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Khailyn.6248

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Posts posted by Khailyn.6248

  1. I think for the sake of consistancy that this is a fair request. Even if the bonuses have to be changed.

    For example.

    (1): +25 Ferocity

    (2): +10% Fury Duration

    (3): +50 Ferocity

    (4): +20% Fury Duration

    (5): +100 Ferocity

    (6): Grant Fury whenever you use a healing skill (Cooldown: 10 Seconds); increase damage by 5% while under the effect of fury.

  2. I admit that my characters look pretty much the same aside from hair color and sometimes hair style whether they be charr, human or sylvari. However, as you mentioned I need to make screenshots of the customization sliders to get them spot on. I dont think you need an item for this since it doesnt take that too long to adjust things, even if it can be an annoyance. That aside while it may not be possible, it would be nice if preferred (ones that get used frequently) appearance selections would take priority during the character creation screens.

  3. > @"MisterFox.4208" said:

    > Question... Is it possible to change the type of plants that you have growing?

    >

     

    yes, if you have an empty plot you can just buy seeds and plant. if you have plants already in your plots then you need to buy a seed packet, remove the old plant to plant a new one. seems cumbersome but it was added this way so when harvesting you dont accidentally pull plants out.

  4. On top of having a lot of boons, its possible they were using greatsword 4 to block, 'guard' so its pet takes the damage instead, or signet of stone which makes them immune to direct damage (similar to warriors endure pain). If they were using smokescale as a pet its possible to also blind so your big attacks would miss. If it was a roaming soulbeast its highly likely they were running marauder gear with durability runes which would mitigate some damage as well.

  5. > @"GW Noob.6038" said:

    > > @"Khailyn.6248" said:

    > > Youre not doing anything wrong. Rangers arrows arc which gives them extra distance before disappearing (especially while doing downward) while deadeye shots have a hard limit of where the red line is while kneeling. It's annoying but it's by design.

    >

    > Yeah, but 1500 is 1500...that's what Anet says is the range of longbows, in the hands of a Ranger, and rifles, in the hands of a kneeling Deadeye thief. This is not the truth, though...in reality, the kneeling thief's rifle range is more like 1000-1100. Anet has stealth nerfed the rifle's range.

     

    I dont know about any 'stealth nerfs' but it has been proven that deadeyes rifle range is 1200-1500 range while rangers are on paper 1500 but in reality can hit at 1800 or a bit over in ideal conditions. As someone that plays a lot of ranger and thief I feel the difference every time i switch characters. It's unfortunate and yes, irritating, but it is what it is. I'm not arguing with what youre saying, just saying the truth of how it works in the game. kneeling deadeye range =/= ranger longbow range.

  6. i upgraded my crafting slots one time a long time ago so have 3 crafts on my 2 mains. and 1-2 crafts on alts. if you dont delete characters it may be best to spread your crafting professions out. if you level new alts and delete old ones then perhaps its better to consolidate them onto 1-2 toons.

  7. > @"Turkeyspit.3965" said:

    > > @"Khailyn.6248" said:

    > > You're talking as if blobbing up with 20+ other players and aoeing everything isnt the easier option than to solo roam.

    >

    > IF the goal is to max your skirmish tickets, then as the OP describes, the easiest course is to find the BL map that has [Outnumbered] and just flip a camp or sentry every few minutes to keep your participation up.

    >

    > While running in a zerg will get you significantly more WXP, you're likely only going to get 4-6 pips (if you're a low ranked player) since I've rarely seen [Outnumbered] while running in a squad; compare that to earning 9-11 pips for the same time period but finding a quiet BL where nobody (from your server) is fighting.

    >

    > To the OP: I'm not sure there is a solution or even a problem for that matter. Yes it does seem counterintuitive, but really the extra pips are only a reflection that the map you're on has less people from your server, and it, I suspect, also helps to compensate roamers and scouts who are 'watching the store' as it were, and who likely aren't getting as much WXP as those in a squad.

    >

     

    It definitely seems like a trade off of getting more of one or the other. TY for pointing that out.

