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Eddy.7051

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Everything posted by Eddy.7051

  1. Mechanical Feedback on Necromancer Dual Swords: Skill 2 Satiate and Skill 4 Gormandize: The flip over skills that sacrifice health do not feel impactful enough to justify sacrificing health. If I sacrifice health, the flip over skill should do more damage than the original skill. Skill 3 Gorge: Flip over skills that sacrifice my health should not simultaneously heal me. It's bloat and counterintuitive design. I should only self heal with separate abilities. Instead, could this flip over skill do bonus damage for each boon removed or bonus damage if no boons were removed? The flip over skills disappear too fast (especially skill 5). Rather than flipping back to the original skill after 3 seconds, I'd prefer if the flip over skills stayed available until the original skill is fully recharged (6-25 seconds), or Skills 2 and 4 could flip over sooner if all afflicted foes have died? We could also use the tech from ammo skills to show the recharge progress of the original skill behind the flip over skill. 3-second windows become a pain point when I'm waiting a few seconds for a mob's health to drop below 50% for the bonus effect on Skill 2. Skill 4 Hungering Maelstrom: I appreciate that sword skills 1 and 3 do not use the "Life Steal" mechanic because Life Steal cannot crit - which makes it much weaker on endgame power dps PvE builds. "Hit and Heal" is much better than Life Steal. But there is 1 Life Steal effect on skill 4. Can we replace this with the hit-and-heal effect? While we're at it, can we replace Life Steal with Hit and Heal on Focus Skill 4 and Warhorn Skill 5? When skill 1 auto attack is enabled, there's clunkiness when I want to use the flip-over skills immediately after using the original skills. A longer aftercast should be added to the original skills. This is especially bad on Skills 3 and 4 (a skill 1 auto attack sneaks in between the time I can use their flip over skills), and this results in clunky/awkward feel and animations. Sometimes when the auto attack sneaks in before my immediate second press of the flip-over skill goes off, the auto attack completely overrides my second press, and the flip over skill never goes off until I press it again. Using skills 2-5 do not seem to reset the auto attack chain on skill 1. Is this intended? When I interrupt skill 1 auto attack to use skill 4, my character sometimes takes a 1 second pause before they begin casting skill 4. Quickness amplifies this issue. Visual Feedback on Necromancer Dual Swords: Skill 5 Consume: The visual interaction with the enemy for this flip-over skill is awkward/strange. The orb hits enemies from the back and then enemies run in the direction the orb hit them from. Realistically, wouldn't enemies run towards me, away from the orb? But I understand mechanically enemies always run away from the character who is the source of the fear. I think it would be better if instead of calling the orb back, we simply sent out a second orb. The second orb could have an amplified animation - like, the orb could have a skull face. Skill 2 Satiate and Skill 4 Gormandize: These flip-over skills have barely visible animations (if any). I'd appreciate the visual feedback to make sure I know when these abilities actually hit something. Can flip over skill animations look a bit bloodier/redder like the scepter auto attack (since I'm sacrificing health/blood)?
  2. It's not a bug, but it's a dev error/oversight. Where else would I post dev errors?
  3. Pack Runes: 175 Power, 125 Precision, 15% Boon Duration Chronomancer Runes: 175 Power, 100 Precision, 10% Boon Duration Runes would benefit from QA to at least make sure that one rune set does not make another rune set completely obsolete.
  4. The promotion for these wings does not seem to be available to players who are F2P or to players who only purchased the core game. But the blog post does not mention that only players with the expansions unlocked are eligible for this promotion.
  5. I'd like to use Free Camera mode situationally, like in raids or competitive modes when using ranged attacks while on the run. But I don't like to have Free Camera mode enabled more than 5% of the time. I disabled the "Use Free Camera" option while setting up a key (Q) for the "Free Camera" keybind. The key that is bound to "Free Camera" is not bound to any other keybinds. Problem: When I try to hold down Q while moving and while holding down my left mouse to turn my camera around, immediately after I release my left mouse my camera is re-aligned - as if I was not in Free Camera mode while holding down my Free Camera key. But if I instead press and hold Q immediately after releasing my left mouse, instead of holding down Q before releasing my left mouse, then I am successfully in Free Camera mode - although, as soon as I turn my camera again with left mouse I am immediately kicked out of Free Camera mode. Is this how the Free Camera key is intended to behave? It's so limited and clunky unlike the other "hold down to activate/disable ___ mode" keys like the autotargeting, action camera, and snap targeting keys.
