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TheeBlackDeath.5692

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Everything posted by TheeBlackDeath.5692

  1. That's an extremely lazy argument to make when you consider personal story stuff isn't that complicated to begin with. You saying they aren't needed clearly shows your lack of awareness with the game and it's fans tbh. I wouldn't consider myself a Tengu fan but it's pretty obvious they're going to get added eventually, or even why Anet is going to be shooting themselves in the foot for not capitalizing on this lucrative idea. Should honestly be interesting to see either way.
  2. The concept and interest of this idea has been long noted among the history of this game with this race originally being considered as one of the playable races early on during Guild Wars 2's development but was eventually scrapped, and for years the fanbase has been begging for this specific race simply due to the impact and untapped potential this race could offer the game among the playerbase as well, and with the newest expansion featuring an important area right next to the walls of the dominion of winds, I wanted to bring attention to this race again and discuss their importance and impact for the future, and also cover why there are no other potential new race options that can even come close or be as impactful as the Tengus here for both lore and gameplay reasons. After all this is said and done, I think we can definitely say we can expect that Tengus will be playable later down the road, or that Anet doesn't understand it's playerbase and wishes to not capitalize on this lucrative opprotunity for their game if they end up not doing this. For people wondering why this is another demand for Tengu in the game or just new to the discussion, or don't exactly see why this needs to be implement, even over other races specifically, I plan to list some valid arguments in favor of them and debunk any real problems against them so that we can all come to an understanding here. Starting off with... :Impact & History In GW1 & 2: As many people know, Tengus are one of the notable beastmen races or enemies to come across and have been a fan favorite ever since Guild Wars Prophecies, from Talon Silverwing to the cool-looking Quetzal Tengus, Tengus have a unique and interesting lore and theme to them that make them standout from the others, such as them being inspired from the Tengu from Japanese Mythology, but also have various other elements from real world cultures such as Japan, China, Indonesia and even Mesoamerica on top of the already existing Japanese influence there. Essentially making this race pop out with their flashy eyecatchy appearance, all of which has only made people want to play as them even more, but this interest only grew when GW2 was noted to have playable races, with it being revealed that they had originally been considered to be one of the playable races until they were scrapped for known or unknown means, to which they basically serve no real purpose in the story or world at all despite them seemingly being involved in the Elder Dragon war, with some hostile and non-hostile tengu groups existing outside of the Dominion of Winds to this day. :Customization: It is noted that there already is a massive plethora of variantions among the Tengu NPCs, especially those in Cantha, so much so that their customization options seemingly rival even that of the Charr as well. On top of body customization, their feathers could also be an accessory to their armor to further flesh them out, similar to Norn's tattoos or even Charr's horns as some examples of that. It also must be stated that the customization options and character ideas put foward using the Tengu race alone have the potential to surpass the other races and become the flashiest or coolest looking playable race in the game. Especially when you take into account how much work Anet has already been put into the Tengu models even back in HoT, all to give more variations to the Tengu NPCs to make them all look different, with that only increasing with EoD greatly, which has truly only breathe new life into this concept even further for the future. To see the pure potential and creativity to be had here, all you need to do is look at the Tengu models we have now and even the ones in GW1 too, but imagine other avian characters or creatures in other series such as Garus from Mass effect, Falco from Star Fox, Darkwing Duck, the Rito from Legend of Zelda, Blathers from Animal Crossing, the Arakkoa from Warcraft, Any Bird Pokemon, the Skirmishers or Kig-Yar from Halo, Walking Phoenix from Joaquin Phoenix, and yes of course... Howard The Duck. Given their diverse avian appearances taking inspiration from various bird species, similar to how the Charr take some inspiration from various feline species, the customization potential for cosplays or unique looks with Tengu would be super high and cannot be ignored to be sure. :Body Mesh & Animations: As it appears by now, Tengu even since release have been noted to have the same body mesh and some of the same animations of Charr apparently, akin to how Human share theirs with Norn and Sylvari, meaning it could quite easy to copy over more of Charr's assets to share with the Tengu easily. Though more than that, the Tengu in GW1 already had pretty cool animations to them and it appears that since HoT and EoD they still do even in Gw2 to some aspect as they seem to have their own unique animations, making them even more unique there too among other non-playable races that don't nearly have as much work put into them compared