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LoreChief.8391

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  1. This is actually what I'm referring to doing. Since we do not have glamour plates like ffxiv, our next best option is to go to wardrobe, assemble what you're looking for, and when you're like "hmm not sure if I want to go with these boots or these shoulders..." you link it to yourself so you can put them all back on to make decisions. That is where the problem I'm mentioning comes from. That said, the idea of creating a single-person-squad to get around it seems like it might work. kitten I wish they would just get modern already though.
  2. We don't get to 'build' sets in the wardrobe without applying them. So we tend to just link the items into chat to ourselves to keep track of the various permutations of what we're considering. But we can't even really do that because we get the "message suppressed due to excessive messaging" error after linking a handful of items TO OURSELVES. Can we at least have this since we don't have glamour plates, please?
  3. Thunderclap, Shock Blast, Ride the Lightning, Arc Lightning, Chain Lightning, Lightning Surge, Static Field, probably more skills. They look like placeholder animations made with super-compressed JPGs. They sound like menu selection options from early 00's MUD browser games. Compared to the Fire, Wind, Water type effects which are solid 7/10's minimal, usually. Earth is also kind of in a sad state but nowhere near as bad as Lightning has always been.
  4. Will I ever use these items from here? Not likely. Do I keep them anyways just in case? Certainly. https://imgur.com/LHMHClk I would like to have this character back, but for now they are relegated to skin-item-mule.
  5. For Scrapper this is amazing. I really loved gyro's when they were originally ground-target range castable, and was really sad when it was nerfed to just be PBAOE. I want to say two important things about it though; 1. Stealth Gyro needs its stealth duration increased to compensate for the fact that we now have to stand under the gyro while we wait for stealth to reach its max duration. 2. Gyroscropic Acceleration needs to be changed to grant the Engineer Superspeed regardless of whether they are in the gyro AoE or not. Otherwise we will be nerfed if we need to cast gyro's at a distance.
  6. 1. Recharging Teleport To Friend Stone: The recharge time only processes while logged into that character. This means using it for alts that you use for farming/niche goals is not very useful. Please make it so that the cooldown time processes while not logged into that character, or at most slow it down so that it will regenerate its use after ~12 hours or something. 2. Rested EXP: Right now when you log in and are at Arborstone the rested EXP timer starts ticking immediately. Please pause rested EXP duration while in Arborstone. 3. Fishing Equipment: So this one is a bit more in depth for me to explain. For the first part, I would like to say that the current system is very limiting. * The 'Fishing Rod' is unlocked account-wide, and does not formally take up an inventory slot similar to other gathering tools. This part is fine. * The 'Lure' and 'Bait' however, are individual to the character. This means that fishing is usually very specifically done on one character that you've designated as your fisher, so fishing is not likely to happen when playing on non-fishing-mains. It is quite inconveniently different from the other gathering professions that people will do on any character that has tools on them at a moments notice. * Fishing requires substantially more inventory space. For reference I keep 15+ of each type of bait package on my character, not including the baits that have been opened and not used up (so up to 14 slots just for opened baits not in use), ~5 stacks of fishing lures, and a stack of fishing-exclusive buff food. This is a lot of inventory used up. It also further emphasizes why we don't fish on our other characters. All of this is to say that the Fishing system in the game could use a huge quality-of-life overhaul. I have a list of suggestions, some of which work together and some that might be overkill if all utilized at the same time. The 'Fishing' section of the Hero Panel becomes its own container for all of the 'baits'. This also becomes account-wide so that your baits are accessible for all of your characters. Probably not for lures since those are the equivalent of our gathering tools, and having one infinite use tool be usable account-wide would not be fair with the current state of the rest of the game. If #1 is dreaming too big, then perhaps make it so that bait is stored in the material storage and can be exclusively accessed via the Fishing-5 skill. 4. Expand the Fishing UI: It is very clunky going into the Hero panel every time we want to check the status on our remaining bait and lures, or see what our fishing power is at. Please either add these details to the fishing-in-progress-window or a separate UI widget specifically for showing them while we have fishing rods out. It could be right above the fishing minigame bar; [Bait-name + remaining] [Lure Name + remaining] [Fishing Power Total] or something like that. There isn't a lot going on that it would be too UI-flooding to see them. 5. Fishing Party Stacks: Right now we lose all of our fishing stacks if we're off our boat for ~20 seconds or if we're forced to change instances. This makes it so that if we're fishing and go to join the fight against a Leviathan, we lose our stacks - or if we're in a big fishing group and change from Seitung to Kaineng to chase more Leviathans, we lose our stacks, or if the instance is determined to not be full enough it threatens to close on us in an hour and when that time comes we lose our fishing stacks. It's kind of a pain in the butt to lose your fishing stacks is what I'm saying. Please make it so that Fishing Stacks persist through map changes, that we do not lose our fishing stacks when we're off our boats for even up to 2 minutes (which will help with map changes and loading times), and that we do not lose our fishing stacks when we change instances. I think thats all I have to say on this topic for now. Thank you for reading.
  7. There was one mentioned in the Anniversary announcement, but no dates set and still no news on it. We're basically at the end of the month, the big Steam launch was a few days ago, and still....? nothing. We usually always get an August sale, but it seems like thats not going to be a thing this year. If it was, they would have said something by now right?
  8. So the new buff items we can buy with the decade currency; Decade Enhancement Station, Decade Desserts and Anniversary Banner kind of seemed like they would have made more sense being the natural evolutions of Delectable Birthday Cakes. However they are literally just one-time-use items which is pretty disappointing after all of this time. Would it be possible at least to have a utility version of Delectable Birthday Cakes added to the game please?