  6. Whenever I've joined guilds that include "LGBT Friendly" in their limited text size ad within map chat, I've noticed those guilds tend to be filled with younger players and a good amount of them were female players. Either way, if you'd like an LGBT experience in a guild, then there shouldn't be anything wrong with there being "white" or "male" players in that guild. Otherwise, please specify if you'd like to join a niche guild filled primarily with female, trans, and POC players.
  7. Please add an option to exchange the Dragon Bash Weapon Chest for the Draketalon Weapon Chest, and vice versa. I've gotten multiple duplicate Dragon Bash Weapon Chests and only 1 Draketalon Weapon Chest. The RNG seems too harsh for these account bound items. It also feels terrible to get a weapon chest for a set of skins you already unlocked.
  8. I like the QoL with the Death Perception update. I hated not being recommended to use wells while shroud was on CD. But can we all agree that the trait no longer has anything to do with Soul Reaping - which is all about shroud and life force? RIP to rp flavor.
  9. I would appreciate if there was an option to choose a main hand weapon (one out of two or three) during character creation, but Engineer only has one main hand weapon. Core Engineer could use a melee weapon play style. Mace would have been perfect if (A) tool kit was replaced with a different kit, like electric/battery-powered dual crossbows shooting metal bolts that attract lightning or can be magnetically pulled/repelled, and if (B) Mechanist didn't get mace. The only other weapons that are available and realistic for the core Engineer are the dagger and axe. Axe is a bit of a stretch - maybe if the skill animations involved chainsaw animations or magnetically controlling boomerang axes. But main hand dagger would be perfect if it was themed around a pimped out swiss army knife. Skill 1 Chain: Screwdriver -> Corkscrew -> Scissor Cutter Screwdriver: The dagger deals a packet of damage, and the drawn out screwdriver deals a packet of damage and bleed. Corkscrew: The dagger deals a packet of damage, and the drawn out corkscrew deals a packet of damage, bleed, and vulnerability. Scissor Cutter: The dagger deals a packet of damage, and the drawn out scissors deal two packets of damage, vulnerability, and bleed. Skill 2: Drill Jab: The dagger becomes a rotary tool, dealing multiple rapid packets of damage and vulnerability. This may be an ammunition skill or interact with skill 3 to reduce the cooldown. Skill 3: Hot Knife: The dagger heats up and glows, giving the Engineer a fire aura, and causing all hits against foes (for a short period of time while the fire aura is up) to apply burning and gain might. This synergizes with the multi-packet hits from skills 1 and 2. This weapon would fill the niche of 130 range, 1-3 target, power and/or condition damage for Engineers. It doesn't have the defense or CC of the hammer, it doesn't have the mobility or projectile range of the sword, and it doesn't have the CC or support of the mace.
  10. Criticisms Toggling in and out of Unleash mode feels too similar to Soulbeast's mechanic of toggling in and out of merge mode. Soulbeast has a drawback of only having one pet, and Druid has a drawback of having nerfed pet stats. What is Untamed's drawback? Personal preference: I don't like that Untamed and Mechanist have F1-7 skills, while 94% of the other specs have F1-5 skills or less. Design Proposal: Ranger Elite Spec Mechanics Untamed Drawback: Access to only 1 pet at a time in combat Redesigned Profession Skills: F1. Attack My Target (or First Pet Skill if it is recharged), F2. Second Pet Skill, F3. Third Pet Skill (Beast Skill), F4. Return To Me, F5. Unleash Redesign Summary Notes: The First Pet Skill or First Unleashed Pet Skill should replace Attack My Target when the skills are recharged (similar to how Jade Bot's Rescue Protocol replaces Bandage when Rescue Protocol is recharged). Add a border to F1 when Attack My Target is in effect on a live target, even if it is replaced by a recharged pet skill. Unleashed F3 skill should be considered a Beast skill, for the sake of trait interactions, since this spec will no longer have access to two Beast skills via Pet Swap. Pet Swap will be available out of combat with the same icon as Core Ranger's Pet Swap. But this icon will not have a key bind. Soulbeast Drawback: Always merged, and no access to physical pets Redesigned Profession Skills: F1. First Pet Skill, F2. Second Pet Skill, F3. Third Pet Skill (Beast Skill), F4. Swap Pet Redesign Summary Notes: Soulbeast will now be able to swap between two merged pet modes. The visual aura for various pet modes should vary (either by species or by stat archetype). For example, Stout pets can give a blue-green aura, Supportive pets can give a green aura, Versatile pets can give a yellow-green aura, Deadly pets can give a yellow aura, and Ferocious pets can give an orange aura. Druid Drawback: Reduced pet attributes Redesigned Profession Skills: Unchanged Redesign Summary Notes: Unchanged
  11. There is a human bushy goatee + moustache facial hair on several Elonian human NPCs (as an example, please search "Veteran Corsair Gunner" in the wiki) that players cannot have. Please add this facial hair, along with other missing beard/hair styles that are already in the game, as exclusives in the makeover kit (or, since not all races have beards, add missing beards to character creation). Norn especially needs new beards (beards with braids, longer beards like the long bushy Elonian beard, beards that don't have the moustache shaved off, and more dwarf-inspired beards) and hair styles (since humans have almost twice as many options).