  8. > @"hammu.1752" said:

    > > @"Israel.7056" said:

    > > I'm not sure I understand the problem

    >

    > Okay, let me try again.

    > If you play active style and follow commanders, you get normal amount of pips. If you instead avoid commanders and other players and go solo roam outnumbered maps, you get twice the pips and therefore tickets two times faster in the same time period you invest in wvw. Thus your slacking gets rewarded. This is what i don't like.

     

    You're talking as if blobbing up with 20+ other players and aoeing everything isnt the easier option than to solo roam. In my opinion, being solo or in a small group of a few other players roaming takes more effort than to roll a firebrand/scourge/revenant/weaver and just bombing while following a tag. Either way they have the option to take breaks while their pips count down. If the system needs a change, I don't believe this is the way to go about it.

  9. > @"RabbitUp.8294" said:

    > You don't need to change any traits to accommodate this suggestion. Remember ammo skills have cd between ammo use. Virtue of Courage, for, example, could have 15-20s cd between ammo use, so you can't abuse the stun break, without breaking Renewed Focus.

    >

    > That been said, I don't think this would be the way to handle things. The problem remains that for core guardian, virtues serve as little more than trait mules, with their base effects being as underwhelming as they are.

    >

    > > @"Khailyn.6248" said:

    > > > @"Opopanax.1803" said:

    > > > > @"Khailyn.6248" said:

    > > > > > @"Opopanax.1803" said:

    > > > > > I think Virtues need to retain their passives even if on CD as a baseline. You give up too much to use them most of the time. Take that GM FB trait and make it baseline for all guardians and see where that goes first.

    > > > >

    > > > > This was part of the guardians initial design when the profession was created. "Guardians are devoted fighters who protect their allies and smite their enemies by drawing from the power of their virtues. True guardians are brilliant tacticians and selfless defenders who know when to sacrifice their own defenses to empower their allies to achieve victory." Either you keep the virtues for your own attacks or give them away to your team. I always liked the effect because it required good judgement to know the best time to activate its effect. While yes, the effect is prolly outdated by now, keeping the passive all the time may lead to too much 'fire and forget it, spam on cooldown' playstyle rather than looking for windows of opportunity.

    > > >

    > > > I hear what you are saying, and yet at this point there is nearly no purpose to activating them; they are nearly always stronger to leave the passives rolling.

    > >

    > > For core guard, I agree with you. Maybe adding a trait to where when you activate a virtue you get a party wide boon could make it more interesting. (might, regeneration and protection respectably).

    >

    > [inspired Virtue](https://wiki.guildwars2.com/wiki/Inspired_Virtue "Inspired Virtue")?

     

    yea.. sorry, i dont main guardian so that trait slipped by me.

  10. I believe when I was going for condition damage pre hot I went with rampager for mawdrey. Everything Tanner said is right, if you want Viper stats youll need to do either the order backpack collection in heart of thorns or farm currency on one of the season 3 maps (bloodstone fen, ember bay, bitterfrost frontier, draconis mons 'henge away from home' collection or Orr)

  11. > @"Swagg.9236" said:

    > > @"Khailyn.6248" said:

    > > I dont play shooters really, but the premise of your post seems to be to give every profession everything, which would dilute what makes each profession unique from each other. Besides, while they may be weak by todays standard team interactions do exist even if players dont know them/ take advantage of them.

    > >

    > > 1. majority of the professions have access to an aoe healing ability if not a single target healing ability which can affect teammates. Ranger healing trap, scourge's F4 traited with transfusion, warrior's shouts, engineer's healing turret/F1, etc. If professions had stronger versions or more of them it might create a bunker meta where people just huddle together and heal each other endlessly.

    > > 2. Ammo doesnt need to exist in a fantasy MMO. WoW had ammo with hunter arrows which filled bags upon bags and the idea was scrapped. If rangers, deadeyes, engineers had to deal with ammo I see them becoming less played because its a hassle. We have ammo for certain profession skills, lets leave it at that.

