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derd.6413

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Posts posted by derd.6413

  1. > @"Knighthonor.4061" said:

    >I was thinking about this and something people said in the other thread on Necromancer Shield. They said Anet hinted at stuff ahead of time like Greatswords for Necromancer.

     

    they already said that this was a coincident:

     

    >Q:Since the release of the game, we saw Trahearne the necromancer proudly wielding Caladbolg, a greatsword—just like the new reaper elite specialization! Is this a wink, or is Trahearne the first reaper? And what about Marjory and the Delaqua-family greatsword?

     

    >A: A lot of people use greatswords—these aren’t foreshadowing, nor are they hints toward the reaper specialization. Sorry!

     

    >https://www.guildwars2.com/en/news/lore-interview-with-ree-soesbee/

     

    an NPC that is class X wielding Y weapon is in no way a hint that class X is gonna get weapon Y in the next espec (or any future espec for that matter)

     

     

  2. > @"kasoki.5180" said:

    > > @"derd.6413" said:

    > > that'd just homogenize everything

    >

    > I think they were talking about introducing unique mechanic to each class via spec trees, not necessarily giving these two mechanics to other professions.

    yes but no,given that each spec already gives unique passives (namely traits) allthis did is make a trailine balanced around a unique effect that's to class specific to be put on a rune or sigil which is fine for some traitlines but you can't do that for all 45 specs without making it a completely homogenized system

  3. >-All Legendary-tier items should be uniquely powerful compared to ascended and exotic-tier items, but not game-breaking.

    >-All Legendary-tier items should have an attribute rating of 10% higher than ascended gear beneath it.

    basically the same and no

    >-All Legendary Weapons should have an individual ability unique to it, which must be self-specific and pve-specific as to avoid unbalancing groups.

    hell no

  4. > @"anninke.7469" said:

    > > @"derd.6413" said:

    > > solution would be to take genres with many sub genres or ones that don't really have a set style. on top of that there could be subgenres that are popular with other races or incorporate elements from other race's music (for example there could be a metal band with char and norn that play "norn-metal" (and yes, i am thinking of korpiklaani)).

    > >

    > > edit: just thought of a name for a "new" sub genre: Grenth-metal

    >

    > Well, I thought about something like "every race can play >style<, but there are different influences recognizable". Let's use folk metal as an example of this. You can quite easily tell if a band is working with traditional celtic, viking, mongolian or any other heritage/inspiration. So that would be similar. There'd be distinctive things (typical instruments, prefered tone sequences...) about each race's music but it would not lead to "sylvari play X while asura play Y".

    >

    > Grenth-metal sounds very promising. Also, sylvari would definitely have wood-metal, whatever that might mean. It'd sure be experimental as mulch. Oooh, and there'd be the loved-by-everyone experi-metal :D

    >

     

    i think of it more like sylvari prefere X and asura preferre Y so while human metal exsists it's alot smaller and more niche compared to the charr's metal scene.

     

    grenth-metal would probably be something like powerwolf or maybe gothic metal

     

  5. > @"Game of Bones.8975" said:

    > Look around you today and what would you call "human-music"?

    >

    > For that reason alone I dislike looking at playable races as homogeneous.

    >

    >

     

    i think you have to look at it from a cultural perspective, so less human-music and more Indian-music and yes different cultures gravitate towards different genres and styles. on top of that you've also got sub genres and hybrid genres.

  6. > @"anninke.7469" said:

    > I don't like the idea of racially defined music. Mainly because I'm pretty sure that someone will come with "sylvari should play some kind of dreamy Enya style music" (which I don't dislike, but I don't like it being shoved on sylvari just because they're the flower guys). So how about omitting the race - style part?

     

     

    solution would be to take genres with many sub genres or ones that don't really have a set style. on top of that there could be subgenres that are popular with other races or incorporate elements from other race's music (for example there could be a metal band with char and norn that play "norn-metal" (and yes, i am thinking of korpiklaani)).

     

    edit: just thought of a name for a "new" sub genre: Grenth-metal

  7. > @"sephiroth.4217" said:

    > > @"Seera.5916" said:

    > > > @"Randulf.7614" said:

    > > > The free for all on armour weights has been suggested for most the game's lifespan. Not sure if there has ever been an official response to it mind you - I'm sure someone with all the dev quotes handily bookmarked will confirm if one exists

    > >

    > > There has. I am unfortunately not one of those who bookmarks dev quotes so I can't post one and many of those quotes may be on the since deleted original forums as this has come up many times before.

    > >

    > > The short answer is that it is not possible to do while maintaining current quality levels.

    > >

    > > The long answer is each armor weight class has a different mesh. The meshes are designed to work well with the other meshes of its weight class. So heavy shoulders look good on heavy chest armors. The meshes do not work well with meshes of other weight classes. A light shoulder piece may sink into a heavy cheat armor. There would be a LOT of clipping issues beyond what's already present. Especially at places where meshes meet. Like chest pieces and legs.

    > >

    > > There have been too many armor pieces created using the current system for there to be a removal of the armor weight classes.

    >

    > So I wouldn't equip the ones that ruin my look, simple ?

    >

    >

     

    i think most ppl will agree that that attitude is the exception rather then the rule

  8. > @"Reverielle.3972" said:

    > > @"derd.6413" said:

    > > why stop there? just remove all cooldowns. if anet can't balance that then I donit know what to say. No wonder the games where it is right now lmao.

    > I know you said half in jest, but no thank you! Elder Scrolls Online has no weapon-swap nor skill cooldowns, and it's an awful mechanic (Though arguably the animation cancelling nonsense compounds every combat issue in that game multi-fold).

     

    nah m8, it's all in jest

  9. > @"Yannir.4132" said:

    > Minions = sacks of animated flesh. Gross and disrespectful but not evil.

    > Spirits = souls of dead people. Definitely evil.

    >

    > How would you RP as a goody-two-shoes necromancer if you were using the spirit of your dead sister as a minion to do your bidding?

     

    you could even say that minions are good since you're recycling

  10. > @"XenoSpyro.1780" said:

    > > @"Vagrant.7206" said:

    > > * Jump shot is a reference to Rocket jumping from TF2.

    > Imagine being the guy that thinks TF2 invented Rocket Jumping. How embarrassing.

    >

     

    tf2 was mentioned by anet for alot of inspirations for the engi including jump shot

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