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Andred.1087

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Posts posted by Andred.1087

  1. 2 hours ago, Duke Blackrose.4981 said:

    Or... they could add skin/dye options to both. And Mechanist golems. And Holosmith sword.

     

    If Arenanet's spaghetti code doesn't prohibit it, we should push for improvement. If it does prohibit it... oh well, get used to it and match your character's look to the skill.

    Lol.. it's really not complicated to see why it doesn't work that way. Wardrobe skins are tied to distinct instances of items. Things that you have in your inventory / armory. And all of these things are not items. Kit weapons, they might have some resemblance to items, once you are holding them, so maybe in that case there is some roundabout hack they could do to let players apply skins to them. But you know.. that's exactly how you end up with spaghetti code to begin with.

  2. While they're rather different in execution, I've often thought that there's a lot of interesting things to consider by comparing WvW to Planetside 2. Especially since the whole 3-way, large-scale war concept is the entirety of the game in PS2, so naturally they have been able to refine their implementation a good deal over the years. Of course that's not to say you could take any particular piece of it and just drop it into WvW and expect it to work, but I'd be very interested to see WvW devs taking some cues from it.

    For instance, when we get siege turtles as mounts, they could probably introduce that into WvW in a way that is comparable to how tanks are provisioned in PS2: requiring a particular resource (objective supply in our case), only deployable from specific locations (keeps, maybe towers, likely with the requirement of a particular tactic slot). I think that could be a really cool and interesting new mechanic for the game mode, and still be very balanceable. 

    Of course, one thing PS2 does quite well is the rock-paper-scissors aspect of different mechanics, which I don't think WvW has quite got down. Like, in PS2, a tank can decimate and effectively suppress most infantry; however, enough infantry with anti-armor weaponry can bring down a tank fairly easily. Whereas in WvW I don't really see a means for that same dynamic to exist with a siege turtle; the best way to take it down would probably be to just zerg rush it, as is the answer to just about everything in WvW, if you have a large enough group.

    Anyway... yeah, overall I think I would like to see WvW look more like PS2 in some ways. There's no shortage of things to draw inspiration from.

  3. 2 hours ago, kybraga.7103 said:

    Heaven's Palm is a cool concept but I think it should go back to the drawing board from a PvP perspective given that the windup makes it IMPOSSIBLE to land.

     

    Well, technically you can use Judge's Intervention while channeling it for a fun trick 😛 But nobody should fall for that one twice. Also it really sucks to bring a specific utility just to make your elite actually viable. Definitely needs a significant rework.

    • Like 2
  4. 56 minutes ago, Tulkas.2576 said:

    The virtues shouldn’t have a time limit attached to them. For example If you use justice, then you should be in justice stance until you use Courage. Sort of like warrior stances from WoW. 

     

    I like this idea a lot. They would need to tweak the on-hit buffs, but it seems like this would be much better. And it's a way to get virtue passives back, kind of. You would be locked to one at a time, but it seems plausible to balance them in a way that makes each one a viable choice for different situations.

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  5. What is with this nonsense about revenant being more suited to a ritualist spec than necromancer? Hello? Necro is a light armor spellcaster, themed around the dead and the occult. Revenant is a heavy armor melee/support hybrid that channels legendary figures from Tyria's past. The most it has in common with ritualist is they both wear a blindfold and they both start with R.

    Alright fine, I will concede there is some nontrivial thematic overlap between rev and rit. But revenant has always been about new concepts, because it is the newest class, and rit is such an obvious choice for a necro spec in this expansion. Make it a support build that summons buffing spirits that can also be used offensively, perhaps with shroud mechanic. Other necro minions are pretty useless, but stationary spirits that give buffs, kind of like ranger but sufficiently differentiated with other utilities, could be an exception to that, if they did it right. Obviously Summon Spirits (i.e. to your location) would be a key part of this.

  6. I've been seeing this today as well. It looks like Wasmaa stays in the camp even while she is doing the Hessper event. Not sure if that's the issue, but most NPC's don't exist in 2 places on the same map at the same time. After Wasmaa's event completes she just doesn't do anything, and the chain is stuck.

  7. @Tuna Bandit.3786 said:That makes it even worse. It was a known bug? SERIOUSLY?!?!?!?!?!?!

    Sorry but sheer outrage is what I feel now, all those people dedicating their time and Anet knew about this bug for a long time already?!?

    Actually, I think I misspoke. Pretty sure I remember this event being bugged a long time ago, but that might have been a different issue, as people are claiming this event was being farmed a lot before now.

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