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Kazeshini.8210

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  1. I don't know why I am only getting block when I try to do mechanics from a distance rather than just having it counted as missed. I can do the runs fine in trib mode for daily baubles. Just the pain in realization about this bug when I reached the boss every time.
  2. - Player Housing, I want more things out of crafting. I maxed out all professions to 500 but I love scribing since its the profession that allows you to craft items to customize guild halls. I want to be selfish and use and keep all the items for myself and deck out player housing better than FFXIV shows off their housing models. - Revamp old wardrobe skin armors from 2012 era. So much wardrobe skins feels out of date comparing to recent outfits and skins we are recently getting. - More mastery upgrade for jade bot, I wanted more of this stuff there could've been a feature added similar to batman Arkham series with the grappling gun then you attach yourself to a zipline after getting off you get increase speed boost. - Hotkey for mount radial for game client rather than relying on 3rd party mod - An actual in-game obtainable mount skin that can be acquired from playing the game rather than obtaining them through the gem store. Please just a few set of each mount for the sake of novelty of obtaining them. - Do something like what FFXIV does with their chocobo barding's for mounts but for Guild Wars 2. We can either get the materials from around the game from either doing PvP, Open World Meta Events, Raiding, Living Story, Strikes, or obtained by getting the achievement. We can use these barding to customize the saddles, appearances, mount helmet, etc.
  3. Keep shop, removal of rare / super rare drop rates for skin items from black lion exclusive but put these limited items purchasable with no RNG during these X days / season. Also do something similar to what DOTA 2 Workshop does having fan artist creating assets for a workshop submitting whether armors / weapons / outfits. It would be cool if we can keep adding stuff for sake of novelty collections / fashion wars but idk approval process making unique custom shaders nodes would be compatible for gw2.
  4. Toolbelt: The Core toolbelt needs to comeback, being mechanist feels hollow when our Jade Mech is not available. We also need an F4 Button call back our mech if its melee build + its too far from us + F5 button to swap to core toolbar ability. The whole elite spec heavily relies on buffing the jade mech + giving it abilites but we don't have anything to sustain if our mech is stuck in cooldown for repairs Jade Mech: Cooldown for the maximum needs to be down to 30 while the minimum cooldown needs to be removed We need a better breakbar for PvE, it's soft as paper fighting in high level zones especially against HoT condi mobs. The dismissal of the mech happens when after we dismount then we get hit by another cooldown, that needs to go. Some of Jade Mech abilities shouldnt be really needed to be rooted including the Crisis Zone ability when I need to give alacrity for party members. The AI for the jade mech needs a better improvement, there are times when I want to use Barrier Signet but its too far from me or trying to use it abilities but it cancels out itself. We need support skills for our jade mech to do the same stuff as heal scourge, support scrapper, support rangers to go towards downstate allies and be able to revive them. Signets: All the signet needs a buff,each signet needs to be more powerful and needs an additional feature when we have our jade mech active Healing Signet: We need another pulse radius when we have our jade mech active it also heals small portions to our allies Barrier Signet: Needs to extend from 5 players to 10 + cleanses conditions or give us stability Force Signet: Damage output needs to be more and it needs to have blast finisher Superconducting Signet: Please buff this one give it alot more condition as a nuke button, the whole signet needs to be changed to something else or buff the base damage from conditions. Shift Signet Needs a change it should give us an option to teleport back to our position and instead of shadowstep from point A to point B it should work like a portal similar to sandwell portal like scourges. Overclock Signet: Its in a bad underwhelming spot that needs a big improvement, whatever grandmaster trait it also benefits from it. Lets say we the jade dynamo active, it also burns the enemy + field, if its the barrier engine not only the beam outputs a barrer but it also cleanses conditions but if its the J-drive it also launches enemy targets in its cone. Traits: The biggest problem with the whole traitlines they do not have an ounce of benefit towards the engineers themselves, we are handicapped without our mech on the field. Mech Fighter + Energy Siphoning that buffs both Vitality + Toughness stats feels a waste, they should be together into 1 while we get other stat inprovement for the jade mech J-Drive improving signets + Overdrive Signet is underwhelming please make it either a passive traitline or give it a better bonus + better reduction of cooldown Sky Circus is just a bad trait when dismissed or away for repairs, that part in-particular shouldn't be a grandmaster trait, that overall should've been in the grandmaster trait Sky Circus Aerial Bombardment is asking for a downgrade when you don't have jade mech active on the field and it doesn't much since