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DanteZero.9736

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Everything posted by DanteZero.9736

  1. My problem isn't knowing how to complete it, it's two problems: the eligibility icon is no where at all and playing multiple times on ranged characters while avoiding all the branded traps/shockwaves still does not award credit.
  2. I've tried it a few times from start to finish but haven't seen the achievement eligibility icon at all. I'm wondering if anyone else has the same problem?
  3. This is my perspective on some of the suggestions that caught my attention. Keep in mind I'm not a game designer at Anet so I don't know how they do things over there, but I am a game designer by trade. Removing barriers of entry is a great idea. However, that requires resources for user experience and user interface design in addition to potential engineering support. It will also require tutorializing and explaining the game mode and all the major aspects about it. While this would be neat, it would incredibly expensive because anything having community run ratings means there has to be some form of moderation going on. That takes developer resources. I'm not saying it's a bad suggestion, but I am saying these things cost money. One major pain point I immediately noticed is the need to detect and mitigate review bombing and brigading. You also made mention of video playback. That could be incredibly risky because the two immediate options off the top of my head would either have to link to external locations such as youtube (and if the video is removed or the site is down, your S.O.L) or store it on a server-which costs money and resources for server space and maintenance. Games like Devil May Cry V can get away with doing this because the videos are stored locally on the machine. You can't cost-effectively do that in a live game unless it was designed for it from day one. A guild finder menu would be very cool, but I imagine there would have to be some level of developer moderation because posting messages means text. We all know how awful people can be on the internet if they think they can get away with it. I imagine a feature like this would be moderately expensive to work on, but this sounds like a really cool feature. That's very likely incredibly expensive to do for what is most likely a small subsection of a population. Built in VOIP requires pouring over other application documentation in addition to setting up the UI and audio to support it. Also, not everyone uses or even has a mic or wants to speak or even wants to hear other people. Making a map is incredibly expensive. Introducing a new one each season (I'm assuming you're talking every 3 months) and you'd need a massive environment art, QA, and level design team. That's highly unlikely to happen given Anet's recent staffing changes and the fact that they're more likely to release PvE content over WvW content. GvG is structured PvP because you're suggesting allowing groups of players to organize and fight each other in what I assume to be mode specific maps. WvW is about three different groups vying for control of territory. As for eSports capability, personally, I think it'd be a better use of resources to focus on making the game and state of pvp balance better before focusing on trying to make it an eSport. If you were around back in 2012, you'd recall the attempt at making PvP an eSport. It didn't go that well. This suggestion sounds expensive to an insane degree and effectively sounds like a complete redesign of an entire game mode.
  4. As a weaver main, I want the skill combinations I perform to feel numerically rewarding. The higher the skill cap, the greater my damage, healing, or support/utility output should be. As a player that is rapidly switching attunements, I want to be able to swap my main and offhand attunements easily, quickly, and without having to use up my utility and elite skill slots. As a longtime elementalist player, I want all of my elements to be able to contribute to a primary goal based on my weapon type. Ex. If my staff is a heavy AoE direct damage damage weapon, every elemental attunement's skills should be able to contribute in some way that further enhances or extends the AoE direct damage. As a squishy character class with a melee weapon in my main hand, I want to have sustainability that doesn't require specific skill activation.
