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Remus Darkblight.1673

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Everything posted by Remus Darkblight.1673

  1. Exactly this! Also half of the skills in the game behave like this dealing offensive effects to enemies and granting boons to allies. It would be absolute (excuse the pun) chaos. https://wiki.guildwars2.com/wiki/Vine_Surge - cleanse and immobilize everyone https://wiki.guildwars2.com/wiki/Solar_Beam - heal and damage everyone?!? https://wiki.guildwars2.com/wiki/Battle_Standard - Finish and revive everyone at the same time?!?! 😂 Would your own damaging AoE skills affect you too? What about the skills that pulse at your own location, or traps? I don't think it needs much thought to see that while it is an interesting idea, it's really not a very practical one.
  2. Pretty much what RoseofGilead said. Most maps have some kinda of chest or loot to chase, be it after the map meta phase or after certain events are completed. The ones in tangled depths I believe spawn after each phase of the pre-meta event chains. It is worth noting though, that you need vials of Chak acid to open them, which are earned by completing events. So you can't just farm the chests without also completing the map meta and events. The same goes for Auric Basin, Verdant Brink, and Dragon's Stand, they each have their own keys earned from activities in the maps. The other living story and expansion maps are similar with various mechanics preventing you from just farming the chests non-stop without also engaging in the other map content.
  3. Because it grants barrier to allies. I think the idea is that when supporting allies you want to be in the middle of them, and a forced movement skill like this can mess up your positioning. It is a very short range leap, so I don't think anyone is seriously using it as a movement skill. Also you might have enemies around, but not be fighting them locked-on, in which case this skill will just hurl you forward through enemies to the maximum distance.
  4. It takes considerably longer than two weeks to make the PvP and WvW sets. PvP takes a minimum of three ranked seasons, this can take months depending on season length. WvW takes 18-24 weeks to earn the skirmish tickets required depending on which set you go for. (Yes you can get more than the weekly cap from assault and defence events, but considering you need above gold participation and the events reward a single ticket, it won't have much of an impact) Those are the only enforced time gates due to the caps on currency, everything else is as you say, just a matter of having enough gold to buy the materials.
  5. Don't forget that unlocking those weapons allows you to purchase an even shinier and less shiny version as well. They have quite a pronounced visual effect. From the chests: https://wiki.guildwars2.com/wiki/Shining_Aureate_weapons More shiny: https://wiki.guildwars2.com/wiki/Fortune-Shining_Aureate_weapons Less Shiny: https://wiki.guildwars2.com/wiki/Refitted_Aureate_weapons
  6. It is my understanding that the animations on the raid armour were an absolute nightmare to code, the resource investment is just not worth it. Someone else may be able to verify this but, I believe they may have said they would not be doing something exactly like that again. It has been teased that alternative skins will be earnable in a similar fashion to the alternative 3rd gen Aurene legendary weapon skins based on the other dragons. We already have something similar in the PvP and WvW skins where there are more shiny versions of the precursor armour that are more expensive and have some glowy effects on them. While not a direct T2 upgrade to the legendary itself, it does mean that the shiny set is more expensive than the "basic" one, even though the only difference is cosmetic.
  7. You're right, but you have to do even more than that Doing the daily each day for the Aureate skins takes almost no time, light 5 fire crackers, open 6 envelopes, then do either the challenge or the race depending on the day. In my opinion these are much nicer skins than the ones you got for the weekly anyway, especially if you then opt to buy the fortune shining version too. You only have to do this 5 times per weapon and is then repeatable, so I do this every day. Each completion of the race earns you 5 points, and celestial challenge 10 points towards the total of 200 needed for the weekly chest. This means doing the minimum for dailies every single day will only put you around 50-55 points by the end of each week (70 if you never do the race, but the race is quicker than celestial challenge). In order to hit the 200, you need to do the celestial challenge 2-3 additional times or the race 4-6 more times, every day. I haven't timed the Celestial Challenge but I know the race can be done comfortably under 2m30s, so you need to spend about 20 minutes every day just doing the race, on top of your daily. In the grand scheme of things, it's not really that bad, but I don't think the extra effort is worth the skins personally. Maybe it is incentive enough for people that like the weird melted coin aesthetic they have going on.
  8. RIP my poison Soulbeast. Niche at the best of times but now dead. Relied on Refined Toxins to apply consistent poison on sword and made liberal use of Healing Spring for combo healing in 1v1's. At least I now migrated to playing a power untamed variant that isn't really affected by this patch.
  9. Is anyone actually in charge of balance though? 🤔🤭
  10. Given that I have played since launch, I more or less took all this stuff for granted. Is inventory management so poorly explained to newer players that it leads someone to to make a "why can't we?" post about something we absolutely do have?
