compared to GW2, than just to make a GW3, where everythign still is circling around only the planet of Tyria, but just only some time later

    By making a completely new franchise, which still can be some kind of guild wars spinoff in the end with an other theme, I think would have ANet much more and better creative freedom with such a game, than just to make an new sequel of a previous sequel game. Guild Wars shouldnt turn into my eyes into some kind of Final Fantasy clone with endless raising numbers, until we reach somewhen in several decades of time a GW14 too ... thats not the spirit of Guild Wars to me

    I think for ANet as a company it would be better, if they make soon an other new game franchise, cause that will surely enrich Anet as a company more, than to continue permaently only on the GW franchise and make never something else, because this will dull down only the creativity of devs, if you are permanently sitting all your life only on one and the same game franchise.

  7. Zhe only thing that should happen first with Celestial finally is that the ALL STAT prefix should get a FIX to make it again an ALLSTAT prefix, by letting it boost up same as powerfully as like all other stats Concentration and Expertise too !!!

     

    As long Celestial doesn't boost these two attributes up as well too the same as powerful, as like all other attributes, you can't speak about this upgrade prefix as an "allstat" one, because it is currently no allstat prefix at all.

  8. I voted for a different new franchise MMORPG, because I just want to see Anet getting creative again with somethign new and different and I think the company is in need for something new and different ;)

     

    I#d like them to make a completely new Franchise, but one, which stands kind of in a parallel connection to the Guild Wars Franchise, like a game, which basically would exists in a parallele universe to Tyria, but with a game and a Story, that is presented under a completely different design and theme.

     

    Guild Wars and its sequel are presented as the classical medieval fantasy world MMO.

    But what I would love to see Anet making next as a complete new Franchise would be a MMORPG Game, that is not the classical typical medieval fantasy world setting, but more like a high tech fantasy mixture, which plays in the future - as a game that combines multiple diversive genres together.

     

    I'd love to see them making a Space MMORPG , which plays in a different world several thousands of years in the future.

    A Space game, that would completely different, than the usual ones, people would expect, like Eve online, No Mans Sky, Star Citizen.

    One that isn't feeling too realistic, but offers also fun elements and fantasy elements.

    It should be a Game, which shoold give the player at the end the impression, of basically playing a MMORPG, which feels practically like a mixture of generes as if games like Star Ocean, Mass Effect, No Mans Sky, Star Citizen, Eve Online, Ratchet & Clank and Phantasy Star Online and Wild Star basically would have been mixed together, but a a more serious, less cartooney way, that was Wild Star

     

    Kind of like a Sandbox Space MMORPG that you can play in alot of different ways of careers you can follow with your created character of on of various different playable races, that the player should be free to decide, how you want to play it, in regard of which role you want to take over in the huge freely explorable world as either an Explorer, or as a Space Pirate, or as travelign Merchant, or in the military somwhere hunting down Space Pirates.

     

    Most space based mmos out there so far focus themself only in the aspect of space battles, but not the exploration like for example No Mans Sky does than, while not being a real MMO game at all. Then there are naturall

     

    I think, if Anet would ever make a new game, and it would be a different game franchise not being set and themed after a classical medieval fantasy MMORPG, I think they should try out a high tech fantasy based space MMORPG, which combines the positive things from the games I listed up in a new unique way , so that the result should feel like playing an online space game, with a high quality story like playing a star ocean, mass effec,t or phantasy star game, but together with the massive gameplay design freedom for features like to explore the game and do in it what you want like in a sandbox game like in NMS, or Star Citizen in a way, thats not too realistic, but also not too cartoonish, like Wild Star, more into the direction of Ratchet & Clank, when it comes down to funny innovative high tech weapons that are just creative and could basically come just out of the mind of an Asura ^^ cause asuran technology kind of already has a bit of this spacey design style, if you ask me, that already fits well :D ..cause just look at Asura Gates...

    The very moment I saw them for the first time, they screamed at me basically Stargate SG1 *gg* and I hope, I'd see some kind of slipstream effect for the loading screen or so, when jumping through one of them as animation to see how the character warps from spot A to B ^^

    Thats the moment where I was already sold for it, that if ANet ever makes an other game, it should be a high tech fantasy based space game MMORPG, which should be focused on a high quality story and the sandbox gameplay aspect similar to NMS, that you can freely explore lots of planets either, ior try to hunt as a space piret down some merchant players to steal their goods ect. if your not at all interested in the story to follow your own career as you like - if not best the story changes completely based on your self made career choises, and decisions and consequences like in a Mass Effect game rise up, that would be perfect :D.

  9. Elite Specializations need to get finally completely integrated into the Mastery System.

    Why habe two different forms of Character Progression Systems, when you need only just 1 only - the Mastery DSystem, which stands just over everything by design as the high end system which can easily coordinate everything together, and by this make sure, that certain parts of the Elite Specializations can become useable for Core Classes as well too - not all, but just those parts, which are required for the Build Diversity to which Core Classes should have access after some time to, to balance out Core Classes better to the Elite Specs and to reduce this way the powercreep on this game a bit.

