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Chaos.7614

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Everything posted by Chaos.7614

  1. > @"lare.5129" said: > > @"Svarty.8019" said: > > The whales are trading in legendary weapons. > ?? m coins needed ONLY for T2 leg weapons, but T2 is acc bound weapons .. They trade in gen1 legendaries obviously... MCs are used for clovers, so they are linked in price. > On T1 you not need any m coins, only 77 m clover that we get enough from wvw/pvp tracks and dayli logins. Maybe for you. You need to wait almost a year for logins alone for 77 clovers, and playing PvE only means you either craft clovers directly or farm Drizzlewood for a long time. That means plenty of players use MCs for clover creation. > > The mystic coin price is also affected because it's a store of value. Why hold gold? It's a garbage currency. > "hold"? for that purpose? People who play not hold, they spend for many items. We are entering a inflationary economy in which the value of materials is increasing with no comparable gold farms. That's why he says gold is garbage. > > Supply of mystic coins is limited > Supply of mystic coins is unlimited. Each day we have wave of dayli logins and drops from cms fractals .. Extremely wrong. If we go by your logic, every material in the game is unlimited because you can farm it in some way over time. Supply is determined by how much is being provided on the TP; if it all gets bought out and everyone hoards, supply shrinks. Login rewards and CMs (which very few players do compared to total playerbase) are insufficient to meet demand. This is why that wall hasn't been taken down - the playerbase isn't generating enough MCs to offset demand and the barons aren't willing to sell because their store of value is propped up by that wall.
  2. I wish I had more optimism, but this probably won't be fixed before EoD...
  3. > @"SexyMofo.8923" said: > 1 second to buy orders. Next question. Technically correct, but extremely dumb to do. OP, don't do this.
  4. Could we get the Fallen Balthazar outfit back into the statuettes within the next few rotations?
  5. It'll probably get added to the vendor in EotN for defense seals once the event ends - you'll pay more, but it's a guaranteed way at least.
  6. > @"Smoosh.2718" said: > Another forum topic that is once again asking for the wrong weapon for warrior. Concept for the cannon would be kinda cool. But lets get real now.. Staff?! really now? As ive said in the many posts ive made about this. What will staff do that Greatsword, Longbow and Rifle doesnt already do? > > Ask yourself what is the warrior missing? Only one thing should come to mind, one handed ranged weapons! Low and behold, the pistol. Or make dual focus and have them practice martial arts so strong their punches manipulate air, ez. kek
  7. > @"EdwinLi.1284" said: > A important thing I think we need to consider is the order of the upcoming missions. Assuming there is maybe only 3 new missions, it is possible the first two focus on Primordus minions and the last one is when Jormag minions attack. > > If I have to guess Mission 1 to 5 (the first 3 missions we have now + first 2 missions of the upcoming update) are probably the focus on Primordus army and once we defeat the Destroyer Wyvern boss in Mission 5 then mission 6 happens with Jormag attacking. She may see that both the Commander/Pact/Alliance and Primordus have been weakened from their conflict just enough for Jormag to now consider taking them all out at once during their weakened state. I think you're on to something here, especially since Ryland's been described as an effective strategist. Would play into the theme Jormag has with deception too. > Heck the fake Truce negotiations may have been Jormag's plan to set soldiers within major locations of each Kingdom where Destroyers have been sighted which could be the reason why the Son of Svanir got so close to Divinity's Reach. Trust was not needed to make this possible, only the threat of Destroyers and appearing as diplomats there to aid them against the Destroyers may have been enough for them to be allowed to get close to these locations. We should probably expect one of the upcoming missions in Part 3 to focus on the Frost Legion attack from within Rata Sum as well since Ryland already place agents within Rata Sum under the pretense of helping with protecting the City from Destroyers. > > If this is the case then Ryland may have been smart enough to sabotage key locations within Rata Sum. Worst case, Ryland's possible attack in Rata Sum may end up successful in killing alot of people and Taimi being among them considering how Taimi and many Asura are willing to let Ryland and his Frost Legion up close. Another thing I've been thinking about is exactly how much of Primordus' strength he's using right now. These little skirmishes that he's been sending are little more than vanguards and I'm not sure how we'd deal with the might of his entire army, even if Jormag roused all its forces. It's also possible that he's got destroyers far stronger than the ones he's made recently; according to the wiki, destroyers are corrupted versions of living creatures - so what if he has inactive destroyers that mimic powerful creatures from ages past like the giants?