  12. Allow the "Ally Targeting Mode" key bind to be bound to the same key as the "Show Ally Names" key bind. Prevent "Ally Targeting Mode" and "Nearest/Next/Previous Ally" from targeting miniatures. Create a new checkbox in the User Interface General Option for "Show All Pet/Minion Names".
  13. The non-exclusive Norn beard with two braided segments is not rigged properly when moving. The beard vanishes into the neck of the Norn when moving. I am linking an image of this issue from a Reddit post: Norn Beard Physics This is especially unfortunate since most of the Norn beards look weird or silly. This is one of the few good ones, but this physics issue ruins the beard.
  14. There is a new male Sylvari hair style with bad clipping issues. The long lily pad hair style has two strands of hair that lay in front of the shoulders. When running, these two strands clip into the model's chest and poke out of the model's back. Please make these two strands stiff so that they do not clip into the chest.
  15. Skills Profession Skills: Key binds should be limited up to 5 skills (not 6). It is too niche and inconvenient with only 2 out of 36 specializations to have F6 and F7 skills. Personally, I use F6 for Special Actions and F7-12 for drawing/stowing novelties. Move "Attack My Target" to the F1 slot and move "Return to Me" to the F2 slot. This should also be consistent across all Ranger specs to reinforce intuitive positions and key binds for these two skills. Move skills F1-F3 to F3-F5. Remove skill F4 Recall Mech. "Return to Me", Avoid Combat mode, and Shift Signet are already good enough disengages to get the mech out of danger to recover. The Crash Down skill should occupy the F1 skill slot while the mech is dead. Add the Ranger's "Stow pet" button to the Mechanist's skill bar UI. Players can click on the "Stow pet" button to remove their mech for roleplaying or aesthetic purposes, and it would be consistent and familiar with the Ranger's UI. It is unnecessary to have a brand new Recall Mech skill that occupies one of the F1-5 skill slots. Feel free to rename the "Stow pet" button to "Stow mech" on Mechanists. Condensing these skills should allow more space to have all profession skills in one row rather than two stacked rows. Traits Adept traits (the first column) resulting in different arm shapes on the mech is terrific. The master (second column) and grandmaster (third column) traits should also result in visual customizations for the mech. This will make up for the lack of visual customization when everyone's mech needs to be green. Master traits: Change the shape of the shoulders and/or the 4 back rods Grandmaster traits: Change the shape of the chest and/or the helm
  16. Skills Profession Skills: Key binds should be limited up to 5 skills (not 7). It is too niche and inconvenient with only 2 out of 36 specializations to have F6 and F7 skills. Personally, I use F6 for Special Actions and F7-12 for drawing/stowing novelties. Remove F1 skills from the skill bar. They have short cooldowns, they are not game changing, and therefore players usually spam them on cooldown. Automate these skills to the pet AI so that pets can spam these skills on cooldown instead. This will be more user-friendly for players without removing impactful pet control. Automated pet combat is also currently dull with only having non-chaining auto attacks. It is more fun to watch pets use a second skill on their own every few seconds rather than infinitely spamming one skill. Move F2 skills to the F3 slot and move F3 skills to the F4 slot. Move "Attack My Target" to the F1 slot and move "Return to Me" to the F2 slot. This should be consistent across all Ranger specs and the Mechanist spec to reinforce intuitive positions and key binds for these two skills. Keep Unleash Pet/Ranger in the F5 slot. Merge "Swap pets" into the Unleash Pet skill so that unleashing the pet will simultaneously swap the pet. Condensing these skills should allow more space to have all profession skills in one row rather than two stacked rows. Venomous Outburst and Rending Vines: The Venomous Outburst animation looks like a similar but lesser version of Rending Vines. Please add another layer of animation or an entirely different animation to Venomous Outburst. Hammer 4 Savage Shock Wave: This animation looks awkward while moving. The character model is frozen midair while moving. Please do not float in the air during this animation to avoid these awkward physics (skill 5 is already an airborne smash anyways). Forest's Fortification: There