     

    The Weapon, the Healing Skill and the Utility Skills of an Elite Specialization need to become unlockable for the Core Class to be useable, when you haven't just only learned an Elite Specialization, but also MASTERED it.

     

    When you learn an Elite Specialization by activating it with enough Hero Points from doing Hero Challenges, this woill unlock then for the player the Specialization 's based Mastery.. and when you mastered it, step by step, will unlock for your Core Class then more and more of the E-Spec Mechanics to the Core Clas.

     

    ESpec Mastery Tier 1 = Unlocks Healing Skill to use for Core Class as well

    ESpec Mastery Tier 2 = Unlocks first 2 Utility Skills of the Spec to use for Core too

    ESpec Mastery Tier 3 = Unlocks last 2 Utility Skilsl of the Spec to use for Core too

    ESpec Mastery Tier 4 = Unlocks the E Spec Weapon to use for the Core too.

     

    What will stay unique to the E-Spec will be the Traits, cause changing the Traits is the way to activate the E-Spec, to change to it, so these can't become useable for the Core, because with them you are no Core anymore, you are then the E-Spec.

    And the E-Specs Elite Skill absolutely must stay unique to the Elite Spec, this Skill is essential to the Specialization and must stay at all costs unique to the E-Spec, but everythign else aside of Traits should become step by step useable for the Core too, so more you master the Specialization.

     

    its a significant difference, if you have learned only asomething, or if you have truly MASTERED something. the connectiong of having truly mastered a Specialization in this game is missign to me absolutely and thats wherefore actualyl the Mastery System should be truly existing for in my honest opinion!!

  10. > @"Randulf.7614" said:

    > > @"Orpheal.8263" said:

    > > Just a time killer for us where the only thing that will be new will be, that we can this time use mounts in the map wooohoooo

    > >

    > > Aside of this will be guaranteedly everythign else the same old warmed up old cold coffee as usual with no differences at all, and most likely also no new achievements in any kind of way to motivate also the veteran players which have done already everything of that stuff in the past to participate in these thigns again, unless your only motivation is farming/grinding gold/materials via permanently cicling through the ernemies in the crown pavilion in a zerg - boring...

    > >

    > > Stuff like this would be at least for everybody interesting, if there would be also some new challenging enemies of the niveau of Liadri to fight for those, which have done all of the older battles already, like gettign to a new state access only, if you have beaten first the 1st generation of fighters, to receive from then on access to a new deeper laayer of the crown pavilion where new enemies are waiting on us to fight them in 1v1 battles and where some new farming events are happening, so that this player can offer someing for new as also older players that is interestign to do.

    > >

    > > But the only new content on that map we will most likely see is a new mount race ...

    >

    > _"We’ve added multiple adventures, races and scavenger hunts to the zone for players who want to climb around the vertical space, as well as a new meta event modelled on Amnoon’s Casino Blitz."_

    >

    > _"We’ve also added a new tier of challenges to the Queen’s Gauntlet, five one-on-one bosses that players will be able to challenge in any order once they’ve beaten the first normal tier. These bosses are tuned to be obstacles for even players who’ve been diligently training their skills since the last Gauntlet, and I’m looking forward to seeing them in action from the spectator ring!"_

    >

    > _"When the Crown Pavilion ran previously, it claimed to showcase triumphs against the enemies of humanity and Kryta, but there was a notable absence. It may have been a wish to not disturb the peace or meddling from the ministry, but the Pavilion didn’t feature the notorious White Mantle cult, who have since returned from the shadows and been roundly defeated by the players. They’re now present in historical recreation form in the Pavilion, taking over a section from the ogres."_

     

    From where do you have this all, cause its definetely not part at all of the official blogpost on this website..

    All this stuff you wrote there, sounds more like your personal wish thinking, and stuff, that I personally would have wished to read from the official blogpost that annoiunces the return of this content, with imprvoed new content like mentioned by you there, but it wasn#t part of the blogpost ...

     

    However, I heard that also some kind of game magazines have reported also too about the returning event already.

    Was this text eventually copy pasted from a game magazine???

  11. Suggested it several times, but it can't hurt mentioning it again here... what GW2 needs as Attributes, is something like compared to Sword Art Onlien Fatal Bulelt, where each Attribute has multiple effects, this makes each Attribute in itself alot more meaningful and important.

    You won't concentrate yourself then too much on only offensive attributes, if Attributes have multiple effects.

    If Attributes have multiple effects, this means Attriobutes can be better balanced to be more equal, so that not only the offense has synergies, but defense and support also too as well.

    If Attributes have multiple effects, this will drastically help this game to remove obsolete Boons and Passives and as result of that, wil lreduce the Effect Spam of this Game, so that players have too look lesser onto their Skill Bar, what effects they have actively on and can focus themself more onto the battle itself ...

    The whole Condition and Boon System is in need of gettign reworked together with an overwork of attributes to battle the whole effect spam of this game that has massively increased since HoT. Short said, what GW2 needs as Attributes, are:

     

    *Power* > Increases Maximum Direct Damage, Weight Limit (WL affects now how many Weapon Sets you can carry additionally to the Base Number), Increases dealt Condition Durations and gives a Bonus to Max Range of Skills.