  9. French wiki is just the same wiki thrown with auto-translate. If you look at Taimi on the French wiki as an example, its just the literal same as English wiki but translated into french (which Google then auto-translates back to English anyways lol).
  10. So I swapped over to French voices, something I've done in a lot of other MMO's when I'm tired of the English voice acting. I hear a lot of familiar voices though, so naturally I want to confirm what I'm hearing. However I can't find any of the information on the wiki for who voices who. I see a lot of accreditation for the English VA's, but none for French/German. Googling "GW2 French Voice Actors" doesn't yield anything useful either. Can we get this information populated to the wiki please? I'm mostly asking for someone official to do this since I'm sure at this point they are the only ones that know... Thanks
  11. I want to propose a functional change to Vindicator's greatsword weaponskill; "Imperial Guard" Imperial Guard: Block incoming attacks for a prolonged duration, strengthening your next attack to deal increased damage based on the attacks blocked. * Buff lasts for 8 seconds instead of 4 * Stacks 5 times, increases damage of the next attack by 20% per stack (max 100% increased damage) I got the idea after probably the 1000th time of following up on Imperial Guard with Eternity's Requiem/Tenacious Ruin. True Strike itself is far too slow and janky and doesnt feel like a very good followup. But since it feels like a "charge up" using IG, it inspires me that it would be a lot more rule-of-cool to let that buff be used for any one skill after.
  12. The changes with today are terrible for Scepter, Specter, and Stealth as a whole. I've written my thoughts in their own thread, but honestly todays patch was a huge loss for Thief playstyles and interesting mechanics as a whole.
  13. Hi all, LoreChief here, been playing since BWE2. I'm a Thief main, have been for every expansion so far. I know this is nothing special, let's move on though. I want to be as non-sassy as possible when I write this, because I am full of sass right now. This recent balance patch has left me livid, as I've been enjoying this expansion playing Specter. I get to support allies, give them barrier, heal them, put conditions on enemies, and use a pretty neat Stealth Scepter skill to allow me to do some mediocre damage (the damage is low, but its really fun to stealth as a support character!). I can't do that as of today though. I'm not particularly sure what I can do on this class any more because of the nerfs to stealth. If you wanted to nerf the perma-stealthers why not just do something like change Black Powder to a dark field instead of Smoke? Spamming SB skills into your own smoke field was always a very janky way to play this class in the first place, and you never really accomplished much either. Instead what we now have is a 'Shadow Arts' traitline that gives you literally no way to get into stealth. Those of us playing Specter now have to give up our very localized utility in order to take high-cooldown stealth skills like Blinding Powder to occasionally be able to get into stealth. I went from being able to use Stealth after Siphon & Heal to literally not being able to stealth at all without taking these clunky utility skills to do it. Here's the thing though. When this game launched and Ele's were using attunements to get 20 interesting skills per weapon, Mesmers were running around with phantasms, Necromancers were becoming unkillable death gods with Shroud... Thieves? We were poking enemies with Steal to get a randomly-useless-item, and we were told "this is your core mechanic". But hey we could customize it like a project car through trait lines, which is how we all ended up taking Hidden Thief so we could access Stealth. Stealth is the real class mechanic of Thief after all, and it basically always has been. But we can't do that any more, because our access to Stealth hinged on precedence. The state of stealth as of todays patch; We have a traitline (Shadow Arts) that is now fully dedicated to pimping out Stealth, but it provides no methods into Stealth (aside from ressing allies) Deception Skills have no trait support, and all their cooldowns are too long. Quite literally the strength of stealth skills as a whole do not justify only being able to use them once or twice a minute. Our only options into Stealth are; Dagger 5: Which only works if you're playing a melee build Hide in Shadows: Healing skill (30s cooldown) that has no trait support, and removes utility from non-dps specs like Specter Blinding Powder (40s cooldown), Shadow Refuge (60s cooldown), Shadow Portal (60s cooldown) - skills that Anet seemingly wants us to now be forced to take in order to get into stealth. These have always been very build-specific and situational abilities though, so they don't fit with most of the Thief classes playstyles. I know as a Specter there's no room for these on my bar, and they would be pointless to take since again you would only be using Stealth once a minute or so which is nothing to build around. Shadow Meld, which is Deadeye exclusive and again still has a very lengthy cooldown The fact that Stealth could be weaved into the playstyle of every Thief spec via Hidden Thief was critical to its inclusion. With its removal, it not only removes a lot of the interesting parts of Thief playstyles, its a direct nerf to everything on Thief that resulted from it. Stealth skills damage values were not adjusted for now only being used once or twice a minute. They are now significantly underpowered. Stealth traitlines have lost a substantial amount of their pre-patch/post-patch effect. Why take the traitline when you know you're not going to be in stealth basically ever. So I want to propose this very controversial idea; Steal as it currently is should not be our core mechanic. Stealth should be inherently baked into Steal/Mark/Siphon. I say controversial only because I know I'm posting on these forums, which has always been 'the perpetual echo chamber of NoOoOoOOoO'. Anyways, I mostly wrote this thread for catharsis. I really wish this patch was delayed so they could re-assess the changes they were making to classes. I would have been fine with new content being pushed back a few weeks if it meant they would really think about what they were doing to a lot of our classes. I'll be putting my Thief down for a long time as a result of todays update (I know, boohoo poor me). Thanks.
  14. If they wanted to fix perma-stealthing they should have just changed Black Powder to a Dark field.
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