to the Tengu corrently. :Tengu & Armor Models: Similar to the Body Mesh & Animation section, it is quite possible for them to equip certain types of armor easily thanks to said assets being shared from Charr. On top of that, I have seen people saying that it'd take too much work for Anet to put in models for the Tengu exactly, given that there's so many armor models, but I don't think these people realize that's secretly what Anet has been doing for awhile now since EoD apparently, with a lot of the Tengu in Cantha having a lot of armor pieces from playable races already. In addition to that, apparently you can view Tengu models with armor for Charr models as well that seems to fit them quite well... :The Wasted Potential of Tengu in GW2: Since release of GW2, the Tengu have really played little to no major parts in the story or world of the game for the most part, mainly due to the lack of interest and laziness by Anet to keep them hidden behind the walls of the Dominion of Winds this whole time, where they're only noted to killing anything outside of the walls of the Dominion when Scarlet attacks Lion's Arch, and them being in Cantha with much more variations to them than we honestly expected. Almost like they're teasing us or wasting time they could be using elsewhere if they truly aren't ever going to add them, since there's realistically no point to them adding these looks if they don't do anything with them in the end. :The Importance of Tengu in GW2: Continuing on from the "Wasted Potential" section above ^, the Tengu have one of the most requested things in GW2 since release, and there is quite a lot Anet can do with adding them, especially with the new expansion coming out that looks to be DANGEROUSLY CLOSE to the Dominion of Winds. So what happens if their city gets completely destroyed and the Tengu even have their race and culture threatened because of it? What happens if a civil war between the Tengu fires up that results in the destruction of the city or it is completely taken over by a hostile faction? What happens if they become one of the very first victims to a new threat that arises and forces them to work with the other races to survive? These questions and more I'd say are more than capable explanations or excuse for why they would become an allied race to begin with, afterall it's not like we have NEVER seen them work with the Pact or the other races before either. One of the major mysteries or plot holes, if not wasted potential would have to be the Dominion of Winds as it has really never played a big part in the story since release, and thus neither have the Tengu, even the likes of the Norn ended up being playable in GW2 and they didn't have as much of an impact among the fans as the Tengu did really, and don't get me started on the Sylvari. :Why Tengu Over Other Non-Playable Races: Now this is where some people may disagree and would prefer another race for some reason, but as it seems right now to keep it fully honest as possible, I do not see any other non-playable race within the game that can possibly provide more than what the Tengu can offer to the game as a whole, and I honestly don't see what Anet is supposed to do in this regards to these other races. Keep in mind, Tengu were already considered to be a playable race from the start until they were scrapped, and they're still demanded to this day simply because of how good they'd be overall. Going back to a conversation I had once had with someone in regards to Largos in favor of being the next playable race, which I still don't see it to this day... Compared to the Tengu, we literally know little to nothing about the Largos currently and the little that we do know about them is they're really only adapted to water and already don't interact with land-dwellers all that much to begin with, only on rare occasions would you even see one. On top of that, they're basically a Human reskin with the same mesh and animations already, and there's little to no customization possibilities among them, hell you can't even put back gear pieces on them because of their wing-like fins. So what are you even supposed to do with them really? What is Anet supposed to do with them? Another idea I've heard before was actually Kodan, while not entirely bad, at least at first, until you ultimately realize there's honestly nothing Anet can possibly do with them or add onto them with, especially in customization. Kodans are literally just reskins of Norn with a furry polar bear cosplay, we never see them with any variation to their appearance besides their armors, and currently they seem to no longer be involved in the Elder Dragon Threat now it's over. What is Anet supposed to do with them too? I know I'm going to get asked about a few other races in question so I'll run through a couple of them to save time here... Centaurs=Openly hostile enemy race going back ages of warfare against humans, move faster than the majority of the other races, also cannot wear armor that the other races can. What good is that option? Nagas/Kraits=Another openly hostile enemy race with a history of having a grudge against humanity, also can't wear the same gear other races do and serve as a gimmick slaver race, what good option is that? Skritts=Skaven Trash, can't wear the same armor as the other races, one of the weakest races if not the weakest, also constant enemies and a gimmick race. What good is that option? Hyleks/Heket=Inconsistent, lacking in potential, also can't wear the same armor as other races and another gimmick race. What good is that option? Quaggans=Meme/Joke race, also aquatic-based and another gimmick race, can't