there isn't any other traits in the elite spec that can synergized for engineers Jade Dynamo trait needs its explosions to be improved above the 33% + give us more condi power. Core Shot Reactor is still underperforming for power builds, they need to be more than 60% for our mech. Barrier Engine + Crisis Zone abilities should not be locked to 5 Number of allies when appling boons + support they should be available for raids. Support traitline abilities could've been given to us the ability similar to scourges / scrapper to to revive them with our jade mech. Builds: (Noted it's just exotics + just using whatevers available in the beta pre-sets, don't have full legendaries to be flexible) Power PvE: It's underwhelming with explosions build, I'm having hard time trying to be consistant to get to 30k benchmark, the power signet is just stuck in a weird justoxposition with no combo finisher and m/p feels underwhelming comparing to its rifle power Condi PvE: They are just straight downgrade comparing to core engineers + holosmith condi P/P weapon set still does better output dps than mace/pistol confusion dps doesn't help much if im fighting agaist high end with breakbars broken Support Pve: It has great potential to be either diviners/harrier buildset for perm alacrity buffer or heal support. We are in a dire need for another ability to condi clease our party / raid members apart from Crisis Zone. We also need another support ability that can either give us stability or break stun for our allies. Jade Mech could've been par with other heal support that revives downstate players but they don't do enough apart from being a buff bot + barrier. The barriers they output is still underwhelming comparing to scrappers + scourges. Ventari Alacrity Heal set 2.0
  5. When I summon the jade golem on top of enemy mobs they do not do damage on impact/spawn when they land if I happened to press W to move forward or cancel animation.
  6. If anet were serious about this kind of exploiting map breaking they should've placed invisible wall mesh/polygons and act like barriers to obstruct their path to prevent players getting on these specific ledges or vertex to leap again to be unreachable in PvP + WvW especially with gliding.
  7. Yea mallyx is abbadon themed / margonites from gw1 but I wanted more danker themes related to spiders and tower of nightmare thats lurking from the mists or that elder spider before the era of abbadon.
  8. It's fine where we are at it's roughly 8-16k tris, the output for rendering since it's in an old + in-house game engine outsourcing things here and there from 3rd party game engine plugins. If they do add a new updated character model it could break the whole spine rigging joints for this specific character models. For textures I'm not too sure with anet art pipeline they might be stuck in the old bottlenecked diffuse glossiness specular textures comparing to other modern AAA qualities they cranked out with their texture to lean towards Base Color (Diffuse texture no longer necessary having to bake lighting into texture), Metallic, roughness they could go up the bar and add displacement textures which is mostly used a lot for cinematography renders in film, recently added to gaming pipeline for high quality game dev. IIRC anet ships out character armors grayscale and uses dyes as their diffuse color for character armors. I don't think changing render nodes such as sub-scattering Ambient Occlusion would be the cheap thing making armors with absurd amount of Fresnel like mist armor+ legendary armors have or a slap of mystic infusion or making changes like anti-aliasing but upgrading towards DX11 is a good direction they are heading in terms of expanding their rendering QoL. They would need to update their character armor assets before HoT (splitting mesh UV even further for more QoL dying parts of the armor then baking them for texturing) They could just bake and re-export textures with powerful texturing software like Mari or substance painter. The other thing they also need to update is their old dyes as well, a lot of these dyes especially the old ones may not have have a good either or and glossiness specular map or the value between 0-1 to distinguish if I want this specific dye to represent if the armor is made out of metal/plastic or something flat like leather/matte.
  9. IMO the whole luxon + kurzik duet could've been seperated + available during core release and having to be able to use greatswords. - Largos or Unending Ocean Creature Theme Spear users for land - Kaolai or Master Togo scepter - Arachnia / Nightmare theme dual daggers - Cosmos/starbound star (maybe)? night and day lore about dwayna and grenth Dervish
  10. Vindicators have higher leap than thief vaulting, high jumping skills like a dragoon in final fantasy but they can't even use this jump skill to leap ontop of ledges. The whole rooting to the ground when dodged needs to be removed. Also the whole talent trait tree feels like 80/20 in favor being support / blue alliance stance. We shouldn't be forced to be bottlenecked and rely on vigor related uptime if forerunner of death cant be held uptime consistently. Our 2 offensive Major Grandmaster traits feels like a massive downgrade comparing to what daredevil dodging has to offer in PvE. I wanted for so long for Berserker (maybe with few assassins here and there) power revenants builds to pop out with their numbers and go ham, pumping harder dps than a HoT era power tempest pumping out dps with fire+air attunement rotation.