    > > 3. sigh... Invisibility is a very hot topic on these forums. Some love it, many others hate it. Mesmer stealthing, deadeye long duration stealthing, soulbeast worldly impacting out of stealth from smoke scale etc. I believe the popular opinion on this one is for stealth to get further nerfed somehow rather than have every profession have access to it. I'll leave it at that.

    > > 4. Ok.. combos. These already exist in the game and have since the start. Whirls , blasts, leaps through, projectiles through any field is a combo. Many players ignore them but I believe the best of players see these and use them effectively (even if in pve the only one they care about are fire and occasionally smoke for skipping). I'm not sure why these have fallen out of favor with players since core but it is what it is.

    > > 5. shielding (see Barrier). Scourge has it instead of healing, weaver has some , holosmith has some, not everyone needs it.

    > > 6. speed (see swiftness and superspeed). Practically every profession already has access to swiftness. Its the most common boon in the game to see next to might. There are also signets that grant increased movement speed, runes that as a set bonus gives increased movement speed. Nothing need to be changed here.

    > > 7. ok now this is the only point you make that I can agree with. In pvp yes you can destroy the clocktower, can destroy weapon racks, but I'm not sure how much further they can go with it. I suppose they could add a tree or two that if you break it, it'll fall over and land in the middle of a road blocking the path. If they ever make a new map that has small dams, maybe have those break to cause a flood. Or to take an example from draconis mons, throwing a cannonball into fire causing a chain reaction to destroy a tower in a firey explosion. Those could be cool.

    > >

    > > Long and short of it. Majority of professions already have what you want (a heal, barrier etc). I think the issue is more about just player behavior. If players are treating it like a grind for rank ups whether they win or lose, you can't expect them to care about their teammates. The tools are there, but you cant make someone use them.

    >

    > The guy is asking the exact opposite; OP wants classes to be hyper specialized so that they concretely contribute to a team composition rather than the low-effort, selfish, face-tank meta that dominates GW2. Also, given your immediate snap to a flavor-based argument against the generic concept of "ammo" which, in video game terms, effectively just means "resource," is pretty indicative of most players (and devs) in GW2: you don't principally think about the fundamental mechanics of the game, but rather default to looks before attempting to translate those aesthetics into game mechanics. That's how GW2 started shallow and only dried up further from that.

    > Moreover, the guy was mostly just giving examples of how the example shooter game diversified player roles aside from "guy who shoots gun." None of them had to be taken literally, but again, most GW2 players jump to such conclusions.

    >

    > * Combos are worthless/inconsequential except for blasts and stealth leaps. During the pre-beta era, Anet dropped loads of teaser trailers and video which featured a ranger doing Axe5 in the middle of an elementalist Focus(fire)4. That was their big, flashy draw: "LOOK AT THIS SICK COMBO, GUYS." Goes to show how much Anet really thought the combo system through when their big teaser trailer go-to was fire projectiles.

    > * Barrier is a horrendous version of generic "shielding" due to its typically selfish, passive/instant nature and it's very shallow mechanical behavior. Furthermore, it's another example of everyone getting a little of something that could have been used to define a single class.

    > * Speed in GW2 is an absolute joke. If any remotely well-conceived game, the speed of damage is carefully balanced with both player speed and environment construction. In the typical FPS (with bullets and what could be considered "normal" humans), the environment helps cope with the fact that bullets will obviously out-run players. In more Quake-like arena-shooters (Quake, UT, TF2, etc), player speed is metered carefully with damage speed, which leads to situations in which players can bunny-hop or rocket-jump faster than projectiles move in order to close in on targets or evade through areas with little cover. GW2 is the most low-effort and braindead game in how it associates player speed with player damage. Cover is essential, and if there is none, the game turns into Runescape, with all players unavoidably hitting their selected targets no matter what happens (there is no hope to escape via WASD on an open plane; not even zig-zagging helps due to how ridiculously fast ranged attacks connect). If certain classes had certain modes of movement that weren't scripted memes like teleports or fixed, short-range dashes that have an evade period slapped onto them, we might see some creative movement in GW2. Imagine, for instance, if mount movement was how players moved in GW2 baseline. Then we'd have an interesting means to see players move around a map.