wear the same armor as other races, and completely useless. Dwarves=Long Dead Race, turned into stone for all time, can't wear armor or be affected by condi's like poison or bleed, also super rare to come across them if only one at all. Literally unplayable. Wardens=From GW1 Factions in the Echovald Forest where they are only hostile, also too close and similar to the Sylvari to the point where they look nearly identical. Tengu having the most potential, customization options, models for their armor, rich history and lore, and their impact and importance in the series answer any other suggestions someone might bring up, even for those I already mentioned above. There's realistically nothing you can do with any of those other races or any other race you can possibly bring up currently that can possibly exceed them as a valid option over the Tengu in any way, least to say Tengu really ARE the best & only option we have for a new playable race given how they can offer us more than the others. :Why Do I Care About All of This?: While it would be cool to see them be added as a playable race, I personally have no real attachment or care in this regard, as I'd probably won't bother playing one myself and just stick to my typical standard Human character, but the sole reason I've bring up this topic is for the sake of the fans and reminding everyone that Anet would be wasting potential and time they've already put into this "unplayable" race, and it would honestly be a massive slap in the face to the fans/players and the entire community who have been crying out for their implementation for over a decade now. We quite literally have MOUNTAINS of fan art of Tengus even going back to the GW1 Days, with only more coming out since then, so much so that they rival the amount of fan art of even the Charr, which just goes to show you how beloved they truly are. So while I personally don't care either way if they get added or not, I will look upon Anet's and their eventual decision on this matter in the coming future to see if they truly do know what they're doing or they truly don't, but it's looking like we have an over 75% to 80% chance we can expect them to make this race playable, even more so since the demand for and detail put into them in EoD since I'm sure they've must have been looking at the fanbase, and potential money of course... - So that's basically all I have to say on this matter really, and since SOTO is coming out and this idea is still common among GW2, this idea is overdue by now and I figured I'd raise awareness on what's going on here and why they are so important to the game, and to debunk some of the issues regarding this exact topic. If you guys have anything else to add or want to mention some other stuff then feel free to, this is honestly a long time coming afterall and must be stated at long last. I may even make a video discussing this topic even further in-depth in the future if I find the time to do so in my schedule, along with an interest in doing so to begin with of course.
  3. The only viable or valid option for a new race is Tengu alone, I've researched and looked over some of the non-playable ones and Tengu easily outcompeted all of them in terms of potential and demand combined.
  4. So going back to a few nights ago when I got word of this new expansion coming out while I was on a break from the game for a few months, I was enlightened about these new weapon choices for each base profession in the game, as well as shared elite spec options. But in regards to these new base profession weapon options, a lot of them seem bad fits or there's way better options for weapons for those specific professions, and I shall be listing some weapons that would suit better as brand new weapons for the base professions as a whole. Instead of Dual Pistol for Guard, we should instead get Warhorn Offhand for Guard since it's the only offhand tool they don't have yet, and it would work perfectly for them to give early access to pre-lvl 80 Alacrity and an ability to turn conditions into boons or cause allies to inflict conditions somewhat as a possible way to add more GW1 Paragon-esque abilities to the class, as Guard was inspired by it somewhat. Instead of Pistol for Ele, we should instead get Main-hand Focus for Ele, not only as a way to make the class more unique and standout from the other casters by giving them an option the others don't, but as another way to give them more combos to work with in terms of Focus-use, very much akin to the Offhand Focus skills for Ele. Instead of Rifle for Mes, we should instead get Shortbow for Mes as a way to finally complete the Bard-style gameplay into the class once and for all, as this change has been long-awaited for given how many Mesmers I've spoken to that have wanted Shortbow for this exact reason. Instead of Mainhand Axe for Thief, we should instead get Offhand Sword or Greatsword for Thief, typically I wouldn't imagine Thief getting a 2handed melee weapon years ago, but with more and more "ninja-esque" and or katana greatswords come out, I think it might be time to let people go all out with this potential and finally give Thief a melee 2handed wep. But even despite that, Dual Sword for Thief, or just Offhand Sword, is an option that people have been DYING FOR ever since the game released and is really a missed opportunity if they don't capitalize on this and give the players something they've been begging to be added. Instead of Scepter for Rev, we should instead get Focus or Offhand Dagger for Rev instead, while Scepter isn't completely terrible for Rev I must say, there's still much better options for it