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Aalter.2950

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Everything posted by Aalter.2950

  1. I'll start by saying that I love the design. It gives the player decision points relating to the rotation they choose in each attunement for different effects, and each element does what you would expect it to do. My main problem is that it feels a bit clunky, especially in PvP. Pistols should (by design) be quick, medium-range weapons with the primary drawback being few AoE abilities and the potential for having projectiles blocked or reflected. The skills feel a tiny bit slow - the cast time, aftercasts, and missile speed of the abilities add up to skills that can be avoided by enemy players at 600-900 range if they are simply strafing or running. With the amount of reflects in the game, there isn't much risk in reducing the cast times/aftercasts and/or increasing the missile speed on some of the slower skills. Searing Salvo in particular feels maybe even slower than it should be. Furthermore, the damage (power coefficients and conditions) on the Pistol skills are considerably low, especially when compared to the Guardian Pistol skills being released simultaneously. I'd strongly recommend increasing these to make it a competitive option. Piercing Pebble and Scorching Shot specifically could use a boost. Otherwise, one specific suggestion would be that Dazing Discharge (Air 3)'s consume effect should be increased to 8-10 seconds. 5 seconds can be quite short of a window to swap to another attunement and cast a Pistol skill. Anyway, I'd like to add that I think these weapons are really well-designed and fun to play! I'm suuuuuuper excited for them to be added to the game. Keep up the great work! 😄
  2. They should honestly just add a section to the Fishing tab in the Hero panel called the "Tackle Box" which is a material storage-like area into which all types of bait up to a limit (such as 1000) and lures (maybe up to 4 of each type) can be deposited. Extra cool if other fishing-related items could be stored in the Tackle Box, such as any/all types of Fishing Power food. That way, players could more seamlessly fish across multiple characters, instead of needing to dedicate 1 character to fishing or taking the time and energy to move bait and lures over (or holding them on multiple characters...) any time they want to fish on a different character. Even if this was an unlockable that could be purchased in-game or from the Black Lion Trading Company, it would be a massive QoL improvement for anyone that fishes.
  3. Thanks for all your hard work ANet! People will complain, but the patch looks good to me. 🙂 I am hoping that, looking forward, you'll notice with Support Specter and Mechanist one of the primary issues is fighting the UI more than the enemy. We *desperately* need some QoL improvements on the game UI, especially when it comes to targeting allies and managing pets/summons. (why can the Mech fly but be confounded by stairs???) Looking forward to testing out the patch changes, and hoping to see more Player Pain Points addressed with QoL updates in future patches!
  4. They do need to give portals to more specs. Revenant should have one imo, as Thief and Mesmer do that would at least give one to each armor class.
  5. I was suggesting minions not primarily as a way to deal damage but as utility pets that play defensively. Minions are cool, people like them, and still the only profession that gets to access them is Necromancer (and Ele to a very tiny degree). Making an Engineer that is based mechanically on Necromancer seems like a logical step for a new Elite spec, as most elite specs are designed as nods to the multiclassing in GW1. But in my concept they would ideally play like Condi Daredevil more than actually playing like a Necro. There are plenty of other slot skills types you could use instead, the main concept is the shroud and I very much disagree that it's similar to Photon Forge, though if you think PF is too much like shroud that sort of kills for you the idea of ever doing a necro-engi spec in the future. Also just want to point out that different ideas for future elite specs don't have to be mutually exclusive; you could have both! If you would like to see a poison gas trapper with ambushes you can make a thread about it. Sounds cool!
  6. Based on our Discord chat, here's what I'd suggest (just for fun): Engineer Elite Specialization: Exo Equipped with experimental Charr-Asuran Exosuit technology developed by the new Pact, Exos are ace pilots that move effortlessly through the battlefield and crush their enemies to scrap. They wield a Focus to charge their Exosuit's battery, which they activate to unleash mighty attacks and absorb blows. Specialization mechanic: Exosuit Generate battery by absorbing attacks and dealing damage to enemies. When Exosuit is activated, gain access to a new set of weapon skills and use your battery as health until it is depleted or Exosuit is deactivated. New skill type: Minion Exos are able to control an array of mechanical companions that generate battery, attack and lock down their enemies, and even block or heal damage. Minions can be detonated for extra effects. Basically the Exosuit would be like a Necromancer's Shroud and the minions would work similarly to Necro minions. However, there would be some distinct mechanical and flavor differences so make sure they don't feel like re-skinned Necros. I'd suggest the weapon skills for the Exosuit to be most akin to Daredevil Staff skills, making it feels a bit like a Monk fighting with just hand-to-hand combat. It would be cool for it to inflict some conditions like Bleeding, Burning, and Confusion, so the focus would be a melee-oriented Condition Damage bruiser. Focus skills 4+5 should charge the Exosuit's battery and provide boons, possibly with some defensive utility or CC. I think it would be cool for one of the skills to grant Aegis among other things, and for Aegis procs to be in the traits and minion skills. That way, you could have blocking attacks charge the Exosuit battery faster and allow for build choices like using a Shield. Minions should have an effect on summon and an effect on detonation, encouraging decisions about how long to leave them up vs. the utility of detonation+resummon despite the downtime from the cooldown. You could have traits and skills that convert cleansed conditions into Battery, provide Aegis to allies you grant Regen to, things like that. What do you think?
