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FrostSpectre.4198

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Posts posted by FrostSpectre.4198

  1. It is gambling when the lootbox is withholding game experiences, as in forcing you to buy them just to play the game.

    Though I do fear the effing governments goes too far, watering down the lootbox to include more than just harmful gambling mechanics that withhold gameplay.There are always some busy bodies who should never have power, who just want to ban everything because "superior morality" or to benefit themselves and their morally questionable benefactors.(Ultimately, I side only with those who do the right thing, once they don't do the right, my allegiances goes to the one who does the right thing)

  2. Problem is abit on the Elementalist itself, as its designed to be squishy for its damage potential.For heart of thorns and onward expansions, you're gonna have to pack some utility skills that add survivability, check other stat combos to use which boosts your Vitality stat and learn the attack patterns of the enemies.

    The Core GW2 doesn't really prepare anyone for the expansions, since the expansions use more of the combat mechanics than the Core.Many get too comfortable in full Berserker DPS builds in Core, without needing to even learn to use all game combat mechanics since the hostile mobs absolutely lack attack skills and other defenses, then complain how they die too fast in the expansions.

    Once you learn the patterns and all, you know when to avoid damage and when to attack.

  3. @Aeolus.3615 said:

    @Obtena.7952 said:The assumption of the OP is wrong ... introducing an artificial form of team structure like holy trinity will not introduce strategy to gaming. If anything, it will lock you in more.

    ^Completelly agree with that

    For PVE i would say make mobs harder :), mobs dodge, condi cleanse, block, etc this would make players try to work as a team to negate those effects thats where the game dificulty lacks and why some players loose the feelign of doing something cause here is just pure DPS spam acomplishment...Mobs here are just 2-3 autos and they die :) its kinda welcome to the age of low IQ pve... then players get frightned to any small increase of dificulty pve m8 add from raid or the other smaller raids thing.

    This is what I've been suggesting long time. Mostly the core GW2 requires updates in the hostile mob designs, since the current design is easy to abuse. Combat is pretty much just Berserker maximum DPS builds, which makes condition DPS, control and support builds useless.

    New areas offer better combat, but they tend to recycle core mobs, and usually there where core mobs exist, players use some bot or AFK farming.However I doubt they're ever updated, maybe at the end of GW2 life time.

    The GW2 holy trinity is DPS-Control-Support and it will remain as such.

  4. https://wiki.guildwars2.com/wiki/Movement_SpeedIts quite disappointing that skimmer speed underwater is same as skimmer on ground.Some might say water resistance, but skimmers pretty much have body shape to reduce drag of medium being traveled through.

    In my opinion, underwater skimmers should move the same speed as it does over water and hazards.Or replace the current special action to "emerge towards surface" with a "surge" move similar to Raptor, one can always aim up if they want to get out of water.

    Since the skimmer was added to make it faster to travel through water, I thought more like Roller Beetle and Griffon.

  5. Trinity exists, but not in the way like the in most MMORPGs...DPS = Primary damage source, usually foregoes sustainability in order to maximize damage output.Support = Provides sustainability, via healing, blocking, boons and etc. Very limited effects against the enemy.Control = Limits the Enemy's actions, slows movement and etc.

  6. Increase base number of Equipment Templates from 2 to 3, so that it matches the number of Build Templates base 3.

    Improve and split "Character Model Limit" and "Character Model Quality" options for PvP and PvE.For PvE you prioritize NPCs and players in your Party/Squad, so the graphics option should reflect that. NPCs are often invisible because of the number of players present in same area, only becoming visible if you target them, which is problem when dealing with multiple NPCs you pretty much need to see over the players with shiniest and oversized gunk glued on themselves.In PvP modes it keeps the original functions.

  7. In my opinion limiting build templates and equipment templates into per character basis is skritt. I have one of each profession on lvl 80...

    And then there's the fact that default Equipment templates is 2 compared to 3 build templates, which is extra annoying inconvenience, would have been better if it were 3 and 3 from the very beginning.

    So far I only see reason to buy Template Storages, since they're shared account wide.

  8. Giving Charr more upright stance will not fix equipment faults. Their body proportions are not completely human and their armor is not what human bodies can always wear.Maybe only if you turn Charr into archetypical Human with fur, you might eliminate some visual bugs, but then you have destroyed what Charr are, turning them into typical Disney anthros, instead of hunched humanoid felines with tendency to run on all fours as someone already pointed out.

    And for Norns, as far as I know they're not related to humans, they look like humans due to form of convergent evolution, meaning completely unrelated organism develops features of another unrelated organism.

  9. @"ollbirtan.2915" said:SAAAAAVE YOURSELVES! dashes in 3v1 condi fight

    Thats pretty much a suicide charge shout for the guardian, and pretty much what you would do with "Save Yourselves!", you charge in and allow your allies to save themselves from the trouble of skritt tons of conditions.

    Then again it is quite a suicide move to use "Save Yourselves!" if your gear doesn't allow extra vitality, as ~10k HP drains fast under heavy condition attacks...

  10. Effect LOD option exists, only problem is that it reduces ALL effects.

    My old complain has been lack of PvE specific option to reduce number of players visible and increase number of NPCs instead.As in option to reduce wandering players and their skill effects, increase the visibility of NPCs and party/squad members, only in PvE.This hasn't been even touched since GW2 launched.

    There's a thread for QOL suggestions, tho I fear its just meant to be an "ocean of forgotten ideas" to sink all the ideas into.

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