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shwar.8976

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  1. Have you tried HoT yet? That area and the first expansion ramp up difficulty in order for players to practice more.
  2. I opened all of my birthday presents and now there's wrapping paper everywhere, wtf??
  3. Making them as separate parts would require making textures and features underneath the shoulders etc, that likely haven't been done. Keeping it as "one part" can save time and optimise.
  4. Introducing instabilities-like effects in dungeons could make for an interesting hard mode with some better loot. But we've been told the dungeons are spaghetti to work with, so I can understand them being abandoned.
  5. It's all optional content. You don't have to do it if you don't want to. If you ignore the new players, and it was just a fun collection, would you still engage with it?
  6. It stuck out to me too - odd to have 'rendered' cut scenes when models, textures, and lighting wasn't noticeably different from in-game. The in-game cut scene would also not play coy with camera angles in order to obscure my character. Odd how we are present yet not visible..
  7. I'm also enjoying the new system. I wouldn't say no to having 6 choices for the 4 daily activities though..
  8. As ever with this topic, I'd much prefer more content that people can use with existing characters. This always feels like such a waste of resources.
  9. I really enjoyed having to do the strike. I'm not a great player, but it pushed me to be a little better, and despite being downed a few times the pug group were really helpful. I feel a lot more of an achievement with the turtle now, I think purely because of having to go through challenging content, and not just filling up a heart by putting out fires..
  10. If we're forced to use the gunsaber skills, I'd like them to offer a little more than 1 boon (fury) and 1 debuff (vuln), and add some real utility, especially as the dps is a little low. Adding some solid CC to these skills would make them actually usable, making up for the loss of the second weapon slot. At the moment, with my skillbar I have to make a choice between CC or survivability/flow, and I really don't want to have to rely on 'kick' to make this new spec work! :P
  11. I've been really enjoying it, as the new flow speed and use of the other weapon set (axe/axe for flow generation) feels like a fun synergy. The damage is a little too low in this revision, as the averaged dps seems too low to keep up with other specs and classes, though the feeling of dragon trigger still feels epic on a well timed pull. The bladesworn skills feel pretty lack lustre for me, with the elite being great, and the flow stabilizer a great opener, but the others are just not fun to use. Berserker had interesting damage skills that helped with the berserk state - these don't seem to add any real benefit to bladesworn or dragon trigger. Having actual attacks that do a good element of CC along with flow generation would make this much more satisfying and not restrict the 'locked in' feeling when losing that other weapon (as axe/axe generates flow wonderfully, but doesn't have any CC for group content).
  12. I'm absolutely loving the assets for the new spec - the audio and animations are great and it 'feels' good connecting hits, but that's kinda where it stops for me. Flow: The building of flow is such a chore. Even with several traits, shouts, and signets I feel like I'm attempting to force flow in order to 'use the cool attack' (dragon trigger) rather than enjoying the other attacks and abilities in the game. Had this been 3 bars of adrenaline via attacking, then I'd be enjoying dishing out damage while building this up. The decision currently is 'wait' or replace fun skills with 'Flow-building' skills to get to the fun attacks. Dragon Trigger: A great premise, but just feels clunky and so so slow, even with Daring Dragon. Quickening this up would make the attack feel much more enjoyable. So to conclude, I'd like to see the same rough build, but with a faster, more fluid dragon trigger and flow mechanic. Perhaps the base attacks of the gunsaber (1-5) could generate flow in chunks (high stack, short duration) and the trigger itself charge faster. Clearly asking for this to be faster and generated from damaging abilities should offset with lower damage than touted in the stream/in the beta (dragon slash etc), but I think this would be a fair trade for the spec feeling fluid and fun to play.
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