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Xelqypla.6817

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Everything posted by Xelqypla.6817

  1. Raidsplain to us how making some sort of change to ALL forced movement skills is a great idea because the way Scrapper provides quickness is not ideal in some instanced situations. If it's a Scrapper problem, then the solution should be contained within Scrapper.
  2. The current design works. The Devs were aware of movement skills prior to developing bosses. It's an expected part of those fights. The solution is for you to watch your positioning. There is no need for the game to change.
  3. I see people saying they like HoT. I don't see people playing HoT. Players dropped like flies when HoT hit. Each expansion afterward had far less complex map navigation as well as easier enemies. I'm just calling it as I see it. It IS 'just' for a rather large group of people. I'm not saying you can't enjoy it. I'm just saying there are plenty of us who just find it a pain. My farming is generally hopping around to various maps spread across expansions/living world depending on what I feel like doing. Less gold per hour, but far less burnout as well. There are plenty of reasons to revisit HoT, but I avoid it due to the complexity of navigating and the enemies. I highly doubt I am alone on any of this. You guys can praise HoT to the heavens, I won't stop you. Just pointing out the "1st -wonder of the game world" probably isn't a popular viewpoint.
  4. People have managed just fine for a decade. If you learned not to stand in the fire, you'll learn not to throw yourself off a cliff.
  5. It's just complex navigation along with far more difficult encounters. I am pretty sure it's more popular to talk about than it is for people to play it. People enjoy the desert far more due to the less convoluted way to get around the map. Cantha has dramatic differences between the areas. SotO has the grand scale magical feeling. Each brings something interesting to the table. When I am farming or looking for something specific, HoT maps are usually my last choice.
  6. Seems a bit odd. 1. This seems like a far more convoluted way than to just make Expansions purchasable by gems. We already have a gold-gem conversion. 2. Leaderboards are not anywhere near as popular as a few people make them out to be. Maybe some competition for the top 10%, but after that, no one cares. It's why you don't see them much. 3. First area World Bosses were revamped and old players still do those. Rift Hunting is the current expansion "thing" which also hits core maps. Assuming you are correct, that players leave after the first map, I have no idea how it would help if they could suddenly play Heart of Thorns - that would be a ridiculous leap in difficulty. 4. I've played a ton of PvP servers. They don't work. Despite what people claim, very few are interested in "fair" open world PvP. They just wish to dominate and will target the players who are clearly weaker than they are. This continuously drives the bottom level players out. When they leave, then the next weakest start leaving, so on and so forth until only a small population remains - usually the dominating guild. It's why you don't see these types of servers much anymore. Easiest to see this on Survival-craft PvP servers. V-Rising launches in a month, so you can watch the server deaths in real time. 5. I think that would be a waste of resources. WvW gives you PvP benefits if you need to be carried. Structured gives you PvP benefits when you are good. 20v20 seems like it would be useful for the people who play MMORPGs and like PvP, but don't have the time to "get good" or to play WvW. Then again, the pool is so small, I think they'd simply quit while waiting in queue.
  7. Zyreva opened himself up to critique by showing a combat video and has offered advice. You have just claimed Ranger is bad. It will be impossible for you to convince people at this point. It would be more beneficial for you to post your own combat videos so we can see what you see.
  8. It seems some people believe that the name "ranger" comes from ranged weaponry, not land space or region.
  9. I can understand the appeal, but that would be for players who are already familiar with the game. I'd even be more inclined to support it if the game was a standard WoW clone. But as it stands, players need to understand the mechanics of the game before they could make any sense of the changes Elites bring. Firebrand changing Virtues into Tomes, which are similar to Engineer Kits might as well be talking about Hephalumps and Woozles to a new player. After all, at level 2 you open up the second weaponskill.
  10. 1. New players have no frame of reference for "elite spec." New players don't have access to elite specs and "Pay monies" at the very beginning of the character creation is going to be very, very ugly. On top of this, elite specs... don't actually impact the profession as much as you think. A Specter Thief is not a Necromancer. It doesn't play like a Necromancer. It's still plays like a Thief, with Thief traits, utilities, weapons, stealth, and mobility. Sure, Specter may seem much different from Deadeye but... they are both very clearly "Thief". More faces/hair/whatever would be nice, but I don't think that is going to make or break many newbies. 2. Intro is fine. They are playing a game in an easy newbie zone. Map and mini-map have icons they can move towards to discover what they are about. Each level already gives the player basic information like weapon swap, buffs, etc. Throwing everything at them when they log in and then... have them play for 80 levels where none of it matters will just have them forget it faster than they do now. No codex. It's 2024. Game Wiki's are common. YouTube is common. Game forums are common. I see no reason to spend so much developer time to not only create the codex, but to keep it updated when the Wiki exists. Not only does it exist, it doesn't need the Devs to keep it up to date every patch, since tons of players will do it for free.
