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sumpwa.1849

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Posts posted by sumpwa.1849

  1. Energy should just be redesigned to generate constantly like it does on Rev or Thief, with a few choice traits that could modify generation in some way. Also the quickness duration and radius on jade sphere should be greatly increased. It's absurd Herald can upkeep quickness effortlessly in a wide aura but we have to use this clunky mechanic constantly in our rotations.

  2. In addition to everything said here, the healing ability in water attunement is terrible. Not only do you have to first press 3 to generate an ice bullet then press 2, but the heal is less than 1/3'rd of dagger 2.

    Edit: also NONE of the attacks have muzzle flashes

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  3. Give commanders with 40 or more in their squad the ability to forcibly open a fresh map instance, for maps like Dragon's End, or any meta train so that you don't crowd onto ongoing maps and cause overflow and queueing issues.

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  4. 3 hours ago, kharmin.7683 said:

    (Unpopular opinion, perhaps) Raids should never have been implemented in GW2.  Resources would have better been spent on other content that appeals to a larger portion of the player base.

    Raids were never properly implemented in the first place. If they were the LFG would have specialized role signups and gear inspect.

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  5. As long as in game tools don't properly support end game PVE, players will continue to use methods like KP and community discords to gatekeep.

    Firstly, group functionality should not be locked by a commander tag. The only thing the tag should allow you to do is to make 50 player squads, which only matters in WVW and Open World anyway.

    Second, The LFG tool should allow people to queue up for your group even if its full, as long as it continues to be listed. This will make the LFG lists look more popular than they do now (IE Mostly dead). I'm okay with my group having a waitlist because it may encourage people to form their own groups instead of waiting on mine.

    Third, the LFG tool should allow people who sign up for your group to be able to list a note in their sign up as to what role they will do. That way you can fill important roles with people who actually know what those roles are.

    Ideally, I would also like to be able to gear inspect, but no one is ready for that conversation yet, even though it will massively reduce toxicity.

    Please note that I am largely placing this burden on Anet. This game is over a decade old. Things need to change if they want strikes to succeed. You can't just throw together a bunch of 10 man encounters, leave them to the players to figure out, and not also improve the systems that surround that content.

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  6. Here are some ideas for weaver skill 3:

    Fire/Earth: Explosive round, Breaks defiance, applies bleeding

    Fire/Water: Vent Steam: Releases superheated steam from the pistol in an AOE around the player, causing blindness and dealing damage.

    Fire/Air: Dragon's Breath: Conal AOE shot, applies burning

    Earth/Water: Mud shot: Fire at the target to cause slowness

    Earth/Air: Bean bag shot: Purely CC, causes knockdown, large defiance break, and a long cooldown

    I couldn't think of anything for water/air sadly.

    • Like 1
  7. I think I know how the different elements will work.

    Fire: Machine gun, rapid auto attacks and skills that apply condition stacks.

    Air: Magnum rounds: slow, long range, skills have defiance bar breaking capability.

    Earth: Shotgun, like a Taurus Judge or S&W Governor. Short range, applies bleeds.

    Water: Super soaker, channeled abilities, maybe they can be used to blind enemies or something?

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