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Evolving Minotaur.5871

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  1. According to GW2 Efficiency, I have 271 Found Belongings, 54 Found Heirlooms and a masters training manual. That last one has been made totally useless from an overhaul in game mechanics (for the better by far) but I am still holding out hope for the other two. I could get 5 obsidian shards with 250 found belongings. :)
  2. Norn "elite" forms. Need love. My suggestion is: "Become the Leopard": main 5 skills appear with no utilities, as usual. "Dash": (or any other skill) hold for full current effect, as usual."Become the Leopard" ends: all skills return, "become the Leopard" starts a MUCH shorter recharge.Waiting 4 minutes to gain 30 seconds of access to your "spirit guide's" skills, 3 with long recharge times, does not feel like a form. It does feel like a waste of the elite skill slot.Being able to do something "leopardlike", every 20 seconds or so, would feel more like a form. The Leopard's "dash/pounce" combo was a nice idea, but is redundant now that pretty much all mounts can close the gap better.To make the skill even cooler. present the form's avatar (in this case Leopard) while the elite skill is equipped... PvE only of course.And while I am already suggesting more work for your programmers, how about Norns getting an extra option to dye their forms. :)I haven't looked at all forms to see if these are options but I really want to use leopard form. In it's current form, I can't.
  3. I don't think raids should be subject to this at all. Dungeons could have hard, medium and soft but no real issue if they don't just better for training people. Fractals are already progressively harder as you beat them and you can step back a few levels if you just want to goof around. DLs are kind of already there..The place I want levels is story instances that have multiple achievements bundled with them. I still haven't got my Luminescent armor yet because I can't be bothered repeating an instance that I finished, but failed one or more of the side quests. All these side achievements are for story flavour. It's pretty hard to absorb the story if you are really focusing on your gaming. Side quests should be easy fights but harder puzzles. Time shouldn't be a factor unless it is the only plot point for the achievement (self destruct in 2 min etc.).Most of the newer story instances are fine but there are some in season 2 that are exciting to fight your way through once, but get boring doing it over and over. All the story instances should be slightly more difficult the first time then much easier to repeat for story flavour. But everyone has their preferences so having a difficulty selector is the best way to go..I am not sure why people are saying no to this. We all know that hard mode will award more loot.
  4. I am all for a single underwater mount. Having searched this thread I see that there is a lot of interest as well. SO as a suggestion:SEAHORSEIn real life they are pretty much unremarkable so their abilities aren't going to be predetermined by what they normally do. Being as underwater combat has been buffed and the game is kind of moving away from underwater content, it could be an "all in one" beast. It is already a griffon since it is in a 3d environment. It could teleport half the distance of a Jackal, any direction, when you do a dodge (dbl tap w,a,s,d) mounted. It could do the Raptor tail sweep entering melee. If you are at the surface it could be used to jump straight up out of the water 1/4 the distance of the springer, but only straight up (no leaning) so the vault can be used. Let it travel somewhere between the speed of a skimmer and roller beetle. Finally it could camouflage (turn invisible) by pressing C as long as not moving or press V to spew ink and do half a raptor jump in a random direction. With all these cool features it should also have limitations. almost no Health. fast in a straight line with skimmer acceleration but if even a slight turn you drop to character walk speed/maneuverability instantly (but doesn't suffer maneuvering issues like other mounts). Chatty among other seahorses so cannot camouflage in line of sight of another seahorse. If another seahorse passes by, the invisible one will call to the passing one, blowing it's cover. Dodge uses half energy, ink uses half bar unless you include a trap-like stack of confusion in the ink cloud... then a full bar. I am suggesting this from the point of view that we only need one underwater mount in the game so creature model should be grand , Emotes are plentiful (maybe even player trainable like dog) generally, more features but slightly less useful. Only real advantage is to travel distance underwater fast.
  5. Lucrative farming metas that help new players. -The istani farm ran way past it's expiry date. Yet there are some people still asking "where do I go to farm fast". Every new living story map should have a $$$ rated farm for exactly 2 weeks (2 months for maps in expansions). This is incentive for the masters to hang around and help the rest of us farm AND learn.-After 2 weeks (months) , the latest content should drop to $$ loot level until the next "equivalent" release of content. This will keep all the people happy that are just playing to fill time till the new content arrives.-After the next equivalent content is released the loot level drops to $ and the map(s) enter a daily cue where once per cycle, the loot level returns to $$$ for 24 hours... like lvl 10+ quests in pre-Searing. I don't design games so my numbers may need fiddling with but the important thing is that you give structure to the existence of loot farms. There should only ever be one $$$ farm running, except in the case of expansions where each map should run @ $$$ simultaneously. This will help people plan their looting and ensure that no map gets forgotten. I see so many new players that need help with old content that are discouraged from playing because they are bored of the new stuff and don't know what to do on the old maps. GW2 core maps below lvl 80 don't really need help but I personally have a pet peeve having tier 2 & 3 leather and cloth be more expensive than tier 5 & 6 so putting a 10x multiplier on materials on those maps for a day every 50+ days could put more tier 1-4's in circulation. Given how long the Istan meta chest farm went on, if that was equivalent to $$$ loot then this shouldn't effect the economy at all. people that play for the content will be happy with the $$ level of loot and the hard core looters will have lots of variety in maps.
  6. I have to say this actually makes me mad. I made a 24 slot for a different character than my Tailor/leathersmith/armorsmith and never suspected for a second that I would not be able to upgrade it. That makes 2 soul bound bags I have now... and I was mad when I got the first 10 slot Trick-or-Treat bag from the first Halloween. I still have the bleedin' thing hoping one day the devs will realize their mistake and just leave all craft-able bags under 20 as sell-able and make all the rest account bound. I understood the "soulbind" mechanic when each character had it's own Karma pool but it really is just a punishment now. Birthday gifts are the ONLY thing that should still be soulbound and released to account bound once they have been opened..As someone else said. do away with soulbound or make crafting account wide. You're almost there now since you made unlocking recipes account wide.
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