     

    *Vitality* > Increases Maximum Health stronger, than before, now 30 Points per Vit Point. Increases Healing Efficiency of outgoing Heals, Reduces received Condition Damage and increases your Resistance to Hard CC's, making it more diffucult to stun you, launch, knockdown ect.

     

    *Precision* > Increases your Chance to land Critical Hits, reduces Endurance Costs of Dodges, Increases the Chance to deal Additional Condition Stacks with Skills that deal Conditions and lastly increases the chance that Skills can hit more Targets than usual.

     

    *Toughness* > Decreases received Direct Damage, Decreases received Condition Durations, Increases your Maximum Endurance and decreases the Chance of receiving Critical Hits

     

    *Agility* > Increases Auto Attack Attack Speed, Decreases Skill Recharge Times of Utility Skills by a Percentage, Increases Endurance Regeneration Speed and Increases Movement Speed

     

    *Courage* > Increases Critical Damage Multiplicator, Increases Boon Efficiency, making Boons stronger with this, Increases your Break Bar Length to make it take more time, before you can get Hard CCed, especially with high Vitality in combination and Increases Health Regeneration, when Downed, making it easier to rally when you are highly courageous

     

    *Wisdom* Increases Condition Efficiency (formerly Condition Damage called), Reduces Skill recharge Times of Healing and Elite Skills, Increases Boon Durations and the last effect of it is that it affects individually the Class Specific Mechanic, like it improves Initiative Regen for Wisdoms, Adrenaline gain for Warriors, Soul Gain for Necros ect., making this way Wisdom for every class individually different as in nice to have

     

    Thats then 7 Attributes with multiple effects, compared to currently 9 Attributes where each one is boring and in itself not very important with only 1 single effect, unless its an offensive effect that synergizes with the other ones ...

     

    But a rework of such a attribute system also means, that this game needs to get rid finalls of GEAR STATs .

    Giving this game gear stats was one of the worst decisions Anet could have made in my opinion, as it leads only to gear grind for just being able to play your character as you want.. the eternal hunt after the optimal gear stat setting, just so you are able to play your character as you want ... *rolleyes* with anet having to permanently add more new gear stat combinations, just so that we even become able at all to play the characters with the builds like we want - and if the gear stat combo that we want/need, doesn't exist - then bad luck players ....

     

    In this case was GW1 much much further and better designed in the waay how Attributes worked there - with the flexibility to always change your build setting, due to the attributes not being bonded to the gear you use ....

  12. The whole attribute System needs a rework, its completely outdated, onesided, non functional in helping to balance the game, because it completely ignores needed defensive and supportive effects that are missing, since the begin of this game 2012.

    The effects of the attributes are way too maningless and to weak, provide nearly no synergy effects, unless you play with only offensive Attributes, which is why the whole attribute system as it is now, sucks, cause you are rewarded only with offensive gameplay with synergetive gameplay, while the defensive and supportivre has no synergy at all, out of the fear with them we could have "tanks" or "bunker" returning boohooooo T.T *rolleyes*

     

    A good balanced game can have good defensive and supprtive synergies, without that these effects completely outplay the offensive, that battles end up in bunker wars and turtleling yourself in your defense to the point, that you become unbeatable, but deal also self no damage ...

     

    People complain permanently about, that powercreep has found its way to GW due to the expansions, but is there a direct attribute based way to reduce incoming Condition Damage ? **NO**

    A way based on an attribute, to reduce directly received critical damage, or to reduce the chance to receive critical hits at all ?? *NO*

     

    But whyever we have all this on the offensive side of the medal... *rolleyes*, no miracle that this game could get so easily overwhelmed by powercreep, because anet never did anythign at all until today to adapt their outdated combat system elements from 2012 to bring them up to 2018er standards to make offensive gameplay with defensive gameplay equally effective.

     

    Consider on top of this, that the health system is also for this game and its current state of power creep way to outdated and unbalanced with health amounts, of classes, which are still designed around a state, where no Elite Specs, where alot of Conditions and Boons , where no Revenant at all existed... it would be normal, if ANet doesn#t want to reduce the damage that all classes can dish out by like minimum 33% among all classes among all skills, that all classes woudl need to get their max health amounts at least increased by +5000 to 10000 to make battles last long enough to be better balanced and to make sure, that no class should be able to one shot kill other players.

     

    Vitality is in its current form way too weak. Also Toughness too, absolutwely way too weak, you bearely can even see really an effect between havign low or high toughness in sinificantly decreasign the amount of damage you receive, it feels like having high toughness leads only in PvE that you get all the aggro, but you barely receive like only 10% lesser damage maybe, thans a player with low toughnes,s and that is RIDICULOUS. That you can get with max toughness same as easily 1 hit killed, as like a player with low toughnes,s, that you start to question yourself -.. why the **** did i put even so much points into toughnes,s when it absolutely can not in anyway save me from this **** and i can still be killed in like a second.

