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Bealis.6023

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Posts posted by Bealis.6023

  1. 12 hours ago, draxynnic.3719 said:

    Because most people who want ranger rifle don't offer much reasoning beyond 'guns are cool', and then they behave like Arenanet is committing an unforgivable sin when they do something else. The obvious design for rifle would be pretty close to being a longbow clone, while other weapons have generally been better at filling roles that weren't being catered to before. For rifle to really be compelling it needs to do something that isn't Longbow 2.0.

    Which is why I unironically like the 'sylvari portable mortar plant' thought - there are ways that could be made into an interesting AoE condition and control weapon.

    That is fair, I like the idea of a mortar type weapon👍, sylvari allready use spiky fruits for defense, norn rangers  could barb nets for hunting, or hylek alchemical grenades and such for AoE and control. To get back to my thoughts on previous post, all these ideas would still make more sense than lets say new rifle for mesmer, who shoots illusion magic...out of a barell? Imagine Kasmeer picking up a charzooka or something and shooting her clones to distract enemies. I actually dont have a problem with that, but if these things could exist, new projectile weapon for ranger would seem grounded in comparison. 🙂 So it really seems it boils down to the devs intentions above anything else.

  2. Hello would have a some feedback on Nature's Strength stacks and Force of Nature specifically.

    1. It feels too convoluted - kinda too much to think about those stacks together with 3 triggers ranger can have, CC skills effects, pet skills effects etc. My suggestion to that would be to remove Force of Nature alltogether and add a % bonus to damage and healing instead with each stack of Nature's Strength, for example 4% with each stack.

    2. It is unpractical - as it is now, you basically need to triger-bash mace skills in order to get the buff, but on the detriment of situational skill effects, like Thisleguard which gives just a second or so of Stability. Also effect of Force of Nature is too short to make a bigger use of. My suggestion would be for Force of Nature to last longer, at least +5s, and reducing the damage and healing bonus a little. So when you commit it is worth it.

    3. When you use only off-hand mace, Force of Nature effect is basically redundant, since you hardly get it with 6 stacks. Solution to that would be to decrease a numer of stacks needed, lets say 4 and increase the time when the active stacks are on by a few seconds +decrease damage/healing bonus (to 18% ?)

    I belive at least one (or combination of)  of  these solutions would make it better.

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  3. Before EoD, I also kinda hoped for one extra zone that would be primarily aquatic. Its not that they forgot about underwater stuff, over time we got the aquabreather infusions and underwater skimmer mastery, then the tease that we will do something with "Bubbles", so I really had a feeling that something was cookin in that direction. There were also some talks between players about a new underwater mount or even a submarine mastery where we would venture into deep sea, so it is not really that people would not like the idea. In Cantha there is allready that idea in small scale when fighting the leviathan when we can use skiffs during combat from above as well, so maybe we might actually see more of it in the future. Depends on the direction they want to take and player feedback I guess, but creative ways to enrich aerial combat will eventually run out I think.

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  4. Yes, Orr is not just nostalgia - it is unique and original in map design, which makes it great. Update to it would be nice. It kinda makes me think why we dont have Dominion of the Winds open for exploration as a new zone instead. Storywise it would make sense they would let the commander in after the dragons and more imortantly, they had "aerial" original map right there. Also while we deal with threat that has connection to the mists, why not make original worlds inside the mists, where we could meet other human Gods, or Utopia or something. Tiptoeing around in mage halls wont bring another "Orr" feel 🙂

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  5. Is it just me or are they going to introduce grind as a new feature/reward system?🤔 Just thinking about it: they can just keep dumping cosmetics into the vault from now on, and we would get them by doing basically the same thing what we have been doing for the dailies...instead of placing the new items into their collections, for witch we would need to do new activities as a side quest, for instance how it was with the Caladbolg and many others-those were fun since the activities are tied to the items/cosmetics lorewise and such.The goal for players to have more things to do is good, but this one will always be at the back of the players head since we know its there and it will be the only way to get the specific rewards...with grind not fun. Seems to me as a step back from the innovation I love GW2 for.

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  6. 4 hours ago, Knighthonor.4061 said:

    The data from gw2efficiency say otherwise. The game is in a major decline now starting with IBS to now. Mostly dude to poor game design decisions and leadership. 

    Hmm, just maybe that is why they went on this new model to try to "fix" it. But I believe that the gw2 community should keep reminding them not to overdo it. See for expample other companies who made their model based on their "efficiencies" like Bungie with Destiny 2 (people should not expect another Witch Queen), or even Blizzard with Overwatch (that is even worse). It had the exact opposite result - or in another words the data do not necessary reflect players enjoyment of the game and the fun.

    I do not think it has been a bad game design, there are really alot of people who have been enjoying the game as it is, me included.