  5. Thoughts on the PvE elementalist experience: Weapon skills and traitlines sometimes feel wildly inconsistent.Specializations face the issue of always starting off really strong and then getting nerfed into down to line-often to the detriment of other possible build combinations. Seriously, stop the cycle of adding % modifiers and later on nerfing them and/or the skills.For one thing, other classes have different weapon sets that each have a clear identity. Ranger longbow focuses on long ranged direct damage, guardian greatsword focuses on melee AoE direct damage, and the revenant hammer mace/axe combo focuses on condition damage. But looking at something like the elementalist staff, it's a mixed bag because the elementalist is innately so versatile but almost always defaults to ranged direct damage-because it meshes so well with fire and air traits. That leaves the other two elements: earth and water which are primarily used for crowd control (HAHAHA) and snaring/healing. Except, healing requires focusing on healing power, which no power elementalist will use and snares can only last so long. My general thoughts on this issue is that each weapon set should focus entirely on one, maybe two roles. With other classes, they have two weapon sets they can switch to, which can effectively be used to serve a single role. For example, a deadeye using D/D and rifle--we all know it's most likely a direct damage build, focusing on long range and melee range. The elementalist doesn't have that sort of luxury. Instead, we have 20 skills, 5 to each of the 4 elements. Each element's skills have a theme and I think that's what's hurting the elementalist badly right now. By theming skills to a particular element for a particular role, you're creating a mixed bag of functionalities on weapons when other classes rarely encounter that problem. I'd be more interested in reexamining and redefining each weapon kit's role while using each element as a theme on how it would do that. For example, staff is going to focus mostly on direct damage, crowd control, snares, and positioning. One possible route of reexamination and redefinition of the staff's kit would be: Fire staff: stays the sameAir staff: line-based ground targeting damage and crowd control skills, blinding flash would be replaced with something else, gust could be ground targeted like plasma blast.Water: no longer has healing components. Skills now focus on chill, vulnerability, and short stuns in circular AoE form, burst damage from a faster ice spike.Earth: no more bleeding and weakness. Skills now focus on cripple, immobilize, and knockdowns in circular and line AoE forms.Using this example, the staff has a far more clearer role and allows for a further reexamining and redefining of what each elemental trait line could offer to each weapon set. Maybe fire could have one line focusing on might generation, another line focusing on direct damage, and the third line focusing on burning applications and improving them. With air, one line could focus on extending crowd control durations and rewarding interupts, one line could focus on applying mobility buffs and debuffs, and the third line could focus on applying blinds. The point I'm trying to make is that the current traits aren't as helpful with the current weapon set's roles as they could be because the weapon skills feel all over the place. On the subject of specializations, this one stings really badly. At HoT's release, the tempest had incredible damage output. Then as time went on, that damage output was nerfed multiple times. At PoF's release, the weaver had incredible damage output. Then as time went on, that damage output was nerfed multiple times. See the pattern? This cycle needs to end and stay dead. When I was practicing the unnerfed weaver raid build, the one thing a more experienced raider told me is that my rotation's main goal was to try and maintain the elements of rage buff. Let's face it, the weaver has a ton of percentage traits that add more power, condition damage/duration, or straight up direct damage to the class. These have to be gone. It'd be better if the skills themselves were as good without having to rely so badly on the crutch of percentage stat increases.
  6. This is the first time I received the message about my GWAMM title being awarded by mistake despite having achieved a maxed HoM awards and GWAMM title. Has anyone else experienced this?
  7. So now that we're getting GW1 armor as outfits, how about bringing back some GW1 mesmer 15k rogue armor or even Obsidian armor as an outfit? There seems to be a very much needed classiness added back to character appearances.
  8. I don't like randomness/pseudo randomness when it comes to cosmetics and when the endgame is mainly cosmetics. My thoughts on this are: Retextures should be 500 gemsAnything with particle effects should be 700-800.Fully reworked meshes (assuming no rigging/movement animation changes) should be 800-1200. Anything more than 1200 indicates the mount skin in question has some sort of additional incentive such as including a BLC claim scraps or guaranteed dye selection from recent dye packs.
  9. What I like: Mounts and exploration go well togetherDerelict Delve is fantasticStory is leagues above HoT and vanillaMost elite specs feel much better than the HoT counterpartsBounty system has potential for replayability and should be further explored/enhancedCrystal Oasis, Desert Highlands, and Elon Riverlands are the right mix of exploration, combat, nostalgia, and narrative.Mounts are unaffected by combat mode speed reduction, that's fantastic.ChoyaWhat I didn't like: Bounty modifiers can lead to "bad rolls" similar to vanilla Diablo 3. Legendaries in particular shouldn't have multiple soft and hard CC modifiers such as Leyline Imbued + Freeze + Stop and Go all at once. Try separating each modifier into one of three or four categories and ensuring bounties have two or three categories--and never repeat the same category.Desolation/Awakened mob density is insane, reminds me of base GW2 pre-patch Orr, and their condition spam is ridiculous. Awakened Canids in particular have too much damage and dodges, and the awakened in general spam too much tar and slow. I end up burning all of my dodges to get out of the tar and avoid awakened soldier attacks.Mounts are too easily "killed off" from attacks.Weaver sword feels way too slow and weak, weaver default barrier amounts are too little, and Deadeye mark is too weak of a mechanic since it can be blocked and takes time to cast.I miss having a Junundu wurm to rid the sulfurous wastes.
  10. Less trenchcoats Less exposed skin More simplistic armor silhouettes-none of those spikes or sharp pointy things jutting out from the body No floating bits such as crystals (looking at you legendary armor) On humanoid females, less high-heels and chest armor shouldn't outline each single.... tata In short, closer appearance parity between male and female armor art. The biggest letdown for me was the phalanx armor set and the differences between the male and female versions, to me, were appalling.
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