are a lot of viny animations in this spec. To create some visual diversity, this skill animation could incorporate wood panels surrounding the pet and Untamed. Cantrips: This skill type seems random. Druid already has nature magic skills with an Elementalist skill type (glyphs). Why does the Untamed need another set of nature magic skills with an Elementalist skill type? Maybe this should be a unique skill type to Untamed instead of Cantrips. Untamed already steps on the thematic toes of Druid and Soulbeast too much. Traits Cleansing Unleash: Clarify that this does not remove conditions from the pet during Unleash Pet. Debilitating Blows, Enhancing Impact, and Fervent Force: These are functionally too similar. All three traits can involve a disabling playstyle, but only one of these traits should proc when disabling an enemy.
  17. The F3 skill for all of my pets while in Unleash Pet mode is always Enveloping Haze, while the pet dialog shows that there are a variety of F3 unleash skills for pets.
  18. Most of the time the ambush skills don't execute if I "Unleash Ranger" in the middle of an auto attack chain. It's as if the auto attack interrupts and overrides the ambush skill.
  19. The Canthan Human male hair style with earrings has an issue where the color of the earrings is tied to the hair color rather than the accessory hair color (also used for the hair tie). Please make the earrings the same color as the hair tie.
  20. Skills Blight Threshold - This concept is counterintuitive. Maintaining blight increases dps (with Wicked/Septic Corruption), yet spending blight past the blight threshold increases the skill damage. It isn't conceptually clear whether consuming or preserving blight will increase dps. I recommend scrapping or reworking blight threshold. If blight threshold is reworked, the threshold should be increased from 5 to 10/15 and it could reduce skill cooldown (elixirs) or increase travel distance (shroud skills) rather than increasing damage/condition output. This way, the decision will be between damage or mobility/cc/support rather than being between damage or damage. Blight consumption should also scale in effect (20% per consumed blight stack) rather than requiring 5 blight (100% effect every time) Elixirs I like the ability to control whether you want to increase or decrease blight, but it interacts poorly with Vile Vails support builds who stack with allies and ideally want to minimize blight since they gain no perks from blight. Maybe blight can be consumed for each ally affected (with the idea that the blight is being shared). It is also unintuitive for me to remember that initially using/drinking the elixir does not give blight but standing in the splash area does give blight. I am drinking the elixir on its initial use, right? How else am I gaining the boons on its initial use? I would intuitively imagine that both exposures would give me blight, or change it so that I am not drinking or gaining boons on its initial use and I have to be in the splash area to gain the boons along with the blight. Icon artwork should be more varied in bottle position and/or shape like engineer elixir icons. The current artwork is too similar and challenging for colorblind folks. Traits Twisted Medicine - If boons are still acquired on initial use rather than having to be in the splash area, the Harbinger should double dip in boons if they are one of the 5 targets in the splash area. Power damage row - These traits feel out of place when elixirs apply conditions, pistol skills apply torment, and Harbinger shroud skills apply torment. Rework the Wicked Corruption trait to be more defensive (increase toughness, increase movement speed, or reduce condition durations on yourself). Replace the ferocity bonus in the Implacable Foe trait. Rework the Cascading Corruption trait to be more about CC/non-damaging conditions and high frequency of hits to proc life siphoning and on-critical hit effects (like pulsing 1 second slow, cripple, and minor impact damage every 1.5 seconds rather than every 3 seconds - no stat boost is needed)