    If I had to pick  a bad thing for me, it is  that the player characters role had been basically a side character in the Iceborrd Saga (we had little to zero agency, Steel and Fire and the whole scrying pool was pointless). And the story in EoD was unfocused (why of ALL things we could do before final battle against Void, we chill with Rama on a boat to help deal with Canthan politics and deal with self-absorbed Joon), and with shortcuts (Ankas "it does all" extractor). So it has been mostly writing.

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  7. Personally I can't say that I am glad, but maybe curious. Thing is, what is great about recurring/staying characters is that you can see their development in action, various relationships you create with them, there is added dynamic and stakes to the events since people you've gotten to know (or you think you know) are with you. Not to mention that characters are a big part of the worldbuilding itself. Like it is in Bioware classics 🙂

    Starting with clean slate can be good with ineresting introductions, but you need to have great storyteling at the same rate, so your investment can grow. And that is a real art. So yeah, curious.

    P.S Still sad we didnt get more personal adventures with Caithe for sylvari yet.😪

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  8. I am pretty sure they could release the new weapons along the expansion if...they wanted to. I have said a similar thing before, but probably someone named John Hopson has been working for them. If so, it could very well be an approach to try to utilize our psychology/behaviour so we allign ourselves with the model "time is money".

    You get sprinkled by some content now, and hey, next is "around the corner" so you stick around. I am not necessarily saying that the game is getting "blizzarded"though, I love GW2, but yeah couldnt help but notice the similar pattern😕

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  9. I would argue that the decision to swith to this new model partly comes from the data coming from the current "player" Anyalytics at Anet. Its goal is to keep more active players in the game over the course of time. If you think about it, Xpac releases will be more frequent, we will get the Vault for which you can grind, we will be able to collect materials for the legendary armor set that they announced so we can be "on track", Skyscale...

    I am a bit concerned about the future state of GW2, since most of the announced things are not exactly new, exciting things, mostly just improved current systems and features. On its own its fine, but yes, barebones new content in Expac really seems  its just 2 maps, skins and story. We will have to see I guess.

     

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  10. Some of these are probably ok, but this new philosophy of "you need to be more active if you want to have a good boon uptime" seems to be handled in a cumbersome way. Now will need to spam/rotate skills quickly to keep getting alacrity and other boons on the detriment of the skills intended utility (they might be on cooldown when we really need them or sacrifice the boons)  I know this is satirical but why we just dont have skills named Alac or Quickness to click on right away then 😅

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  11. 11 hours ago, Extacy.6192 said:

    Gyro should have been changed to be only a smoke field. That way it would have forced skillful play. You had to balst correctly and there would be a clear distinction from skills like veil mass stealh elite form mesmer.

    The other changes sound good.

    But please rework how projectile absorb/reflects work. One bubble shouldn't be able to block an unlimited amount of projectiles. It is just unfun for so many classes.

    Also please buff druid and tempest even more. I guess with these recent scrapper changes it will still not be enough to make them a real alternative in zerg play. On demand instant stealth ist just too good, paired with super speed, stability, projectile absorb, cleanse, boon conversion and permanent accessable sustain healing. Don't nerf scrapper again, but buff druid and temepst even more.

     

    Druid staff 2 shouldn't be a projectile anymore, buff the healing on staff 1 significantly and rework the penalties on leaving CA earlier and some other things like the CA stealth trait.

     

    On tempest please find a way how it can give alac AND heal on auras at the same time. Shuffle the traits around for this. Make aura sharing on 10 targets again. This would be sufficient to make it a real alternative for every second group.

    Thanks

     

    Good suggestions👍

    It seems as a good thing that they decided to reverse the gyros change, since Scrapper is a brawler type, so it makes sense the gyros follow you as you move around alot, buut in terms of WvW team support, it outweighs the caster specs (Tempest, Druid, Chrono), who I believe should be at that level of support as well.

    It is nice that the following updates for engi after 4th october will be aimed to be fun, but other support specs must not lack behind.

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  12. I really like the prospect of many new players.😉 I just hope that Mesmers wont cause chaos with their portals, that would leave a bad impression. My second worry is that some people will surely try to make an alt account (since the Steam version will apparently have different account creation), hopefully it wont cause issues along the line and will be treated to prevent exploits.🤔

  13. 36 minutes ago, Tigerkralle.1435 said:

    I am glad that Druids will in the future be able to give stability, but only being able to use it in Celestial Avatar is very weak, like as a support the group relies on you to provide the stability when it is needed and building up the Celestial Avatar energy is not so easy and can't be done at will and immediately. Changing from Non-Celestial Avatar to Celestial Avatar has a casting time.... And you and your teammates were already knocked back to the other end of the map....

    Yes. My suggestion would be to have a Druid trait that triggers Stability when using a Glyph in not Celestial Avatar form. It would give a Druid more agency in that area.

