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Scynte.1340

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  1. Please improve the UI and really sell it as a feature. The UI in its current form could do much more to help new players understand the game. Players generally can greatly benefit from such a change, they just need a chance to understand how. It doesn't have to be fixed all at once; that would be a monumental task! This problem can be broken down into improvement of at least 3 components: 1. LFG 2. Game HUD 3. Other menus 1. The LFG is probably the most talked about element to fix if end game activities are to be sustained. It should not be hidden in the Social menu. It may be better to split it based on game mode: sPvP, WvW, and PvE. For example: the LFG for sPvP or WvW could just go in the associated menu that we have now. This could open up space for a proper PvE content menu. Selecting a dungeon or raid would go directly to the (improved) LFG menu. This is where an in-game event timer might go too. 2. Game HUD is a big bucket and could possibly be broken down further. The biggest issue is the effects bar. It is not readable, especially when it trails behind the mini map. This is exacerbated by weapons like ele hammer and pistol, as well as harbinger's profession mechanic. These things are not clear enough for the user if they're hidden in the effects bar. Since clarity is often subjective, the biggest improvement would be to give customisation options here. That could extend to other elements like the skill bar. FF14 gives people the option for more flavorful or more simple elements, which may also be good in GW2. Resizeable elements is a must too. It's a shame GW2 had to move away from the customizable UI experienced in GW1. 3. Other menus, such as everything in the hero panel, the inventory window, the trading post, and the wizard's vault should be unified stylistically. Windows in the hero panel are a branching mess and should be flattened. The user should be able to access any window here with a single click. Side note: the mini window has a noticeable start up delay associated with it, resourcing if it's the selected window when reopening the hero panel. The currency menu should be split from the inventory menu, accessible separately. It's weird to have these tied together; it's made more jarring if they have different dimensions.
  2. Some sarcastic suggestions for rifle specifically: Auto attack: literal pea shooter burst of shots Weapon skills, no particular order: Spray honey or pheromones on enemies and sic bugs on them. Kneel and aim point blank seed shots to the ground in front of you to grow vines in a concentrated spot. More damage and different range from staff vine skill. Close-range rafflesia flower bayonet stab. CC the enemy target with stank or giant petals. Vine whip for a pull. I'd argue that if they have to give rifle, they should make it nature themed. Then, there won't be as many of these threads anymore. This is the last weapon I'd want them to add, so add other weapons first.
  3. Here's a partial idea that might help with spam: all thief weapon attacks advance the skill 1 auto attack chain. The goal would be to see if you can land consistent third auto attacks among your initiative attacks. A use case might be: Staff 2, 2, 1. the uses of skill 2 would advance the auto chain. Then, pressing 1 would give you the third attack on the auto chain, rewarding you for doing the combo with bonus damage. If you use your sneak attack, you could follow it up with whatever part of the auto attack chain you were on before going into stealth. You would be rewarded with a bit more burst if you can pull off a sneak attack followed immediately by the third attack in the auto chain. Pistol and rifle could have an additional flipover skill that is accessible only if you previously used an initiative weapon skill (still superceded by stealth attack). It would flip back after 1 use. This might give thief more combo-oriented options to combat.
  4. I really like the idea of sharing boons with traited cantrips! That decision sounds like a great one to have as a support Untamed. It seems similar to soulbeast traited stance sharing. I can understand supporting a single heal build if quick/alac were freely swappable for heal professions like it will be with chronomancer. However, if a profession can offer heal support play through multiple elite specs, then I'd like dev support for it regardless. I see this as no different from offering multiple dps or support dps options across the elite specs of a profession. I'm probably discounting the additional balance required to give comparable heal support capability to an elite spec that didn't have it previously. As work with chaos and inspiration spec lines in mesmer has shown, support can be built into core spec lines instead of putting it all into the elite spec. This argument may be premature until we can see it in action on the 28th.
  5. I really like these changes! I can't wait to try them out! I'll miss the other items I'll get from warthog, but perhaps this could be a starting point to turn forage into a flipover skill so you can use the skill without needing to pick to the item. Alternatively, forage could do both things, perhaps with different items. It's amazing how much they were able to increase damage of devourer and bear attacks. The modifiers nearly doubled! Devourer's burrow retreat skill doesn't sound as pointless now, especially with the ai changes. I think people are sleeping on the sustain from the healing moa, bear, and drake skills. Drake sounds really good now, especially if the breath attacks were widened (not shown in notes). Fire and confuse breaths should be a big damage increase. Lightning breath is always satisfying, so using it 50% more frequently is great. I like the cleave! Hyena sounds good now. It's about time! Pet swap and transform effects should not kill the extra allies. Polar Bear icy roar sounds great! It's like a mini reaper elite shout. I could see other bear roars having similarly impactful effects like this one. Would one that removes a boon be op? Perhaps taunt? I'm glad the eod pets will be fixed. Don't forget to touch the Hall of Monuments pets!