  21. Skills Dagger 2 Bladecall - Emphasize in the skill description that this only restocks 1 blade (even if multiple blades hit a target, or if the blades hit multiple targets) Rain of Swords and Sword of Decimation - Animations are too similar Maybe Sword of Decimation can come up from the ground like Greatsword skill 3 Or Rain of Swords can summon a portal on the ground and a portal in the air, and the blades fly upward from the ground portal up into the air portal Blade Renewal - redundant interaction with Psychic Reposte since they both restock blades Bladesongs - F1 and F2 require a target to cast but F3 does not. These 3 skills seem like they should function consistently with whether all 3 require a target or not. "Blade" - Refer to the 5 "blades" replacing clones with a different term because it can be confused for the "blade" skill type Traits Quiet Intensity - Vitality interaction seems random. No other aspect of this spec interacts with or is themed around vitality or health percentage. Mental Focus - Feels bad when most skills have 1200 range. Have a different bonus effect when far, like 15% damage far and 5% damage near Or when blades pierce they do +5% damage to the 2nd target, +10% to the 3rd, +15% to the 4th, and +20% to the 5th Duelist's Reversal and Psychic Reposte - feels too similar functionally. Only have one of these traits proc on evades/blocks Infinite Forge - feels too passive stock a blade when a blade hits a foe at a far range with a 2 second CD Psychic Reposte - redundant interaction with Blade Renewal skill since they both restock blades Condition Damage row - CMC's reasoning for this was that a condition damage alternative is necessary because F2 Bladesong Sorrow applies confusion Replace one of these cdps traits with a trait that makes confusion damage scale off of another stat (like ferocity or precision, which are both thematically relevant to this spec), and then another trait in this row can apply more confusion on blades (relevant to psionic theme or with turning mental power into physical harm) Or replace a cdps trait with a trait that increases direct damage to confused foes or reduces damage taken from confused foes to make confusion impactful for power damage builds This row could provide alternate options for power damage builds so that the rows aren't so rigid in purpose (defense, pdps, and cdps) Another cdps trait can be replaced with a trait that makes blades no longer count as projectile to bypass projectile reflects (great for WvW, good in PvP, and flavorful to use in niche PvE scenarios)
  22. You act as if I am suggesting Anet as a whole is an evil corporation. It is fair to judge the sale of a single item as predatory (aka "not consumer-friendly" - hopefully this terminology is less offensive to you) without deeming the entire company and the rest of its sales as not consumer-friendly. Most gem store sales are reasonable (sometimes steep), and the main reason I've spent a lot of money on Anet's products since the GW1 days is because I can't enjoy a hobby with a subscription fee. But... if you release Canthan features, advertise that these are THE features we're gonna get (with no suggestion that there would ever be more Canthan features in the near future), promote a sale on makeover kits, and then a couple months later release more Canthan features, then it would be fair for customers to feel manipulated and dissatisfied with their gem purchases for makeover kits. I think it would also be fair for Anet to release a wave of general cosmetic features in a few months after EoD release (like they used to do years ago) since that precedent has already been set and is accepted by the customers. But with PoF, we only got one wave of expansion/region themed cosmetic features, and this is the precedent that is expected. There are plenty of players who would not consume their makeover kits this wave if they knew there would be future waves of Canthan features, and they would save their kits for when all of the Canthan features are released. As a side note, releasing Canthan features in waves wouldn't be a problem at all if makeover kits were replaced with makeover feature unlock packs (spend gems to unlock a bundle of gem store features that no longer require gems to use). Currently, a makeover kit costs more than a living world episode (even if you only change 1 tiny feature), while in other games the Barber or Makeover Mage service is free or costs a small amount gold. In FashionWars 2, with its unlimited transmutations on legendary gear, free skin swaps on mounts/gliders/outfits, and free dye swaps, I am surprised and disappointed that Makeover Kits have stuck with the same archaic business model as GW1's makeovers.
  23. But that's how they did it with PoF. All features were added in the same patch (including new beards). It also seems like predatory business to release these features in waves while discounting/incentivizing the purchase and use of makeover kits during the first wave.