    It could potentially seem as a stability powerhouse, but technically you would still need to sacrifice skill slots + maybe effective application of the glyph's other effects in order to go "full stabilty", it terms of maintaining it effectively for the party as a focus.

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  14. Hello here are few suggestions on the Untamed.

    1. Make the option to have pet skills set to an autoattack (like with the wepon skills with ctrl+right click)

    2. Make the pet skills + pet command skills key bindable.

    With these two changes, this pet UI could even be added to core ranger/druid/SB independent on the Untamed.

    3. Make the special unleashed pet skills (at least Venomous Outburst) to have a proper sight and range checks. It happens often, in the heat of battle, that they trigger when the pet is not at the enemy, wasting them. (for instance I have a proper target, but the pet is located somewhere else and attacks a tree or something).

    4. Even though I like the new Ambush skills, 2 seconds window is just too short. We allready need to think about 3 triggers-weapon swap, pets swap and Unleash+CC skills to have an opening for pet skills, utilities etc. And in all that we need to be aware of that 2 secs window is just too much, since we need to first unleash. Maybe making it 4 seconds or so, or some trait to make it stay longer would be better.

  15. 15 hours ago, AlexndrTheGreat.8310 said:

    Removing a weapon swap, especially at this stage, would be crippling. If every weapon got an Unleashed version similar to hammer, it would be a solid "maybe", but hammer right now shares weapon CDs between both states. So even if we had our Unleashed swap give us a new weapon set, we'd now be restricted to not wanting to use certain skills because we won't be able to use the other one when we swap, something that I don't think any other class or spec has to worry about.

    Maybe they could remove shared cooldowns? 🤔 Thing is the reason devs havent made unleashed skills to other weapons is for balancing reasons, that Untamed would most likely overpower core Ranger and other profs when we could just switch to more powerful skills in other weapon without cooldown. It shows a hole in the design in my opinion, too much focused on the theme but not variety in gameplay. Not to mention that many ranger weapons are not precisely  heavy CC oriented that the spec takes advantage from. I just dont like untamed to be just a Hammer specialization, that is a wasted opportunity.

    Other thing I can think of is when they add all, some or at least one skill from each weapon to unleashed state but with altering effects, not for them to do more dps.

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  16. After testing the spec a bit more and thinking about the conundrum, I would have a new suggestion:

    Lock weapon swap during combat. Effects from related traits such as Tail Wind, Furious Grip and Quick Draw from the Skirmishing line could be carried over to the Unleashed trigger (similar as were pet swap traits with SB). It could possibly solve two things:

    1. In case of making new Unleashed skills for other weapons to make the specialization more interesting (which is I believe most viable thing to do now so the Untamed wasnt just a hammer spec) , it would stand as a way of trade-off for powercreep issues that were even mentioned during the preview.
    2. It would get rid off of 3 triggers, which are too much of a hassle for many players.

    And change at least one Unleashed pet skill based on a pet family (different combo fields for instance). Having two of them profiting from CC is well enough, considering other weapons are not really heavy on CC and they need to be in not-unleashed state in order for Unleashed pet to trigger the conditions.

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  17. Hello I posted this in older post (sorry for that) but I think its better here:

    Unleashed F5 skill seems kinda underwhelming at this stage, at least on variety/fun factor. It gives "just" 3 new pet skills and changes 4 hammer skills. If not counting offense/defense mechanic, thats just it. I believe things can be added without making the spec a powercreep as was mentioned in the preview. I would have 2 suggestions for that.

    1. Make the Unleashed pet F3 skill different based on the pet family.  Each could give a different combo field. There are 9 fields and 9 central Tyria pet familes. HoT, PoF and EoD pets could get one of those. For instance the Poison in the preview could go to spiders, Dark for devourers, Smoke for cats etc.
    2. Change one or two skills from each other weapon while Unleashed is on you. For example:

    Longbow: Long Range Shot - Becomes Short Range Shot, deals more damage the closer the target

     

    No radical changes to the skills so the Untamed wasnt OP, but I believe it would give a bit more potency for the theme while having more variations for switching Unleashed between player and a pet.

    Another thing that lacks is the minor trait  Natural Fortitude that gives 240 Vitality. It is just written in the stars that it is a boring trait (most new elite specs have an issue with minor traits btw). I believe, in the spirit of giving Ranger more of a warrior status, it can be done in another way. Thing that comes into mind right now is the similar effect that Utility items have. I think best would be to Gain Vitality equal to % of your Toughness. It could incentivize players to try more gear with Tougness stats in lets say another equipment tab.

    + as others said with new pet skills being Beast skills.

    ty

     

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  18. 10 minutes ago, Arkham Creed.7358 said:

    Are you aware that it is actually GW cannon that our characters eventually become evil and send robots back in time to attack Tyria? 

    Is it true?😶 Now I kinda get it why your enraged by a Mechanist😂

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