  8. > @"Tsakhi.8124" said: > I often read threads regarding people's personal grievances about Guild Wars 2. To me, it's kind of a 50/50 ratio as to what's really constructive and what is construed hyperbole. That being said, it really doesn't matter what I think about people's opinions; that's not what this thread is about. This thread is about the following questions: > > What would you do differently? > > So often I see threads about the game being too dark, not dark enough, poor storytelling, rushed content, and all things in between. My question is this. Where is the happy medium? Where is that balance of good storytelling and being able to keep the story in line with what MMORPG's entail? If you could rewrite the story, in what direction would you take it? What are your thoughts on _realistically_ personalizing the Guild Wars 2 experience? It's a bit late, but I never liked the idea of having our character be the Pact commander and have such an instrumental piece to play in every single major event of the game. I think the story would've been much better if we were relegated to a lesser rank or assigned to a special team (like Dragon's Watch) BUT under a major character. Just my opinion, but having the story surround what we do makes the world smaller - I'd much rather tag along for the ride and watch major characters develop in more depth than ArenaNet has made them so far. It'd give us opportunities to make more meaningful connections with a small group - I really don't feel anything for the members of Dragon's Watch, but a squadmate that's been with me since the beginning of the personal story would be a great relationship. > On the subject of "explicit" (for lack of a better word) content: Speaking from personal experience, I've played games that got into some deep, disturbing, subjects (children being sold into slavery for all kinds of reasons, sexual assault, suicide, genocide, and almost constant swearing) from the same game (I'm looking at you Soul Nomad and the World Eaters, thank you for being a game that made me pause and shut down for an hour because I didn't want to fight a broken person). Is that the kind of content that people seek? If so, chances are they won't see it here; what with the game being rated Teen here in the US. Well, at least in the first three instances, the genocide thing sort of was touched on. If this _isn't_ what people are looking for. Then how _dark_ do you want it, again, speaking in _realistic terms_. Lots of carebears in the game wouldn't be able to handle it. We did see a literal nuke get dropped in one of the recent episodes, but there's really no need for excessive violence just for the sake of having it. If it adds to the story, sure - but if not, no need. > How would you budget it? > This game isn't made for free. With this in mind, how would you work within the creative confines? What changes would you make to the existing code _within realistic means_? How would you delegate tasks? If people were not performing well in their appointed department, would you change their station? If EoD flops massively, either hand off GW2 to a studio that knows what they're doing or get rid of their current "leadership" - ArenaNet has talent but it's being mismanaged because they have no sense of direction with weak leadership. Allocate more resources to developers working on meaningful endgame content and allow players to "create" their own content. We've seen players deck out their guild halls with racing tracks, so something like this on a larger scale would provide more engagement than an entire season of Living World. If people can't perform, fire them. This is a business and if the entire ship goes down, everyone on board does - there's no need to sacrifice the entire game if a person can't pull their own weight. > How would you handle Public Relations? Hire a CM who's competent and not afraid to speak their mind. No need to have a carebear that asks meaningless drivel like "what's your favorite quaggan?"; stuff like that doesn't make games last. If ArenaNet wants to keep GW2 going, they need to listen to constructive criticism and communicate some approaches they can take to it. > I think this speaks for itself. If not, let me know, because I've been known to be vague. (I'm working on it.) > > Finally, would you feel comfortable to be in the position to _make_ these decisions? Well, we're all armchair warriors here who all believe that we'd do a better job. We have no idea of the inner workings of the company. The Game Director needs to be someone with strong organizational leadership skills, passion to see the game succeed, and the willingness to make hard decisions. If ArenaNet doesn't have anyone with those qualities willing to stand up, they need to find someone in the industry that does.