  11. 1. Herald 2. Vindicator Blue Stance (purely for support) 3.Renegade - - - bottom of the barrel. Vindicator Red Stance (Any other builds) During first weeks when rev beta came out the only thing they were good at is parking then next to nodes next time you log into a rev. Using Shiro Stance and being an open world gatherer. Impossible odds speeds up the gathering animation + superspeed buff to run towards the next gathering nodes from flax farming to cutting woods + mining wherever you park it next to these nodes. Herald could've been better good utility class near equivalent to how healbrand pumps out boons however during their state of gameplay they are below BS warriors because warriors can pump might/fury + banners. Even chronomancers can cover all the boons with inspiration signet + disortion + wells for alacrity. We could've had more Function skills (F3-F4) to be more utilized instead of being bottlenecked to give unique boon stances depending on whichever stance we locked in during combat. Rev were also in a bad juxtaposition in how much energy cost on skills. Renegade had the same issues again as the first beta, underperforming but worse. They had terrain issues with both missiles + renegade spirits attacking mobs on land slope terrains half the time they just dont hit at all. Also you perform better even using renegades as you elite spec, you don't bring either the short bow or the elite stance to perform good amount of DPS to the table to be in a good raiding / party spot for Fractals. Ventari+Kalla healing build was a blast before they nerfed alacrity away from tablet skill. Vindicators in the beta state is just rushed out it may be half optimized in favor for another shameless support once again over dps. The way they released vindicators it's in a worse gameplay state than herald flipping signet nodes from active passive stance to activated ability. DPS builds once again nowhere near existence to be optimal to play in high-level end-game while. You do not have good viable options inside the talent tree that's dps oriented except the dodge mechanic which is forcing you to be shot in the air and asking to be downstated if you high in the sky for too long or dodged too early. Revenants are suffering deep inhaling heavy doses of Copium, we just have to wait and see if history repeats itself either roughly 4 weeks after EoD release for another patch to buff their utility or wait months into the next Living Story map for a good stat released to be viable to play with in end-game raiding/dungeon.
  12. No splash art shown in hero tab>training>Vindicator Elite Also no splash art shown in their talent tree either.
  13. Vindicator feels disappointing at its current state. I wanted to play Vindicator as a selfish DPS but this is alliance duo trait doesn't mesh well at its current state it's leaning as a support but underwhelming. We already have Glint + Kalla that can outperform boon support + output DPS efficiently for PVE. - Either Have F2 Changed so that when used we change to support alliance or offensive alliance stance or add F3 button if anet still wants to keep both stances under 1 alliance they need to make more utilities that does both offensive and defensive rather than separating them apart then they opt in-out of each other. - Our dodging isn't even a combo blast finisher - Forerunning of Death should've been the trait where we get 2 or more dodges. It feels unjustified for a grandmaster trait we can increase our dps uptime comparing to daredevil bouncing trait. We don't have enough endurace regained even with sigil of energy+traits to refresh that buff before its timer runs out - Saint of zu Helter had better jump iframe comparing to the other 2 grandmaster dodges, theyre just bad game design how long we have to wait. Even sword 3 skill has better dodge skill comparing to just 1 damage burst. - Urn elite needs to re-adjusted, get rid of unable to self heal and its selfishness amount of energy expenses per tick. Its worse than impossible odds consumption rate when it was first release - GS skills doesn't have a combo finisher like guardians, warriors, ranger, reaper has - GS skill 3 needs range to be longer - Using dodge skill should give us the ability to have terrain advantages such as getting ontop of a ledge or aiming across another platform rather than having been forcefully rooted to the ground while waiting for the dodge skill to end. You cant even jump while trying to self adjust position during these dodge frames. - Even using Forerunner of Death its frame its too long had to rely on jalis hammer or mallyx elite to dps during these downtimes - Using alliance stance is already stressful that it F1 but you are forced to be tunneled with skill management for dps spec. - The offensive alliance abilities cost are expensive in a bad spot they cost between 10-15-20 then they opt out to a different ultility that doesn't do any damage but been force to spend resource to either convert back - Feeling punished having Why is it the same problem again with revenants being underperforming since they introduced elites. Even during their first weeks of release of PoF renegade was underperforming very bad we didn't bother using short bow + kalla stance and just used mailyx + jallis until they've improved renegades few weeks later. Even after few weeks when raids first came out druids + banner slaves warriors can outperform herald with boons + other class can pick up the slack with breaking CC bars than relying on staff 5 rev skill and we still suck at picking up our weight with dps until renegades came out. Even the current state of Vindicator GS feels underwhelming comparing to the dual sword/sword power build. I don't like these philosophical design for the 3rd time that they favor support utilities again. Vindicator does not offer good CC that will break defiance bar efficiently comparing to its previous core+elite specs. The only thing that urn does right what tablet couldn't do consistently have is being attached to the player when its spawned and it follows us consistently. Tablet feels obsolete in most high-end PVE scenario especially when they removed alacrity from tablet skill. I don't like the fact that DPS vindicator doesn't feel like it exist at its current state in high end pve comparing to another support elite. Barriers could've stayed with Kalla heal skill/Ventari Tablet skills/ or added with glint elite spec rather than being stuck to a dodge grandmaster trait. My attempt with golem dps small as a power DPS full berserker I had 28k burst but it dropped down to 25-24k dps. This is just me using jalis+shiro with all boons + using warrior + ranger group buffs. Comparing to using alliance the short delay using the utilities is making them awkward to use them I cant see any way bring it up further than 20k dps. My attempt using condi just dips lower the dps even lower using mallyx+alliance around 18k using vipers.
