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DanteZero.9736

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Posts posted by DanteZero.9736

  1. @Galmac.4680 said:There are Youtube videos with hints. If you know what to do, it is quite easy. Stay away from that traps and pull the enemies to you to a safe point

    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. 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.

    @awaken.2134 said:The first objective is to remove barriers to entry for new players. I believe that the first step should be to remove the equipment and level barrier for new players. Many new players have very low stats or all out glassy gear making them die very easily.

    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.

    Add builds, guides, and videos (similar to metabattle) to the game interface. Players rate which builds/guides/videos are best (similar to Dota 2).

    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.

    Have a guild recruitment list so new and experienced players can find guilds that suit their playstyle (similar to eve). New players get needed gameplay help. Experienced players find needed experienced fight guilds. Being in guilds/being in comms are also important in having a good experience in WvW.

    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.

    Built in VOIP (discord) similar to CS:GO or Dota 2. As said above, making it easier for people to be in comms makes for a more exciting experience in WvW. Their will of course be options to mute, kick and even ban people depending on if you're the commander, lieutenant, guild leader, etc.

    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.

    Every few months we could have a different season which introduces a new map to the game. The players vote on which map they want. This will keep the gameplay fresh and fun.

    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.

    Put in 15 man Guild vs Guild matchmaking system (with spectator mode). Guilds can schedule times to meet up within about the week. (similar to CEVO tournament system in CS:GO). An ELO ranking system is in place. A guild as well as a player can have stats (in game arc dps, will talk about later). The gvg system will go season to season. The system has the capability of being an esports. Although GvG's aren't the best for out of game spectators, usually experienced players will have fun watching the matches.

    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.

    As the years have passed I feel that most players play for the fights, not necessarily the sieging that takes place. I offer the idea of making maps with less objectives to defend and attack and make for a terrain that allows for fights happening more often as well as making fights more exciting.

    Red vs Blue server balance system (Alliance vs Horde example): The goal of this system is to keep maps populated and fights relatively fair. Servers (maguuma exp) will be split into either red team or blue team. Similar to our current repairing system, sides would be balanced every few weeks with a certain set of servers on each side. By having two sides instead of an array of servers within tiers, we can fill up maps more easily, especially in off hours (OCX, SEA, EU). This is done by having maps ordered from top the bottom, the top being the most populated map and the bottom being the least populated map. Instead of only having 2 servers to play against (within tier), you would have 6 servers to play against (plus smaller servers) for each side (red vs blue). This system would also has a reservation system to allow guilds access to populated maps during prime time. What this system would do would be similar to a restaurant, guilds can reserve a time on a populated map like a restaurant reservation. To stop guilds from making more reservations than they need, a penalty system should be in place to make sure guilds make it to their reserved time slot and actually use them.

    This suggestion sounds expensive to an insane degree and effectively sounds like a complete redesign of an entire game mode.

  3. 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.

  4. Thoughts on the PvE elementalist experience:

    1. Weapon skills and traitlines sometimes feel wildly inconsistent.
    2. 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 same
    • Air 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.

  5. I don't like randomness/pseudo randomness when it comes to cosmetics and when the endgame is mainly cosmetics.

    My thoughts on this are:

    1. Retextures should be 500 gems
    2. Anything with particle effects should be 700-800.
    3. 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.
  6. What I like:

    1. Mounts and exploration go well together
    2. Derelict Delve is fantastic
    3. Story is leagues above HoT and vanilla
    4. Most elite specs feel much better than the HoT counterparts
    5. Bounty system has potential for replayability and should be further explored/enhanced
    6. Crystal Oasis, Desert Highlands, and Elon Riverlands are the right mix of exploration, combat, nostalgia, and narrative.
    7. Mounts are unaffected by combat mode speed reduction, that's fantastic.
    8. Choya

    What I didn't like:

    1. 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.
    2. 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.
    3. Mounts are too easily "killed off" from attacks.
    4. 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.
    5. I miss having a Junundu wurm to rid the sulfurous wastes.
  7. 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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