    > * Anet isn't really capable or competent enough to make a map with a load of fair environmental hazards due to how clunky it is to make their game work. They'd have to individually rig up the respective hazards and also make them somehow play off of each other or limit each others' respective activations, and considering how GW2 has had a history of overworld "dynamic events" breaking down without warning, I wouldn't trust Anet to engineer a PvP map with anything so grandiose as something you described.

    >

    > Point is that GW2 is shallow and tastelessly homogeneous in its combat designs. Every class is effectively just another shade of any other, and there is effectively no means of player expression in any given class "play-style" due to how scripted all of GW2's combat is. The OP just wanted real roles in the game rather than everyone just being a copy of each other; something that would certainly alleviate some of the core issues of GW2's flaws.

     

    First of all his post itself was largely generic and vague which could lead people to think a lot of things about what he was actually wanting. It just screams give more support. Not how, or why. Also everything you assumed about my post is completely wrong. My concept of AMMO had nothing to do with looks but mechanics. Supplies, cooldowns these are the ammo mechanics I was referring to. Rather than making the assumption my post was 'snap judgement, no thought given' perhaps you should look at yourself and your forum posts and that youre not doing so just to argue with people. All professions will never have singular specialized roles b/c it would direct impact every other game mode. You cannot have just 1 professions specializing in healing for example b/c then no one will take anything but it. Look at how chronomancers having a monopology on alacarity affects pve. Or druid with healing. They are an auto include into every raid group.

     

    But its whatever, I could go over your other points but theres no point. You should nothing but pure disdain for the game and what the devs have done with it. I would be shocked if you even play it at all, but rather just come here to complain about it. The ops suggestion would never work but being aggressive and pessimistic wont help anything either.

  12. I dont play shooters really, but the premise of your post seems to be to give every profession everything, which would dilute what makes each profession unique from each other. Besides, while they may be weak by todays standard team interactions do exist even if players dont know them/ take advantage of them.

     

    1. majority of the professions have access to an aoe healing ability if not a single target healing ability which can affect teammates. Ranger healing trap, scourge's F4 traited with transfusion, warrior's shouts, engineer's healing turret/F1, etc. If professions had stronger versions or more of them it might create a bunker meta where people just huddle together and heal each other endlessly.

    2. Ammo doesnt need to exist in a fantasy MMO. WoW had ammo with hunter arrows which filled bags upon bags and the idea was scrapped. If rangers, deadeyes, engineers had to deal with ammo I see them becoming less played because its a hassle. We have ammo for certain profession skills, lets leave it at that.

    3. sigh... Invisibility is a very hot topic on these forums. Some love it, many others hate it. Mesmer stealthing, deadeye long duration stealthing, soulbeast worldly impacting out of stealth from smoke scale etc. I believe the popular opinion on this one is for stealth to get further nerfed somehow rather than have every profession have access to it. I'll leave it at that.

    4. Ok.. combos. These already exist in the game and have since the start. Whirls , blasts, leaps through, projectiles through any field is a combo. Many players ignore them but I believe the best of players see these and use them effectively (even if in pve the only one they care about are fire and occasionally smoke for skipping). I'm not sure why these have fallen out of favor with players since core but it is what it is.

    5. shielding (see Barrier). Scourge has it instead of healing, weaver has some , holosmith has some, not everyone needs it.

    6. speed (see swiftness and superspeed). Practically every profession already has access to swiftness. Its the most common boon in the game to see next to might. There are also signets that grant increased movement speed, runes that as a set bonus gives increased movement speed. Nothing need to be changed here.

    7. ok now this is the only point you make that I can agree with. In pvp yes you can destroy the clocktower, can destroy weapon racks, but I'm not sure how much further they can go with it. I suppose they could add a tree or two that if you break it, it'll fall over and land in the middle of a road blocking the path. If they ever make a new map that has small dams, maybe have those break to cause a flood. Or to take an example from draconis mons, throwing a cannonball into fire causing a chain reaction to destroy a tower in a firey explosion. Those could be cool.

     

    Long and short of it. Majority of professions already have what you want (a heal, barrier etc). I think the issue is more about just player behavior. If players are treating it like a grind for rank ups whether they win or lose, you can't expect them to care about their teammates. The tools are there, but you cant make someone use them.