     

    That vitality increases per point your Max Health only by laughable 10 HP is anouther thing that is ridiculous since 2012!!!

    Vitality needs to increase Max Health finally MUCH MORE per Point, so that Vitality becomes finally an IMPORTANT & MEANINGFUL EFFECTIVE Attribute, that you actually really want to boost up to make your chances to survive battles significantly better, so that you definetely see a CLEAR DIFFERENCE between low and high vitality builds. A clear difference, that it would additionally also have more, if Vitality would get **merged together with Healing Power**

    Think about it, you boost your boild by like +50 Vitality and that boosts gives you only laiughable + 500 HP more ... as if such silly 500 HP would make you survive in this powercreeped game anythign at all ....

     

    https://wiki.guildwars2.com/wiki/Vitality :trollface: never seen a better joke attribute than this

     

    Aggressivity (aggro) shouldnt also be bonded to Toughness... for a game like GW2 it would make much more sense to let players which deal alot of damage per second gain the most Aggro, not those, which are the most defensive .. if its really Anets intention to absolutely avoid totally the shear thoiught of this game having some kind of "tanks", then they should rework the aggro system to let enemies attack the players, which are the most aggressiv and offensive, thus meaning a real DANGER to the monsters of killing them, so that enemies naturally try on focusing killing the highest danger to them together first and not the defensive player, which barely attacks them and deals barely damage, but thats in the end an othr topic, but just wanted to mention it, as its naturally part of reworking attributes, as long aggro mechanics are tied to Toughness

     

  13. > @"Danikat.8537" said:

    > I love dragons generally and Glint and her kids are favourites, so it was a natural choice. It was just a matter of picking between the available Glint/Vlast/Aurene icons. I picked this one because I like it and I feel like it's used less often - which helps avoid me mixing up my posts and other peoples when skimming through topics.

     

    This

  14. Just a time killer for us where the only thing that will be new will be, that we can this time use mounts in the map wooohoooo

     

    Aside of this will be guaranteedly everythign else the same old warmed up old cold coffee as usual with no differences at all, and most likely also no new achievements in any kind of way to motivate also the veteran players which have done already everything of that stuff in the past to participate in these thigns again, unless your only motivation is farming/grinding gold/materials via permanently cicling through the ernemies in the crown pavilion in a zerg - boring...

     

    Stuff like this would be at least for everybody interesting, if there would be also some new challenging enemies of the niveau of Liadri to fight for those, which have done all of the older battles already, like gettign to a new state access only, if you have beaten first the 1st generation of fighters, to receive from then on access to a new deeper laayer of the crown pavilion where new enemies are waiting on us to fight them in 1v1 battles and where some new farming events are happening, so that this player can offer someing for new as also older players that is interestign to do.

     

    But the only new content on that map we will most likely see is a new mount race ...

  15. > @"Zaraki.5784" said:

    > > @"Kal Spiro.9745" said:

    > > > @"Orpheal.8263" said:

    > > > Rollerbeetles have no special abilities like a Skimmer, you can't glide with, nor stay over watr with them,

    > >

    > > Perhaps you missed the part where it is specifically rolling on water? Also, while the Beetle itself is touching the ground, your saddle is most definitely floating

    >

    > It's shallow water, every terrestrial mount can walk there.

     

    Yup, uve been faster, would have written nearly the same ;)

    Aside of that, if Rollerbeetles would habe the abilities of a Skimmer, then they'd not be anymore the Rollerbeetles how we got to know them in GW1.

    Anet asurely doesnt add new mounts, just to turn them into skimmer clones, that woudl be massively wasted dev ressources, if they represent them as Skimmer 2.0 just with a different skin... When you look at them they have a completely different body model, than Skimmers..

     

    Addign new mounts in GW2 makes only sense, if they are completely different from the already existign mount types.

    The Speedster and Crawler Type, aside of eventually even Carriers are the only the really unique ways that are missing, that ANet can use to give this game new moiunts, which feel and play differently, than the Skimmer, Raptor, Springer, Jackal and Gryphon.

     

    A kind of super fast cannonball like mount, which is able to destroy blockades that are in your way would be definetely an unique different mount with an own special ability for why you would need to use them.

  16. Why doesnt it surprise, that the first thing people need to ask when a new mount gets added later, if ANet has nothing better to do, than to instantly retroactively add also other older skin sets *rolleyes*

     

    And its a new mount type, the whole design of it screams new moiunt type with its own mechanics and mastery..

    From the way it is shown and how its presented in the video, i guess the rollerbeeetle is anets answer to the missing type of basically thre "Speedster", while its design is also some kind of trvia to the first remade Star Wars movie with its racing pods style from Naboo lol from the way how you "ride" and navigate them xD

     

    Rollerbeetles have no special abilities like a Skimmer, you can't glide with, nor stay over watr with them, they cant't jump high or wide, nor can they teleport.. so theiry obvious own special abilities is beign super fast, faster than anythign else - unstoppable, maybe so fast and unstoppable with a combination of an extreme hard body shell, that you can use them to break through walls and other obstacles that block your way, which need to get destroyed by your fats rollerbeetle crushing into them like a flying cannonball with the help of ramps. ^^

     

    Its not the kind of Speester Mount that id love to see, i prefer there much more the kind of Cheetah Stye Speedster Mounster, but the Rollerbeetle is kind of the lore based answer of ANet basicalyl for Speedsters in an own unique way and god damn, this is kind of basically a great thign, because it opens also up the return of ROLLERBEETLE RACES.

