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Serafina.8357

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  1. One accessibility setting I'd like: High Player Contrast Mode Essentially, a graphical mode where other players are imposed over visual effects rather than hidden by them, making them easier to pick out in tense situations, perhaps with a soft outline. The sheer volume of orange AoEs in later Fractals makes it impossible to see anything for a lot of people.
  2. Suggestion: Make the border around boons more consistent. Instead of having them tick down relative to the duration that was granted, have the border generate relative to that boons maximum duration, for example, granting 15 seconds of Quickness only has half the border filled no matter what, 20 seconds is 2/3rds, etc. That will make it easier to track at a glance how much duration you've granted, and how much you have left. It's not as much of an issue for Stability or Might, but tracking the longest remaining stack might be a good idea for that.
  3. We've already had two broken dailies with this system. On the one hand, it'll motivate them to FIX things. On the other hand, people are losing out on what they would otherwise have.
  4. Suggestion: Change to Research Notes As it stands, Research Notes are essentially bought for the resources you spend on crafting, which is a bit annoying if you have a lot of easy to get ones, but not a lot of hard to get ones. My simple suggestion: create a vendor tab that sells research notes for raw materials, at a slightly less efficient rate, as a way for us to get research notes without having to have a specific combination of them, create the thing, then destroy it.
  5. Can confirm, unlocked the Hammer Skin myself, and it won't give me credit for the hammer.
  6. Mace/Shield and Sword don't really do that much for Scrapper, honestly. Thumper Turret alone provides 3 blast finishers, if you count blowing up the turret along with the toolbelt skill. Healing Turret combos itself with a Water Field/Blast Finisher for detonating it. Hammer 3 is two finishers. Truth be told, as a Scrapper apologist, I actually have been learning a LOT about what has fields, what has finishers, and how much they can add to a fight. Purge Gyro has a Light field, and its toolbelt has a zero cast time Poison field, which I didn't actually think about before this update.
  7. I think it'd be neat if your Elite Spec changed the aesthetic of what you use. Normal Engineers have well put together, if basic, turrets. Scrappers get cobbled together airship salvage. Holosmiths get hardlight. Mechanists get jade tech.
  8. As someone whose main character is an Engineer, and really likes Elementalist as a secondary, there's one big awkward thing both of them share: weapon kits. Conjured Weapons have some great uses, but they become very awkward to use in more difficult content, since they can easily be placed in a bad spot and prevent easy interaction with some mechanics during tense sequences. As such, an idea occurred to me on how to make better use of them: making them the Elementalist's version of a weapon swap, similar to how Engineering Kits are active until put away. Since Ele can't use Weapon Swap in combat, assigning the Conjured weapons to that function would be a sleeker way to integrate it into the standard kit. Swap to "Conjured Weapon" mode, use Attunements to swap weapons, change out Fiery Greatsword for a temporary buff Elite Skill that empowers all Conjured weapons. Mechanically, it leaves them all accessible in an intuitive way that plays off of the Attunement class mechanic. It can also present interesting new mechanics for Weaver in particular (not that it needed to be any more complex but shush) and provide more reliable access to healing and defensive options regardless of primary weapon set. It would also help eliminate the awkward interaction prompt hanging around the battlefield to remove the duration and instead have it function more like an engineer kit, as something that is put on and taken off as needed, rather than having to quickly grab the second copy before the first wears off. Furthermore, it would pack a little more value into Core Ele, keeping them very versatile as the Attunement mechanic feels representative of. The existing skills could be rebranded into a new set of skills for further utility, a one-off useful ability like a projectile shield, or more boon access.
  9. It always struck me as weird how every single mesmer uses purple for their effects. Makes it a bit easy to tell when a mesmer is involved. Have a spare dye slot to change their particle effects colors would probably go a long way to meshing with player appearances, and be a good lore bump. Mesmer effects are already pretty easy to read by their shape and texture, broken glass shards, floating, broken spheres of rock, and rings of distorting crystals, so it shouldn't damage readability as long as it retains transparency and shape. That, and I want to feel extra fancy.
  10. Slapping a post in to say it's happening to me. I had an account compromise recently, but I've fully recovered it, and trying to snag the returning capes before they vanish.
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