  9. > @"EdwinLi.1284" said: > The new Trailer is released and we a glimps into a bit of the reasons and mind set of Jormag's minions and beliefs. Along with a glimps of this war turning into a three way war. >Jormag's minions are following the belief of preserving the world in Ice so it remains protected as was suspected in past discussions and ingame dialogue. It will preserve everything exactly the way they are forever in Ice but nothing will ever change for eternity. It is Jormag's ideal world where everything is protected and everything remains the same forever just like being frozen in Ice. I never really bought into this being a three-way war; Jormag was never really on our side since it's idea of preserving the world is covering it in ice and having everything stagnate. Primordus is the polar opposite extreme of plunging everything into chaos and destroying everything until it consumes enough magic to sleep again. Obviously, neither are good endpoints for Tyria and we're just caught in the crossfire - they're both enemies in the end. > What do you think about recent upcoming developments, where it may go, and why it may happen? The "truce" we have with Jormag really only applies to when we engage in the more powerful and immediate threat of destroyers, so it's not a permanent peace - this means we're on a timer for figuring out how to stabilize the balance of magic when a dragon is destroyed. The nature of this fight means that one dragon or the other is going to die, or at least weaken and release large amounts of magic back into the world. I think that our journey to Cantha is going to be about finding a way to harness dragon energy and recirculate it, essentially finding replacements for the dragons. The EoD trailer said that "[mortals] built new lives upon the very thing that sought to end theirs", which I think is a reference to the Deep Sea Dragon. It's a bit far-fetched, but I think that the Empire of the Dragon has found a way to control the Deep Sea Dragon/harness its energy/make it benevolent, and the reason they've been so isolationist aside from Zhaitan's rise is because they were waiting for the right time to take over the rest of Tyria and Elona. The rest of the world has had to deal with dragons rising and thus expend their energy opposing them, while the Empire of the Dragon continues to use the DSD's power to strengthen its military. This would hold a bit more weight if the rulers of Cantha have upheld Emperor Usoku's isolationist and Canthan supremacy philosophy. I wouldn't be surprised if we saw our arrival in Cantha begin with a massive destroyer assault on the southern aspect of Cantha, using the chaos to infiltrate our way into Kaineng City and finding the exact mechanism of how the Empire is harnessing dragon energy so we could apply that to making beings capable of circulating magic on a large-scale.
  10. > @"ugrakarma.9416" said: > Also i hope new expansion bring some decente legendary "flame" greatsword, its was should be balthazar one with big effects like Exordium(i have one), the Ascalonian Halowwen one and fallen Balthazar one are the coolest til now, the others are just a "big stick" designed for childs i guess. Ha, you must've missed the latest [Vermillion Blaze Greatsword](https://wiki.guildwars2.com/wiki/Vermilion_Blaze_Greatsword_Skin)! It's pretty neat and almost legendary quality! Too bad it was locked behind BLC drops and now a time-gate until we can get it for statuettes...
  11. The Torghast like content sounds like fun, but all developer made content will eventually dry up and become stale over time; if Anet really wants to introduce long-term content and give this game more longevity, they'll give players the ability to make content on their own by implementing a few new systems that enable player-driven content. Can you imagine if Cantha introduced some areas like mines that consistently produced materials and guilds could claim temporary rights over that mine if their repped guild members completed a certain number of events/tasks in the region? Wouldn't have to necessarily be this since they'd have to do some economic balancing in this scenario, but it'd give some more meaning to be in an active guild and make things a bit more interesting. I always loved the building aspect of guild halls, so expanding on that idea of player-generated content would be awesome.