     

    YEEEHAAAAW.

     

    Wished a long time ago, that they should return and that hopefully in GW2 then as an own minigame with this time more than only 1 simple race track, but with like 18 race tracks or so so that you could make with them something like a Grand Prix all around of Tyria ^^ kind of Mario Kart Style, but just with Roller Beetle Races gettign an improved gameplay design over its original GW1 version.

  17. @"hugo.4705"

     

    About my concepts here beign based on new weapons being implemented.

    The concepts would work basicalyl also, if they are done with already existing weapons.

     

    Greataxe could become also just a Spear Reskin with Spears becoming Polearm Weapons for land Combat, cause it wasn anormal, that greataxes also had pikes on their tops of the axe blades, because thats in the end what a halberd is, a polearm weapon with a pike and an axeblade.

     

    Chakrams could be also turned into just Focus Reskins with the focus beign just turned for the thief intio a Throwing Weapon, surte it woudl look then a bit weird with other Focus skins, but a thief just trowing at you everythign they get into their hands is also a way of improvised self defense lol and its about time that Offhand weapons should be turned also into becoming useable in main hands also too. it plays absolutely no role, if i hold a shield in left or right hand, it plays no role, if i hold a torch in left or right hand, same coutns for warhorns and focus items ...

     

    Greatshields coudl be just shields in the end, which are now beign just in MH and which have whil being used in MH a recognizeable bigger size, than shields used in offhand.

     

    Whip replacement would become complicated, I have to admit.

    Howev,er this game is 6 years old soon in 2 months and a week around. its about time, that anet shows finalyl, that they can add also something great, which addes more build diversity and character diversity - which is best done by addign new weapon types.

     

    Chakrams, Whips, Greatshields and Greataxes are basicalyl the most easiest new weapontype together with Crossbows, ANet could eventually possible add somewhen.

    They also don't have to retroactively add for new weapon types all black lion skins, that woudl be idiotic and way too much effort, unless they want to do it, and then most likely via Gemstore, to have this way for some time an easy new income of money which appeals the completionists, which want to have a complete weapon set for a skin for absoletely all weapons, even for new added weapon types, even of those skins are then not retroactively part of the skin collection achievements and only earned through buyign them from the gemstore eventually.

     

    But to keep the combat of GW2 fresh, interestign and fun, its about time, that anet adds some new weapon types and the best and most senseful way to do that is by addign them in combination of new Elite Specializations that introduce these new weapon types as part of their gameplay designs.

    It is also great content to advertise expansions with, cause people will defineterly buy expansions, if there are new elite specs, among it, which add new weapon types.

    its the exact same reasoning, why Anet added the Rev via HoT and not just via some kind of free Feature Pack, because a new class added via expac raises the sales of the expansion. same will do definetely new added weapon types.

  18. Thanks, Thanks for the praises of you both :D.

     

    @"Fenom.9457"

    About your question of concepts behind the Expansion Names, sure I have had ideas behind those names.

     

    **Land of Dragons** - Besides of Cantha beign already by lore called the Land of Dragons, the basic idea of this expansion name is naturally, that we wil lreturn to Cantha, the Land of Dragons, which woudl be the very much demanded Underwater Expansion, which would add besides of a reexplorable Cantha with like 5-6 Canthan Map Areals via the 5th Season of Living World a high focus on Undewater Maps and a Story based on the Deep Sea Dragon that lurks arouund the unending ocean that lies between Cantha and Tyria, whiel the story of the expansion itself woudl be based on the surprisign discovery, that there are two more yet undiscovered elder dragons, which awaken in Cantha to make the elements, which are covered pe Elder Dragon complete, because to make the 8 Elements complete, there are 2 Elder Dragons basicalyl missing, this counts also too for 2 very important Bloodstone Magic Types, if we consider, that every Elder Dragon has 2 things for which they stand for.

     

    Primordus for example stands for Fire & Destruction, Zhaitan for Darkness & Death, Mordremoth for Mind & Earth (Plants), Jormag for Ice & Corruption, Kralkatorrik for Lightning and Alteration, DSD for Water & ??? (Denial most likely), with that being said there's missing an Elder Dragon which represents Wind/Aggression most likely as combination and lastly Light & Preservation.

    So the idea of Land of Dragons was to be a Expansion, whose Expansion Story is driven around specifictly these two canthan Elder Dragons which awake at the same time and work as some kind of Yin & Yang against each other, whose job of the player it is to brign those two into balance, to brign back normality and peac into the regions of Cantha that are affected by this battle for magic/power between these two dragons, which are different, than the elder dragosn of cantha, because they don#t see in the player races a danger, they try to turn them into allies eahc in an own different way, so that they are basicalyl the new "Factions", which kind of replace the Luxons and Kurzicks with the Pact beign literally a third neutral Faction that has its own goals, which both other sides don't like out of different reasons, because of them havign two different goals where one is good and one is bad for each other of the dragon factions.