  24. There are some good looking new customization options for faces and hairs (especially for Asura and Sylvari). But, where are the new beards? The EoD teasers showed Canthan NPCs with facial hair we cannot use (like the bushy goatee).
  25. Likes The name "Mechanist" is perfect. In contrast to the name "Untamed"... ...the name "Mechanist" is relatable to the term "Mechanic" but with that "-ist" twist at the end to add a high fantasy flair. ...the name is intuitive. Without knowing anything about the spec, you can assume it has something to due with machines or mechs. ...the name is a title for a person rather than an awkward adjective. Saying "I'm a Mechanist" feels right, while saying "I'm an Untamed" feels wrong. The mech is surprisingly beautiful. The floaty segments are reminiscent of asuran golems, but the stylized gold plating and silhouette with organic curves rather than geometric angles and perfectly circular edges reminds me of Queen Jennah's constructs. This is Canthan human jade tech afterall, so the attention to detail to make a human-stylized golem called a "mech" rather than a "golem" is much appreciated. Additionally, Holosmith always felt like Asuran holograph technology (yes, even though the Photon Forge is powered by human Zephyrite/Glint crystals) with SAB-looking weapons conjured in the Photon Forge, and Scrapper always felt like Charr tech since gyros look like Charr-copters and Charr already have a class of junk-tech scavengers called Scrappers. I appreciate that the Mechanist feels like a Human tech spec without looking like obsolete tech on an Asuran character. The community speculated that this spec would either (A) wear a full or partial jade tech battle suit or (B) summon golems. I'm happy to see that the mech feels a little bit like both - summoning one big construct. Core Engineer turrets and Scrapper gyros already capture the fantasy of summoning multiple smaller constructs. The Mechanist feels distinct in specializing in summoning one big construct. It was revealed on MassivelyOP that the Mechanist will learn to use signets. Signets represent lesser magical capacity. The mech itself represents technologically utilizing magical jade. Signets are perfect for portraying that the Mechanist is THE magical engineer spec. Some players may feel that the Holosmith is another magical tech spec, but (A) everything in Tyria (like transforming elixirs and guns that can shoot more than one type of element/bullet) has a baseline magical aspect to it and (B) it feels more mechanical with its overheating mechanic and existing holograph tech in the Dragon Bash festival, SAB, and various Asuran tech. Cantrips also represent lesser magic. But signets, being inscribed rings, feel more physical and crafted which in turn feels more appropriate for the Engineer than cantrips. Also, aside from Revenant who has unconventional skills 6-10, Engineer has been the only profession unable to use signets for the longest time, and it feels good to have Engineer join the signet club. Dislike Mace is a great weapon for Engineer, but I would prefer if Mace was added to core Engineer rather than an Engineer elite spec. The Mace looks too similar to wielding the wrench/spanner in the tool kit. There is even an existing mace skin in the game, called the Fixer Upper, that is a wrench. Engineers in many other games (Warhammer fantasy, Overwatch, etc.) use maces like a wrench/spanner/hammer to repair turrets. I would prefer if the tool kit was replaced with a new type of kit (for example, a battery-powered electrified crossbow or stun-gun equipped with electrified ammo, pegs to form electric fences/tripwires, lightning rods, etc.), and then aspects of the tool kit were repurposed into the mace skills. Tool kit is also awkward because it is a utility skill that relies on other utility skills. If you equip tool kit but you do not equip turrets, then you will miss out on its purpose/niche of repairing turrets. Imo, it feels better to have weapon-utility skill reliance (like Necromancer staff blood mark healing minions or Elementalist water staff skills healing elemental minions) than utility-utility skill reliance. If there is ever a 4th wave of elite specs and the 4th Engineer elite spec learns to use an off-hand weapon (for example, dredge tech warhorn), then this elite spec will have no choice in their main hand weapon, being stuck with pistol, when using the new off-hand weapon. It is good for core professions to have at least 2 main hand weapons and 2 off-hand weapons to give players some sense of choice and customization. What weapons could replace mace for the Mechanist? (A) Torch: To control the mech similarly to airport staff with glow sticks who guide airplanes; (B) Axe: With magnetic capabilities to boomerang back to the Mechanist and/or stick to the target and allow the Mechanist to magnetically leap to or pull the target; (C) Focus: Magically tied to the mech
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