  12. > @"Yasai.3549" said: > Too immobile. > At least 1 mobility skill on Greatsword would be nice. > > Change GS 3 to be a gap closer instead. > It's definitely gonna be wonky vs bosses which cannot be displaced any how, so either the skill is entirely borked when used against a Boss, or yu have to be in melee range anyway so a gap closer would be a much better option. Not gonna lie, my intent with the design wasn't for it to be all that mobile outside of the aura skill granting swiftness. Instead of it being a class to easily gap-close, it's more of a class that won't let you live after making it to you, which I think allows gs 3 to fit the theme of the class. I drew on the idea for greatsword 3 from the old offhand sword 5 skill that pulled an enemy with you after being in melee range, although the greatsword skill wouldn't have a minimum range requirement. It obviously won't work on anything with a breakbar or something you can't normally CC, but it can still pull players in competitive to beat them down.
  13. > @"draxynnic.3719" said: First off, thanks for the post - lots of good points in here. > First response: Oh, it's another "find an excuse for greatsword" proposal. People keep thinking this but it's not a matter of wanting greatsword and building a spec around it; it's building a spec geared toward the pDPS niche we lack and finding an appropriate weapon which I believe is the greatsword for reasons given above. > Second response: Inspired by berserker? Isn't half the point of revenant to find concepts that don't fit nicely into other professions? There's a few things we can discuss here - the first being lore. When I was thinking about an appropriate figure for the next legend, Usoku seemed like a good choice since he was an influencial figure in Canthan history and Canthan revenants (if they exist canonically) would probably draw power from something in Canthan history. From what I pieced together from the wiki, he was the one that waged war against the Luxons and Kurzicks to bring them back into a united Cantha, so definitely not someone who'd derive power from a scepter or his heritage as previous comments in this thread suggested. Elite specs don't have to completely re-invent the wheel, only patch up weaknesses and find new niches. The part of the berserker theme I like most is that it offers a clear trade off of dealing more damage for taking increased damage: "killing the enemy at all costs". Gameplay-wise, the support bannerslave seems to dominate in endgame over DPS berserker, but the theme still feels nice. Applying that to revenant while reducing the supportive potential would be great - which I noticed you addressed. > Third response: I'm really not fond of the "locked into one legend" concept. The whole point of revenant is legendswapping, just like elementalists have their attunements (and you'll note that while elementalist elites modify how attunement works, the base system remains intact). I'm presuming that part of the idea is that you still choose two 'conquered' legends and can swap between them, but even so, you're giving up the main advantage of the revenant (having two utility skillbars to draw from) while retaining one of the main drawbacks of revenant (having to choose your utilities in blocks of five, rather than being able to pick the ones that are going to give you the most benefit for the situation you expect to go into). From a balance perspective, it'd make the specialisation very predictable - as soon as you see that an enemy player is running this in PvP, you'd have a pretty good idea of what you're going to be facing. On a personal level... if this was introduced, the only way I could see myself playing this is if it was so ridiculously overpowered that I felt like I _had_ to, and I don't think that's a balance state that would persist for very long. If I wanted to play a revenant without legend swapping, I'd play Guardian. I'll admit I didn't have a legend-swapping aspect built into the conquered mechanic, but having one would be better than just swapping out of combat. Legend-swapping is definitely important for all prior specs but this would offer a different playstyle where you're not concerned with legend-swapping to regain energy and use different skills; instead, you'll use skills as they come up and using Conqueror's Legacy off-CD so you can keep that DPS going. The lack of skills is more of an issue for competitive, which is why I didn't flesh it out as much as I should've. I think a good compromise would be to alter the skills to change their functionality even more than what I have here e.g. for the auto chain, there's not really much difference except for boons. A more drastic change