  11. You have probably enabled one of the snap targeting modes in your options menu. It's in the targeting menu in control options. https://wiki.guildwars2.com/wiki/Options#Targeting
  12. Kick - This skill has been reworked, will now launch the target instead of a push. Skill has been renamed "Punt" to reflect this.
  13. The problem is that it shares a slot with Forceful Greatsword and Great Fortitude, both of which are a DPS increase on power builds, the latter also giving you more sustain through raw HP as well - usually a good pick when not running a Greatsword. The majority of warrior weapon CC also comes on Hammer and Mace, which already have great access to weakness. Maybe you could make an argument for Dagger/Shield. The bleeding is almost pointless because Strength as a trait line doesn't really lean into conditions anyway, and warrior condition builds tend to lack many sources of CC. So while weakness is a great condition, the trait itself is overshadowed by better options, and isn't in the best trait line to actually get the most out of it either.
  14. I guess you may be right there, maybe it was called based on game mode before but has been reworked on a per player basis, (presumably because changing a ruleset used to be per map instance and is now dynamic?). Just a guess, without seeing the code I suppose we'll never know. My guess would be that something had to be copy/pasted somewhere, and someone forgot the no-invulnerable downstate flag on what they were using? Stands to reason though, coding for GW2 must be an absolute nightmare considering the age of the engine, and lack of access to original documentation. I'd love to see if there are some funny hacky comments left in the code by pas developers 😂 "//seems to work, don't know why, good luck fixing this if you break it".
  15. You obviously didn't read my initial statement, since it said nothing of adding anything only moving the timing of the current functionality. Adding evade was a second and separate thought and suggestion. I've since had my understanding of the skill corrected anyway, apparently the initial stab does occur on wind up, I thought it was all loaded after the animation (though I've not verified it myself yet, I've no reason to doubt the correction at this time). That's your opinion, great, do tell us more about it. No you. It is, I think it's a great skill, never said otherwise. Doesn't mean it isn't open to fair discussion, clearly some people don't think it's perfect or this thread would not exist.
  16. TBH I hadn't thought much of it in a PvP setting, my experience comes more from WvW so that's where my thoughts were coming from. I think the problem people have with using it as a stun break is that it still has a cast time, meaning if you do break stun with it you can still be stunned again before being able to take any other action. Though I think this probably happens infrequently in small scale or 1v1 scenarios, which is why it probably feels fine there. Does it? If so I stand completely corrected. Since I always thought from the tooltip that's how it worked but was under the impression that it only gave the stability at the end of the animation. One stack by default and additional for targets hit. If that is the case then I'd be more inclined to give it a 3/4s evade, maybe even in WvW only. Simply because no one is reaction stunning you out of it. If anyone lands a stun on you when stomping, it's always an accident due to getting hit by more than one CC or a boon strip during the animation. It's only a feel bad for the warrior. That said, it would still constitute a direct buff, so there is room to call for a suitable trade (increased cooldown?) or to completely disagree.
  17. It already does provide stab. I'm merely suggesting altering the timing of the current functionality.
  18. It does make you wonder just how bad some of the back-end coding has become over the years, where changes to seemingly unrelated things somehow reinstate the downstate invulnerability in PvP, something you kind of expect to be called once based on game mode.
  19. Because I was told that if I load up the latest meme template I wouldn't have to play, the OP build does all the work for me right? Right?
  20. How about make it give stability at the start rather than at the landing point, and then additional stability if it hits anything? Alternatively, give it evade during the animation. I think the main complaint people have is that it should be an excellent tool in large group content in WvW when you get locked down during a push. It removes immoblize when traited due to being a movement skill, it repositions you, breaks stun, then gives you stability, and is hard CC, which in turn synergises well with Spellbreaker. In reality unfortunate timing will sometimes cause you to get immediately stunned again due to the sheer volume of CC you're trying to fight through. Of course the answer might be that it is intended to be interruptible, though the animation is so quick getting interrupted is rarely the result of an enemy properly reacting to it, but just sheer dumb luck, which is always a feelsbad moment.
  21. Except they do. When you activate a spirit utility it summons the spirit at the target location. The spirit itself grants the effect of the tooltip, then slams and casts a completely different skill before disappearing. If you trait Nature's Vengeance it will slam again after a few seconds, and then disappear. https://wiki.guildwars2.com/wiki/Storm_Spirit https://wiki.guildwars2.com/wiki/Call_Lightning_(Ranger) https://wiki.guildwars2.com/wiki/Spirit Water Spirit Aqua Surge heals for more based on your healing power Sun Spirit Solar Flare deals more burning Storm Spirit Call Lightning deals fixed damage and is unaffected by your power The boons/conditions caused by the spirit skills themselves are all affected by your concentration/expertise, including Storm Spirit.
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