    Meanwhile the main story of this faction woudl be based on the imperial city of kaineng and a war of them with Tengu Rebells - you can guess it with Tengus becoming finally a playable race which start with an own new different personal story from the Dominion of Winds, the Tengu Enclave in Kryta near Lions Arch with Sanctum Cay being their hometown.

    Land of Dragons woudl brign is bach the Cantha of our dreams with an enticing story which shows us elder dragons in a completely different way, with elder dragons more wise and intelligent, than all the others before, which know about the situation in which tyria is in, but are this time in conflict of each other in a dragon war for their own territory and sadly Cantha has become the battlefield in middst of it - the Land of Dragons, with Cantha now calling for help, because the situation has grown quickly out of control for them and they havign heard,. that there is a force outside of Cantha, which is to be known being able to kill Elder Dragons, so Cantha calls for help in hope that we might bring Cantha back to peace, while LW season 5 as prequel to that expansion would handle about the kind of temporal defeat/takeout of DSD to make the route to Cantha free and safe.

     

    Behind **Wars of Demons and Gods** is the idea, that the defeat of Balthazar and all the struggles agaisnt the elder dragons has massively weakened the seal of Abaddon, so that he was able to send out in a short moment of time in which the seal was shortly collapsed for a tiny moment of time - enough to send out a glipse of his power, which manifested itself into 7 Harbingers, seven exceptional powerful demonic Champions of Abaddon which were send out by him on the mission to break his seal completely, so that he could return and claim back his place as God.

    These harbingers are such an immense danger, that the Gods immediately feel their presence. Abaddon managed to become somehow while beign sealed more powerful, because the seal had a leak, which allowed Magic to flow in. So whenever a elder dragon got defeated, whenever a bloodstone was destroyed, whenrever one god got defeated, Abaddon gained more might, without the others recognized it, while at the same tiem the divine seal got weaker - especially after Balthazars defeat, because he was a very important part - the most powerful one as God of War, which was part of that seal keeping that seal intact.

    Abaddon ,as the Originator of Magic, who gave the world of Tyria the gift of Magic is in rage about it, how that gift has been misused and broght by us into complete disbalance and he stilly very angry about it, that the other gods sealed him away and wants revenge, following his masterplan of defeating them all and the remaining Elder Dragons, to claim completely back all Magic of Tyria and become the one and only being, which reings over all Magic and for this he needs Aurene has his vessel/sacrifice to break the seal, and reincranate through her body as a new divine Elder dragon which unifies all magic. the point is, our heroes find a way to stop him and with the help of Aurene make his plan basically come true, but just without abaddon existing anymore.

    The acts of this expansion will ring in the Age of Utopia.

     

    The direct sequel expansion to the second one - **Age of Utopia** would be based on the idea, that in the war of demons and gods, the remaining gods and Abaddon with his band of his 7 Harbingers, would have defeated each other at the end of that war at that point, where we - the players can help through our asuran masterplan by Taimi to turn Abaddons masterplan against himself, so that he can be stopped and defeated, for the costs that the remaining gods have to sacrifice themself in that outstanding intense battles between them and the harbingers, while we have to go for Abaddon to save Aurene.

    At the end of the day, when everythign is over and the Age of Utopia has been ringed in and we realize, that the racres of tyria live in now a world with no gods and no demons anymore and a world where Magic is standing at the brim of becoming completely out of control, with no Elder Dragons beign there anymore as well, which could balance it out by eating the massive overdose of magic up, with Aurene being the last dragon of Tyria, it is our last mission to discover the last bists of Tyria north of it, returnign to the Eye of North and the northern shiver peaks, the charr homelands, islane of janthir ect. in search for some ancient old relics, where are said by legends to have the power in combination with the Scepter of Orr to bring magic into harmony with one being, sealing huge amounts of magic in a safe way into the body of somebody who's able to contain it - Aurene.

    But Joko has somethign agaisnt this, our eternal living villain, because he knows, if we succeed with our plan of turning Tyria back into a beloved peaceful utopia in which all magic is back in control and harmony within one powerful being that is able to contain all of it, without becoming mad and corrupted, then his eternal life wound find an eternal end and he woudl fall to ashes, because his eternal life is based on magic being not under control, with him beign able to take and use it as he wants to prolong this way his lifetime.