  7. Maybe if existing festivals were trimmed a bit it would be less overwhelming to have them more often. Or just to add annual mini-festivals for the Asura, Charr, and Sylvari to explore more of their peacetime culture in-game without it being a massive undertaking. Also yeah I have no idea why SAB is an annual festival, it has no holiday flavor. It's neat but I would rather have a proper Spring festival in its place. Idk
  8. Yeah probably not, but it would be cool if we had more festival variety - even just mini-festivald that last a week and only have a few little activities associated with them that could space out the other ones. To be completely honest, some of the festivals feel small and kind of conspicuously absent from the rest of the world, like the fact that Lunar New Year decorations happen in one specific part of one specific city and otherwise there is no in-world indication whatsoever that it's a holiday, not even on the next street over....or even in New Kaineng!
  9. Yeah that's what I did. The luck quantity is just a [insert Luck quantity here] really, I don't think there is a great way to objectively assess the relative value of things like Essences of Luck vs. Magnetite Shards vs. Fractal Relics etc. They're all a lot cheaper than the Mystic Forge recipe but that's why there is a 10/week limit.
  10. Saint Patrick's Day is coming up and it made me realize that it would be cool to get some sort of Celtic-inspired Sylvari Spring/Equinox Festival. It's been a while since we've seen much new holiday content released and they usually seem to focus especially on Human and Norn culture (I don't think any take place in Black Citadel, Rata Sum, or The Grove?) With that in mind, I also thought how odd it is that Mystic Clovers can't be crafted with Essence of Luck. The only reason they are even an item in the game is the clover's strong association with luck (and therefore magic) in folklore. It could be a Mystic Forge recipe or maybe a vendor trade like many others that sell Mystic Clovers. I'd say the cost should look something like this: 2x Mystic Coins 2x Spirit Shards 2x Globs of Ectoplasm 30x Essence of Luck (Exotic) Limit 10 per week. Thoughts?
  11. I think you're right that they're getting better re:2 and I'm actually all for waiting to see if this improves without *too much* griping. For point 3, I think it's definitely the most tricky of the 3 to fix because it requires the most balance. You want the game to feel fun and interesting without it being overwhelming. Personally, I think the first and easiest thing would be to start supporting/platforming specific types of content primary or secondary content creation around teaching people things that aren't obvious (such as an official video guide series or in-game tutorials for advanced mechanics). The second thing should be devoting even just a small development team of 1-2 people, maybe as part of the Player Pain Points team, to identifying and addressing specifically what mechanics could/should be simplified without significantly impacting the depth of gameplay. I think there are tons, and a lot of players in the community would be happy to provide feedback on this. For example, not every skill needs to have a flashy explosive animation/effect that obscures view of encounter mechanics. Even just adding a way to toggle off some of these could be a huge help. I don't need to see my allied Spellbreaker's Winds of Disenchantment when I'm trying to watch for the red circle appearing under his character model, and he certainly doesn't need to see it either 😂
  12. I'd say 3 main reasons: 1. Underperforming behavior moderation Most new players get pushed out by the rampant toxic behavior of more experienced players. Bad behavior needs to be punished harshly and good behavior needs to be rewarded, like many popular PvP games have realized. 2. Relatively low development support I'm not referring to new content like elite specs or maps - those can help but only for a short time. I'm talking about community support like events, prize pools, structure, frequent balance patches, etc. People don't feel like playing PvP will amount to anything. Rewards and progression are vital for PvP games. Without that, it feels like an afterthought. 3. Overwhelming and unimpressive mechanics The learning curve is very high and resources for skill improvement are surprisingly disparate and hard to find. There are so many moving parts and information to keep track of for new players that they get overwhelmed and have no idea what's going on. Anyone wanting to get better has to dig deep just to learn some of the rhetoric, let alone the skills needed to improve. Furthermore, many mechanics are janky and unintuitive. At times, it looks and feels like a game from 2012 and that's not what you want in 2023. These need care and attention to be tuned up for the expectations of a new decade.