  6. Suggestion for Infiltrator's Return (Sword 2 flipover skill) : In addition to what it does now... Throw your sword at the target, the sword then cuts a path as it returns to the position you return to, hitting enemies along the way. Kind of like Ranger Axe 4. Give some more damage to sword 2. Maybe there can be a trait or weapon skill option that does this proposed behavior so it can still work as a trick to use from stealth. Oh! Maybe it only does the current functionality if you're already in stealth.
  7. Skill ideas: Earth: ranged moving whirl finisher similar to lightning orb in speed. A magnetic leap back or push back would be cool. The short leap back wouldn't be as annoying as what we see with hammer, since pistol would be more about ranged attacks. Maybe it could be a bit of both, with a push back, plus a recoil like warrior pistol 5. Would a rapid fire of little pushes be too broken? Water: magic healing bullet that bounces. Maybe the last hit leaves a small water field. Ice bullets too! There could be an ice version of warrior rifle 3, where the ice hits and blasts enemies behind the target. Fire: nice fire field to apply. A short range line would be neat like a fire laser, but that just sounds like a better dagger 3. Air: there could be a stun gun type of skill. Maybe on a small delay like gw1 lightning surge behavior? Maybe too good with the available off hand skills. There could be a piercing projectile like gw1 lightning javelin. In writing this, I realized it would be nice if they moved weapon skills around and between weapons. Maybe weaponmaster proficiency will encourage this.
  8. Could this be the core part of Seer magic? Why are they a race with that name if not because they can forsee events or otherwise get a huge amount of context using this tech?
  9. 5AA could be equal in value to the current daily login system, averaged over 28 days. Since you already get 20 mystic coins each cycle and you can opt for mystic clovers in the final chest, I'd expect the worst case to be 5AA for 1 mystic coin. I could see it costing less, like 4AA. I may be overly discounting the value of the other rewards which could further reduce the amount of AA required per coin. The price could also start low and then increase with every few purchases before reseting the following week. This is all assuming they want to maintain the value of a login reward. If they wish to go after multi-alt-account users, 5AA could be of less value.
  10. In addition to giving them kit behavior, think giving charges to conjured weapons would be neat. Then, you can freely swap to it, but it will behave like fb pages. A healing skill conjure would really help healer consistency. The charge count could be treated like current ammo skills. Without charges, it may end up being too complicated, like Engineer to the extreme. It's already complicated working gs into rotations, but that may be due to picking up the 2nd gs. If they could make it less cumbersome to pick up environmental objects, then conjures in their current form and porcine pet pickups could be more popular. I don't envy high ping players.
  11. MH mace could be a less mobile melee weapon to compare with other main hand weapons. A support weapon would be very interesting. Considering the recent nature magic changes, I'm guessing it could have more synergy with the regen trait. It could cover a bit of what staff lacks. It might also get cc, but that could make a healer too good. Considering all this, the Untamed ambush could be interesting too. Off hand mace could be more ranged-focused so there is less need to be in melee than there is for OH axe or OH dagger. It must get a cc of some kind. I can't see OH mace as a support weapon, unless it fills a different niche from warhorn. By aesthetics, maces or shield are my top choices. Melee weapons always make sense on the ranger archetype. Scepter/focus would be offensive magic, if anything. That seems weird unless it's all vines and other fast growing plants or something. To me, rifle and pistol don't suit rangers, unless it's themed around hunting poachers. If you want rifle, be more clear about that. Also, pitch ideas to the devs that would distinguish it from other weapons. For now, we're getting maces.
  12. What if the catalyst mechanic had a downside to avoid that was similar to holo heat? If you get exhausted beyond a threshold, then your skills recharge slower for a period of time. All skills! Then, augments could be used to remove some of that exhaustion or interact with it in some way like the GW1 skills that improve when you have exhaustion.
  13. I'm enjoying the new version of quickness Untamed, post July 18. Until this point, I hated the elite spec and couldn't touch it even though I otherwise like Ranger a lot. Now, I finally kind of like it. I still don't like the F5 toggle or the unleashed F1-F3 spam very much, but it's better with the ambush refresh on weapon swap with Let Loose. I'm excited to experience this change with the dagger and staff. The new spirits, especially storm spirit make it feel good too.
  14. Solar Brilliance feels good to use, but the aoe moving with the player is a bit weird. It seems like it would look better if it were planted in the spot it is first used. Dagger makes me feel more than ever that I need special key binds for untamed so that the key used for the f5 is more accessible.
  15. How about putting some alac on a glyph and the rest on ca 4 and 5 if you have GotL? I'd rather not spam my ca abilities.
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