    Living World Season 4 won't lead us to defeat Joko, therefore hes too important and we unable at that time to make eternally an end to him finally, because of too much magic being still uncontrolled in flow in Tyria and there being no clear ruler over all magic, which would be basically Aurene, once we would have defeated all Elder Dragons, with Fire, Ice, Wind and Light being later defeated by Abaddon and his harbingers, without us havign a chance to stop that in the 4th expansion)

    First through our actionsin Age of Utopia we would become able to make Aurene become powerful and gornw up enough to withstand the immense ancient ritual, a very old mission that has Livia been given on 250 years ago by a seer which was at a time when Glint was still alive a servant of her, who was given the task to do the task, if he finds not someone better fittign for that mission, which was luckily Livia, with the seer giving her the vision of glints prophecy of the future of her childs, when it was mortally wounded by one of zhaitans champions, which goit then defeated by Livia through her scepter, which was the the point, where she realized, that she must find a way to live long enough over all the centuries of time, so that she could do one day that important task of prforming this ritual with the Scepter of Orr, which would make Aurene able to contain all the magic of the world as its ruler of magic, so that the Auge of Utopia would ring in to Tyria from then on.

     

    I know, this is a very farstretched concept of mine, but it is one, where I think it would make sense for the story of GW2, if it would find this way to its end based on Aurene becoming in the end the story's most important character, which closes the cicle of destiny, in where everything started with dragons, and where everything has to end with a dragon naturally.

  19. I see only, that you don't get, what I'm trying to say here, rather than that you see in Greataxes only, what you want to see in them and not what would make sense by game design reasons.

    I'll try to explain it this way - maybe then you will understand, why it makes more sense to make Greataxe for Warrior a Hybrid Weapon...

     

    Greatsword = Power Weapon!

    Hammer = Power Weapon!!

    Mace = Power Weapon!!!

    Axe = Power Weapon!!!!

    Longbow = Condition Weapon

    Sword = Hybrid Weapon

    Torch = Condition Weapon

    Dagger = Power Weapon!!!!!

    Rifle = Power Weapon !!!!!!

    Shield = Power Weapon!!!!!!!

    Warhorn = Support Weapon

    Harpoon Gun = Hybrid Weapon

    Spear = Power Weapon !!!!!!!!

     

    Do you realize maybe NOW, why it makes more sense, that they need to get next a Hybrid Weapon??? Condition Weapon wouldnt make much sense, becasuse that would be more the theme of Greataxe for Necromancer..

    How many more or less obsolete power weapons do you want to have more??? You have already way more than ENOUGH OF THEM!!!!!!!

     

    Don't you think, Warrior couldn't really need finally some more DIVERSITY ???? Greataxe as Hybrid Weapon would be a good addition to make the build options more diversive again and to give the player an alternative over the Sword as a 2H Weapon, while the Sword is then your 1H choice which allows you to combinate it with either a Power or Support component in your offhand - and in case of Berserker also with the option of an Condition Choice with the Torch.

  20. > @"RedShark.9548" said:

    > how in the world would a greataxe on warrior be hybrid? get out with that, we already have sword as a "hybrid" weapon and see how well that works... even thematically it doesnt rly work.

    > a greataxe... you telling me you make small cuts with it to slowly bleed out your opponent?? just no, i want greataxe too, but it would be a rather slow but rly heavy hitting weapon maybe with some cc, like pulling your foes with the axe head to you and then cleave em, like a hammer/axe/gs hybrid, some cc like hammer, some mobility from gs and good dmg like axe, would love that for wvw

     

    How in the world would a greataxe not be possible to be a Hybrid weapon?

     

    Don't tell me, that if I don't chop at you with a big axe at your body, that my strikes won't be able to cause big bleedings on you, if I might happen to chop off an arm off of you ... on hypothesis naturally, cause surely this kind of brutallity isn't possible in GW2, but it isn't just only shown to us to keep this game child friendly, but in realism that would be kind of likely to happen, if I slash at your arms with such a weapon...

     

    If I slash with an greataxe at your legs, Id easily be able to cripple you, or even torment you. The strong armor crushing strikes from a greataxe are easily also strong enough to make you after those strikes more vulnerable to follow up attacks.

    If the axeblade of the greataxe is rusty, it could even cause poison to you, toxinating your blood in your veins from that rust and the dirty wounds that such a blade could cause to you ... its all just a matter of skill design !! and the class who should wield the weapon...but poison would be now absolutely unfitting for a warrior, but just an example of how far you could go with just enough creativity.

    For a Necromancer wielding a Greataxe woul dbe something like that different and better fitting now.

     

    Here some example skills which should show you, that with some creativity *cough*, anything is possible - also greataxes designed for a Hybrid Build, rather than just a bland Power Build for Warrior - the Skill Examples are made with Adrenaline Injections as gameplay mechanic in mind, somethign that doesn#t exist yet, but what I guess might become somewhen a next Warrior E-Spec mechanic, which woudl fit good together, if done with a greataxe.

     

    AA) **Executioner's Slash > Bonebreaker > Armor Crusher**

    You strike your foe and cause damage, was the Target no player, cause 50% Extra Damage, was the the Target a player below 20% Health, deal double Damage.

    Followed by another unblockable strike, which causes Vulneability, and additionally Torment, if hitting an already vulnerable target, finishing the attack sequence with Armor Crusher, which grants you Might, Fury and Quickness, if you hit a vulneable target that is under 25% health and which removes a Boon from your Target. This Attack ignores Aegis, Protection & Retaliation

    2) **Bull's Horns**

    You charge to your Target with a sliding greataxe blade over the ground, causing a trail of sparks behind you, just to slice your Target on contact up with a crescent upwards swing of your greataxe, like a bull that takes his target onto its horns. If you keep pressing this Skill Button down and hold it, you will inject Adrenaline into the Skill's Effect, rising its Efficiency.