  13. > @"KellieTea.5607" said:

    > I started playing gw2 about a year and a half ago. It was my first mmo so it took me a long time to figure out the basics such as gear stats. I started off with necromancer and ended up hating it. I have since tried different classes but I am unsure of which one I will enjoy the most once it's at 80. I do not like classes which involve pets or minions so that already rules out necro and ranger. I've considered giving elementalist a try because of it's mage like abilities of which I am quite fond of in mmos. Any advice for a newbee?

     

    I think if you like mages in other games, then you should try elementalist. Even if its difficult at first, trying is the best way to learn. If you enjoy throwing fireballs at things, there isnt a profession better.

  14. I'm not sure what could be wrong. I started on Nevermore last week and got the containment trophy via auto loot from the fire elementals chest on first kill. I would double check your collection log, and then if it still hasnt dropped put in a ticket.

     

    Edit: wanted to add that I completed the first collection tier without any problems as far as looting, hopefully you can find a solution and can also finish it.

  15. > @"Oglaf.1074" said:

    > > @"Khailyn.6248" said:

    > > Having regular mobs use more boons like players do would be good for both spellbreaker utility as well as necromancer utility/damage. This should have been added a very long time ago. AN gave us the tools but in 1 of 3 game modes they are completely pointless, and from a combat perspective it makes no sense.

    >

    > As mentioned Anet kinda realized this with PoF and started having some Awakened use Boons (not Boobs as the damnable auto-correct put in my above reply, lol) but it is not nearly enough to make an anti-Boon focus viable (and core Tyria and HoT still don’t really have any significant Boonage still).

    >

     

    I think all we can do is keep pushing to expand on this in all areas of the game. Hell, even just out of the starting zones we should see mobs with 1 boon so players can learn to deal with them. Harpies getting might or fury, ettins with protection, ogres with regeneration, moa with swiftness etc. I'll keep pushing for this as I dont know how else to address it.

  16. > @"Opopanax.1803" said:

    > > @"Khailyn.6248" said:

    > > > @"Opopanax.1803" said:

    > > > I think Virtues need to retain their passives even if on CD as a baseline. You give up too much to use them most of the time. Take that GM FB trait and make it baseline for all guardians and see where that goes first.

    > >

    > > This was part of the guardians initial design when the profession was created. "Guardians are devoted fighters who protect their allies and smite their enemies by drawing from the power of their virtues. True guardians are brilliant tacticians and selfless defenders who know when to sacrifice their own defenses to empower their allies to achieve victory." Either you keep the virtues for your own attacks or give them away to your team. I always liked the effect because it required good judgement to know the best time to activate its effect. While yes, the effect is prolly outdated by now, keeping the passive all the time may lead to too much 'fire and forget it, spam on cooldown' playstyle rather than looking for windows of opportunity.

    >

    > I hear what you are saying, and yet at this point there is nearly no purpose to activating them; they are nearly always stronger to leave the passives rolling.

     

    For core guard, I agree with you. Maybe adding a trait to where when you activate a virtue you get a party wide boon could make it more interesting. (might, regeneration and protection respectably). This would likely be an issue with the elite specs as well if their virtue mechanics werent tied so closely with the new elite mechanics.

  17. > @"Opopanax.1803" said:

    > I think Virtues need to retain their passives even if on CD as a baseline. You give up too much to use them most of the time. Take that GM FB trait and make it baseline for all guardians and see where that goes first.

     

    This was part of the guardians initial design when the profession was created. "Guardians are devoted fighters who protect their allies and smite their enemies by drawing from the power of their virtues. True guardians are brilliant tacticians and selfless defenders who know when to sacrifice their own defenses to empower their allies to achieve victory." Either you keep the virtues for your own attacks or give them away to your team. I always liked the effect because it required good judgement to know the best time to activate its effect. While yes, the effect is prolly outdated by now, keeping the passive all the time may lead to too much 'fire and forget it, spam on cooldown' playstyle rather than looking for windows of opportunity.

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