  11. People struggle with height. I like the underwater stuff, but people really struggle with that extra dimension.
  12. They work just fine in Thousand Seas. I don't keep the Arborstone Portal Scroll in a shared inventory slot, so I use the City Portal near the Thousand Seas waypoint to get there. Then it's just a short move to Echovald, where a zipline, 2 batteries, and both Protocols are at the entrance. Quite frankly, Thousand Seas is already a huge value with quick access to most locations aside from SotO, as well as Jade Bot Bench. Also an easy area to practice Griffon flight with the large height and zipline back to the top. I wouldn't refuse the Protocols though.
  13. I think you would be far less excited to be one shot, especially at a distance you can't reach, by a the profession that can just stealth away IF you get close.
  14. ... and that's where you miss the point. I am getting an extra evade and an extra stealth. But this is just talking about D/D. Maleficent Seven Rifle would get really interesting.
  15. I understand now. It's STILL free skill usage. I'll just change my priorities to burn each cooldown while I am bottomed out of Initiative, starting with the lowest cost to the highest cost. You understand that the ONLY thing that changed was that I got things on cooldown a little later. I am 100% still going to get what I can on cooldown, especially if I can bounce back with initiative boosts from traits/skills. I'll 100% bottom out, D3 for the evade, D4 for a cripple, D5 for the Stealth. If I am rolling with "Shadow Rejuvenation" that's 3 initiative. Another 2 initiative if I am using Axe/D. Not hard to rebound.
  16. No, I do understand it. Reread what I wrote. I understand you guys wish to dump all your initiative into damage. What your "great idea" would do is cause me to prioritize putting skills on Cooldown. Oversimplifying the D/D earlier, I would D5, Backstab, D4, D3, D2. That way my skills start their cooldown and I still have ALL my initiative. THAT is where "extra skill usage" is coming from. I would do that so the cooldowns would "cool off" while I use initiative normally. They all go back to being a initiative-free use while I play normally. This change gives YOU the ability to have an active defense while you burn your initiative for damage. What it gives ME is an initiative-free use of each skill every X number of seconds. It would make the +3 initiative from Trickery look like a joke. It's far from bad. It's ridiculously powerful. So powerful that Anet would definitely nerf Initiative into the ground to compensate.
  17. Never got any traction because it's a bad idea. Thief initiative cost and damage would get balanced around this. You aren't going to sneak extra skill usage past Anet. If you have trouble understanding why things would be rebalanced, then think of any other class getting 10 initiative on top of their Cooldowns.
  18. I feel like you should play more video games. If you enjoy Palworld, I would suggest looking into "Survival Crafting" Genre of games. Ark: Survival Evolved is similar. Nightingale is in early access, so that might be one to look into.
  19. I think one of two things are happening: 1. It's not actually Condition build. It's a power build that applies some conditions. 2. They toss some conditions on you to bait your cleanse, then burn their own cooldowns to reapply the conditions in bulk. After all, conditions need to be stacked to deal significant damage. Bleed, Burning, Poison, Confusion, and Torment at once is going to look dangerous, but if it's only 1 of each, it's not much of a threat.
  20. That's an outfit, not armor. Account might be compromised.
  21. Yeah, Expansion surrounding the usage of Skyscale will see more use of the Skyscale than a mount locked behind a different expansion with few grinds, some events, and a strike?
  22. Could do a pseudo spec with Hammer. Slow moving "projectiles" that look like random human/char/norn ghosts and have a chance to proc "on death" traits and items. Not true phantasms or clones, but can have a few in play depending on quickness and distance.
  23. I think people who are used to burning cooldowns in a rotation will dump initiative on opening combat, leaving themselves waiting for regen. Slow down. Keep some in the tank so you always have options.
  24. Or a Thief using Rending Shade trait. So... fear every 3 seconds or so? Still significantly more than just Mesmer.
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