could be to alter damage coefficients, base animation speed, or have drastically diverging skill differences e.g. Emperor's Dominion would summon 6 greatswords to impale an enemy while in Shiro, but would call forth temporary demonic summons while in Mallyx. That would be a LOT of work for Anet though; however, I'd like to justify the effort given that our last spec's 6-10 skills were just having 5 summons that probably took less than a month to come up with the idea for... > Which segways somewhat into my fourth response on looking at the actual skills: > There's certainly a valid point that revenant could use a selfish DPS-oriented specialisation. Dragon Stance is effectively a support stance that has generally become accepted as being underwhelming support, and gained a second life as a self-buffing tanky DPS stance, but that's not a stance suitable for high-end PvE. Renegade Stance is a second take at a support stance that actually _worked,_ mostly because of alacrity, the lifesteal spirit, and having the potential to bring in additional support effects from a core legend. Yep, no disagreements here. I've mentioned many times that once we finally have 3 specs per profession, it's long overdue for Anet to go back and rebalance prior specs on a drastic scale. Power creep has made support herald irrelevant and I'd love to have other specs besides chronomancer and renegade to reliably provide alacrity so I'm not stuck on it all the time in groups. > What you've made, though... would likely be treated as another support stance by the balance team, after a few passes if not at release. I'm not going to call out the numbers since you're not trying to finely balance it here, but Emperor's Command is two of the strongest anti-disruption boons in the game, not just to you but to your allies. That's a pretty strong support before we even consider the other two boons or the conquered legend effect. Emperor's Divide is essentially a short-duration Shelter. The balance team is probably not going to allow you to have top-tier DPS while packing that sort of support on your bar. Granted, for high-end PvE purposes, it's not quickness, alacrity, or stacking 25 might on a raid squad on your own, but you'd probably end up being balanced as being closer to a renegade or a non-quickness firebrand than a pure DPS build. I sure hope they wouldn't! Let's break it down though and I'll run through each skill: 6. Emperor's Resolve - Pretty sure the heal is ok as is, nothing game-breaking about it. Maybe offer it some more offensive potential e.g. give it something akin to Guardian's Litany of Wrath as a base skill and modify that according to conquered legend. 7. Emperor's Command - I can see how it would be busted in a competitive environment. We could definitely remove at least one of those anti-disruption boons, maybe a few others, and give it a base functionality of increasing self+ally damage by a percentage. Looking at it from a PvE endgame scenario, unique buffs are a strong draw for people to pick up those specs for encounters. 8. Emperor's Resourcefulness - I don't think there's much issue with having a toggle skill that empowers oneself, seeing as every single stance has one upkeep skill. Numbers and functionality depending on conquered legend can change, but at a fundamental level it should be something that a Tyrant almost always has on for some extra DPS. 9. Emperor's Divide - This idea came from a lore standpoint with Usoku closing off Cantha and I did draw on some inspiration from Sanctuary for it. To make it a more selfish spec, I think a good alternative would be to limit the reflect to oneself through a magnetic aura and an AoE knockback. 10. Emperor's Dominion - Reading a few other forum threads made me realize how some elite skills don't really feel like game-changing abilities, especially for revenant in a PvE standpoint. The only reason I'd use elites on Shiro or Jalis is to spend energy for a swap when I have too much energy. These skills shouldn't be spammed or tossed away for energy, which is why I designed this skill to be a high CD and high impact one. Can always change the functionality based on what I described earlier with Shiro vs Mallyx and just apply that to the rest of the legends. It could even be changed to an AoE skill rather than a targeted one, since my new ideas for a targeted Ventari/Jalis-conquered version don't seem that good in my head. > This'd be even more the case in competitive environments, where stability, resistance, projectile block, and area denial are all powerful capabilities. Again, I'm not a competitive player so I'll defer to people who main those game modes. Really good points though - I enjoyed writing this up.