  13. How could you possibly qualify that? Clearly there is a want in the community for it or else there wouldnt be so many other posts about it. Writing all of those people off as if they're a monolith who just want to exclude you from content makes me think you're the ones who don't understand community...
  14. If people want to use the tool that way, let them. What you're doing here is actively discouraging player interaction because you're afraid it will be bad and disguising that as if it's encouraging player interaction. You could still whisper someone to ask about their build but maybe you shouldn't have to! If someone wants to be elitist in their group they will find a way using the tools they have, which is why KP exists. Just join a different group or make your own, like you already have to do. There is no evidence a tool like this would increase this behavior.
  15. Why do you think that? I definitely don't agree that that's the "main reason" when it's not the reason I or anyone else in my guild that asked me about this did so - clearly we have different "main reasons" in mind. But that's my point exactly - just because gatekeeping exists doesn't mean we should let it drive every feature of our game when we could instead just deal with the gatekeeping (pretty easily imo)
  16. Fun fact - it's not real community if you force it by making the game inconvenient to play. 🙂 "Player interaction" is not when your game mechanic hasn't been updated in 10 years because a handful of players are afraid they'll be kicked out of the fractal for running budget gear. Denying information that should be readily available is very weird - like maybe we should take down the wiki too so everyone would have to learn everything by asking other players??? Makes no sense
  17. A "gear check" is a mechanic in the game that excludes you from continuing based on a threshold of gear stats or configuration - at no point did I suggest that. I suggested allowing people to "check each other's gear" as in to look at it. The words are the same but the meaning is very different....???
  18. You don't think it's incredibly annoying to have to spam whisper "hey what are all the armor skins you're wearing?" to every person you see in the PvP lobby that has a cool outfit? Like that is one of many many many applications this could have but everyone is so afraid they'll be left out of a fractal for taking the wrong trait as if anybody actually gives enough of a kitten 99% of the time
  19. What about this feature is excluding players??? This makes no sense at all. People seem to be assuming that it will only or primarily be used to gatekeep people from content when that problem A. Already exists and B. Is not remotely applicable to like 80% of the game content
  20. Okay but nobody said anything about a gear check - sure if you want to manually inspect everyone's gear to gatekeep content go ahead but how is that any different from KP that already exists in the game and is much easier to check? I don't hear anyone complaining about that... This isn't a feature for policing what people are doing it's a feature for looking at what people are doing so you can try it yourself or at least be learning what others are up to - especially cosmetically.
  21. I edited a bit but yeah I mean the responses definitely have an angry tone, seems kind of inappropriate for the situation. Instead of like "eh I don't want that feature" some of the responses are very.....emphatic. But also I think a lot of people are misunderstanding the point - they're hyperfixating on the fact that someone might be able to see your build and bully you for it, when it also allows you to share and view cosmetic choices in a game where that is a massive element. I'd say the feature and other ones like it are conspicuously missing. But if you're so afraid of someone criticizing your build, maybe call for better behavior moderation. It has nothing to do with this feature or that feature.
  22. I don't know why so many people are angry about this request lmao it's pretty obvious why it would be useful and has nothing to do with "being elitist" or something (???) It's literally about getting to see what weapon and armor skins people are using! And dyes, and other appearance factors. Including the stats page and adding a tab for build and skills is just an extra idea so that it's easier to look at what other people are running, not to grief them but just to let people share their loadouts with each other. Would you all be happy if you had to opt into it in settings or something? Idk weird for people to get so mad in the forums about what is a normal feature in many similar games lol I'd even be happy with one just where you can see what skins and dyes are being used, I don't care that much about inspecting traits but obviously that would have utility and everyone's argument against it seems to be "someone might be mean to me about my build choices", which like...yeah so? Someone will do that anyway, maybe the problem is that behavior like that is accepted and not moderated enough. It's like saying "I can't name my kid something that will get them bullied in school" if your kid is gonna get bullied it isn't about the name, bullies will find something else to bully them for...hence why it's a problem regardless
  23. A bunch of people I play with that have complained about not having this feature, which is what prompted me to submit this suggestion 🙂
  24. That kind of thing happens anyway and you shouldn't shape your game features around what toxic players will say - instead take that as a sign that toxic behavior needs to be more heavily moderated anyway, independently of new features.
  25. I'll try to keep this short: We just want to ability to inspect other players like you can in WoW. Add an entry to the drop-down when you right-click on another player's name to inspect them (call it whatever you like) which opens up a window with their equipment and stats listed (including weapon and armor skins) and a tab with their build (traits/skills). If possible, consider implementing something similar to WoW's Armory (like the Account feature on Gw2efficiency) so we can view and share our account information! Thanks for all your hard work and keep it up - we love your game!
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