    So more Adrenaline Charges are injected into Bull's Horns, so longer is the distance you can charge to a Target and so bigger is the chance of a Critical Strike.

    At Max Injection is the attack unblockable and will launch your Target away in a way that the launched away target will act like a projectie which can hurt other foes standing in its way, or when crushing into an other foe at the ground target where you land after being launched away.

    3) **Brutal Cleave**

    You strike with your Greataxe brutally with all your might in a cleavign way, able ti hit this way up to 5 targets in front of you. So more targets you hit with this Strike, so more Bleedings will you cause this way to each hit target, makign this skill a good move being used in crowded fights, especially in situations with not much space to avoid beign hit. Inject Adrenaline into this Skill and you cause addidionally for each Adrenaline Bar also 2 Vulnerability Stacks. At Max Adrenaline to you regain Endurance for each hit Target and you avoid incoming attacks for the moment of your Attack Animation and the dealt damage is increased by 25%.

    4) **Bloody Carnage**

    You strike recklessly your Target. When you use this skill, then you will temporarely remove some of your Defense, to increase temporarely your Attack Power. While the Effect of this Skill is up, will leech your Attacks Healths based on a small percentage of the damage, which you deal. This Skill uses Ammo Charges and has 3 Charges.

    If you inject Adrenaline into this Skill, you can either instantly recharge one of your used up Ammo Charges, or when you still have full Ammo and inject Adrenaline, then will this let you gain increased Healing Power and raises your Toughness to Power Conversion percentage. At Max Adrenaline Injection do you gain Stability and Resistance periodically in the time, that Bloody Carnage is up, as long your Health is at least over 50%

    5) **Merciless Slayer**

    You strike mercilessly multiple times at your Target, like an unstoppable force, causing Weakness to your hit Targets that stood in your way. While performing this Attack, will you also reflect projectiles back to their origin and with your last jumping strike you ram the greataxe into the ground, causing a shockwave around you, which shreads hit targets into pieces, causign Bleeding Stacks and Cripple to those, which didn't run fast enough away to be catched by the shockwave's range.

    Injecting Adrenaline into this Skill will increase the amount of attacks, before you finish the move with with the groundbreaking shockwave move.

    If performed at Max Adrenaline Injection, become your strikes so fast and fiery, that they will cause addtionally to the Weakness also Burning and the amount of Bleedings from the Shockwave will be increased and last longer, than normal.

     

  21. **Chakrams**

    Type: *1-Hander*, useable in both Hands

    For: *Thief & Elementalist*

    Range: *Mid-Range*

    Damage Type: Hybrid

     

    **Chain Whip**

    Type: *2-Hander*

    For: *Thief, Mesmer & Necromancer*

    Range: *Mid-Range*

    Damage Type: Power *Thief*, Condition *Mesmer*, Hybrid *Necromancer*

     

    **Greatshield**

    Type: *MH 1-Hander*

    For: *Warrior & Guardian*

    Range: *Close to Mid-Range*

    Damage Type: Power *Warrior*, Hybrid *Guardian*

     

    **Crossbow**

    Type: *2-Hander*

    For: *Ranger, Engineer, Elementalist & Necromancer*

    Range: Mid- to Long Range*

    Damage Type: Hybrid *Ranger & Engineer*, Condition *Elementalist*, Power *Necromancer*

     

    **Greataxe**

    Type: *2-Hander*

    For: *Warrior & Ranger*

    Range: Close Range

    Damage Type: Hybrid *Warrior*, Condition *Ranger*

     

    **Gauntlets/Claws**

    Type: *1-Hander* useable in both Hands

    For: *Thief, Mesmer, Elementalist, Necromancer*

    Range: Close Range *Thief*, Mid to Long Range *Elementalist, Mesmer & Necromancer*

    Damage Type: Power *Thief & Mesmer*, Hybrid *Elementalist & Necromancer*

     

     

    So Chakrams, Chain Whips and Gauntlets/Claws for my Thief :3 when asking for Weapons, that are yet not in the game.

    For Weapons which are already there, is Offhand Sword baseline a must and aside of that they need to get Longbows, Torches and Focus

  22. listign up al the major changes id do would lead here only into a multi page posting so full of so many major changes, that the result of that would practically not GW2 anymore, but practicalyl a completely new game worth calling a complete GW2 remake from scratch, what woudl be something id like to see, if it comes togeerh with a better game engine, optimized and improved customizable UIs, better DX support and so on and so forth..

     

    but thats unrealistic to happen ever.. chances are better for GW3, or Anet doing hopefully somewhen a completely new game franchise where they can do things then there all better and not repeat again the same mistakes they did with GW2 where devs of the last decade always say they dont want to make them, and whyever always succeed in the end of still doing again and again the same mistakes like all others before them ... *shrugs*

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