  14. > @"Fueki.4753" said: > I'm definitely a PvE player. Ok, that makes things a bit clearer. Do you dabble in any endgame or just open world? My focus is more PvE endgame than anything else, since you can get by on anything with OW. > Greatswords simply look stupid on any profession that has it so far. >The Mists theme of Revenant will do nothing but add to the silliness of that weapon type. Respectfully gonna disagree and discount this portion of the argument since it's just a fashion opinion and not a gameplay one. I think shortbow looks dumb, but at least it added to the control/condi niche of the class. > That aside, I don't see what a Greatsword could possibly bring to Revenant, that already exists: Well sure, you can argue that all classes have at least one support and at least one DPS spec, but that doesn't mean they do it well. The point of elite specs is to round out a class and patch up weaknesses in the core class. > For a melee ~~ranged~~ power-based weapons we already have Swords, which also hit multiple enemies. Either spec is low pDPS, especially in a raid/fractal setting. The burst damage is pretty bad and the sustained benchmark just barely hits 34k. > For condi, we already have Mace/Axe. Yep. No complaints with the condi we have. > For a defense/support hybrid weapon, we already have Staff. Staff's not really good for anything other than the 5 skill for CC in PvE. I'd argue it's more of a CC weapon at this point. > For ranged power-based AoE damage, Hammer is available. For the condition variant, we have Shortbow. Yep. > All that's missing are a long range single-target weapon or a CC-heavy weapon. Hammer is a long range weapon that has decent single-target. The autos + skill 2 do decent damage if you're sitting in range, but the game is balanced around melee - especially in instanced content. Kalla is a heavy CC spec - Darkrazor and shortbow 4/5 are pretty good for breakbars, but you see staff used since it's even better. > I doubt that Arenanet will add another ranged Greatsword, as that'd remove the uniqueness of Mesmer's Greatsword. Agreed, not too fond of a traditionally-melee ranged weapon. Gameplay-wise, long range weapons aren't needed in endgame. > And unless Revenants that slapping enemies with the flat side of the Greatsword, which would add even more to the silliness of that weapon type, a Greatsword would be fit for CC. I posted in another thread, but the weapon largely dictates the intent of the spec. We've seen nothing except pDPS berserker based builds work with greatswords since the weapon is associated with DPS. The niche that revenant is missing IS a pDPS spec. Every single spec released so far does not give a good number of skills or modifiers for pDPS to actually contribute in a fractal/raid setting over other classes. Even Shiro, which was intended for us to use a pDPS, has skills that are irrelevant in a PvE setting. No need to teleport to enemies when they're already in front of you; no need to dodge backwards with a massive energy cost if you know how to use your regular dodge button, and no need for the elite unless your supports and bannerslave have no idea what they're doing.
  15. > @"Fueki.4753" said: > > @"Loules.8601" said: > > We need greatsword more than anything > > Who is "we"? > Define "need" > Clearly not the entire Revenant player base. > > As a Revenant main, Greatsword is the **last** weapon I want. > > > soldier class without one of the most loved weapon-types... > Not all soldiers need the unwieldy Greatchunk. I think we're not approaching the spec with the same idea in mind - I'm going to assume Loules is primarily a PvE player as am I, but it appears you are more of a PvP player? I'm not too well versed in the PvP aspect of rev, but I imagine a lack of a medium range pDPS is your concern? Or is it just the overall flavor of gs that you dislike?
  16. > @"Kichwas.7152" said: > > @"Vasdamas Anklast.1607" said: > > > @"Justine.6351" said: > > > Rofl another greatsword thread ! > > > > > > >! Knighthonor would be proud. > > > > I don't like Knighthonor guy but is wishing GS as new power weapon for revenant a bad thing? We got shortbow last time local hipster revenant society begged for ranged condi weapon. > > Any VIABLE VARIETY would be really good. > > > > If the game gets YET ANOTHER greatsword... because you know, that's such a rare weapon option... it should be condition or support structured. At present there is really no use for any greatsword that doesn't have berserker stats in pretty much any gameplay... At the most you could instead go soldiers for a 'training wheels still required' new player... but... really... > - For a weapon that is so overused, it seriously lacks variety... > > Give me Greatsword as a support offhand designed to work best with harrier gear. Then I won't roll my eyes at yet another greatsword... You're right that greatswords have pretty much the same niche in all classes in being a berserker power dps weapon, but I think that's the niche that needs to be filled with the revenant right now. Elite specs are designed to offer a different type of playstyle that prior specs/core do not explore adequately. Revenant already has enough support built into the two elite specs we have.
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