  14. I hope that they would re-vitalized old map content with fishing or at lease expand some places in their unique way. FFXIV has a certain fish that had RNG within RNG where you can only fish certain types of fishes within XX:XX day or night time of the week like farming for a shiny Pokémon that spawns during X hour of the day but there' . It was fun hunting certain types of fishes but farming for various prestigious fishes to be log-in on the specific time slot of day didn't really appeal to me because player A that's been fishing for 3 months to get a certain fish whilst player B that been fishing for few days managed to obtain the fish Player A that's been wanting for so long that's soulbound. I just don't like that system to be implemented into GW2. It's like farming for the limited time item Heart of Magumma drop all over again back when HoT Beta was announced and people where doing Silverwastes farms or trying to farm for an unique infusion that you cannot share to sell/buy in the TP that has or opening 100k zephyrite boxes for chances of the super rare infusion to not getting one. My biggest concern about this factor has to do with the day/night/dawn/dusk cycle. There's 5 minutes within dusk/dawn cycle while night time has about 40 minutes and day time has about 70minute difference. If it's inevitable I just hope that players don't have to be punished again having to wait for time-gated spawns that does not require dynamic events. I would like to see a form of bait like chum bucket scattered in the waters or like back in WoW legion there's this pond that so many players were fishing for an NPC and occasionally the pond spawns a boss and after it's killed it does boost the spawn rate for fishing for things within that pond. I would like some form of attunement to return that upgrades our fishing gear like how we players had to go through specialized achievements where we had to go back to older core tyria to collect items from Heart Questgivers in the map and using some of the crafting system from crafting gen 1 precursors to put together the progression to craft that sense of accomplishment except that unnecessary absurd of materials and currencies to sink. I would like to see an opportunity of different ways of catching fishes here's an example from various games that I've played that I enjoyed their form of fishing: - Runescape there are several tools to catch selective kinds of fishes such as traditional fishing rods, to using nets, lobster cages, pots to catch exotic urchins, harpoons to catch marine sharks. - Monster hunter World you have don't have to stick with the traditional fishing rod and you can just use the net + camouflage suit to literally aim your crosshair with a net to catch small creatures + exotic fishes. I believe it could be executable like how there's a specific minigame in VB you have to fire a rifle targeting dummies but they're inside their own instance doing that. - NieR automata had a robot to be flung into the waters and we had to wait form of GUI that lit up to inform the players. It's simplified that you need to just simply press 2 buttons. One to bait and the other one at the right time to easily catch it - FFXIV you use smaller fish that you catch and obtain to be later used to capture larger fishes + catch and release system - FFXV had the best quality of life fishing mechanic I enjoyed the most. Their UI is so friendly that there is enough information while retaining a simple accessibility comparing to their MMO User Interface. You can see everything what you need to see all in one window frame the record, where you catch in the region, time of day/night they come out + the type of lure you can use to easily catch them.
  15. Pre-visual 3D Character Art In-game screenshot reference: I just wanted to show off my personal fan project I've been working for some time. This is based off one of mesmer character [saint Queen] the mesmer. These images are all still in pre-visual right now and not the final product. I am tweaking some pieces of the armor before optimizing them before moving into the later pipeline. I drag and drop the unrefined high poly assets from zbrush straight to marmoset toolbag and tweek just the shaders for pre-visuals for now. Most of the colour source is reliant on vertex colours. I'll update the rest when it's finished.
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