overall and it must be stated. Focus for Rev would add much more potential to the class that others may or may not expect, from loosely being inspired by GW1's Ritualist profession, with Offhand Focus for Rev we can possibly see the return of some the Ritualist's abilities or abilities very similar to those if not inspired by them, such as skills from Ritualist's Channeling & Restoration Magic abilities that can possible be used for ranged options, if not some options for CC as well for early Rev. However, while Focus may or may not be the better choice in regards for Rev, Offhand Dagger is another good option also as another way to bring back some Ritualist-flare to the profession, but also to add some potential Rogue or Thief-like abilities to the profession too, from being able to inflict conditions(such as weakness & bleeding) and CC abilities to early Rev as well. And lastly, instead of Dual Mace for Ranger, we should get Rifle for Ranger 100%. While most people will tell you that Rifle for Ranger wouldn't make sense for "thematic purposes" or whatever, I honestly think they haven't paid attention to the game at all or it's story, and haven't seen the plant-based rifle/pistol skins in the game already, bad enough we're supposed to be getting DUAL PISTOL FOR GUARD & ELE lol. The reason Rifle for Ranger is because Ranger is still supposed to also fill that "Huntsman" or "Trapper" feel to the class and not just a "nature guardian" or "druid" role as many would argue, and everyone knows Guns are better than Bows thanks to their power and range in that regard. The only true argument you could make against Rifle for Ranger would be it's placement in Ranger's weaponset, as Longbow is already it's power-based and AOE-based ranged option and Shortbow is already it's condi-based and movement/position ranged option. But why not have it be based with both in mind but with more utility or CC in mind for it instead? While both do have some CC abilities, base Ranger doesn't have any access to sole CC options with their weapons or very many options to apply stuff like Vulnerability or Weakness in their current weaponset, so instead we can have Rifle Ranger be like a hybrid between Rifle Warrior and Rifle Deadeye. While not focused solely on conditions, Rifle Ranger could be slower in fire rate than both Long and Short Bows but hits a bit harder than Longbow as a high-impact power-based CC weapon, while also having an auto-attack 2 and 3 that inflict vulnerability, a skill 3 relying on crouching and positioning by making you crouch and granting you fury for a short time while making your attacks inflict weakness to a target you hit from the side or from behind while you are crouching akin to Deadeye mixed with Ranger Shortbow, having a skill 4 to roll backwards a short distance with a follow-up skill to fire at your target to inflict crippled on them, and having access to a rifle butt skill 5 similar to Rifle Warrior's skill 5 to allow the Ranger to knockback a foe away from you or stun them if used directly behind your target. Ideally Rifle for Ranger would be based solely around focusing on a single target and positioning but heavily lacks in AOE and movement/escape skills compared to Longbow and Shortbow because of it. Most of these Profession weapon choices have been in high demand for quite awhile among the playerbase and it'd honestly be a shame if these end up being missed opportunities down the road and never get added in the end, as these seem to be much better changes than the majority of new weapon options Anet has thought people really wanted for awhile now... With the last good thing they've added personally was Greatsword to Rev with Vind, as that had actually made me return to this game from around this same time in 2021, so these options really won't change too much for me personally but I'm thinking in terms of other players and what they'd prefer and what Anet has been overlooking for awhile now. If you happen to have any better ideas or like these potential options better than what Anet has planned, be sure to share your thoughts so that we can discuss this and possibly come up with even better ideas than these somehow. Here's hoping people at Anet have been taking notes by the playerbase or come across this single post and consider what has been said here by some miracle.
  5. Since I returned to the game just last year, I've finally got around to playing Revenant for the first time and have been loving it quite a lot as a former Guardian and Ranger player, first with Herald, then Renegade, and finally Vindicator which happens to be my peak for Revenant it seems. But if there was one thing that has always bothered me was a few things regarding certain boons, traits, and skills ranging from Battle Scars or lack of unique mechanics or buffs(Herald not withstanding). First, I'd like to bring up the problem with Battle Scars, not only did they nerf it quite a bit, but it's practically useless by making you only get a tiny bit of hp back which really hurts survivability on some specs, ESPECIALLY Vindicator. Instead of going with Battle Scars now you're honestly better off just going with Unsuspecting Strikes, Notoriety, and Swift Termination over the Battle Scars options in the Devastation tree, as these 3 options are MUCH more viable overall and technically can "heal you" better by killing enemies faster. I honestly think they need to go back and fix some of the changes they made to Battle Scars and at least make it a viable option for sustain, especially for characters fully decked out in pure dps gear that makes them extra squishy. Second off, another issue I have is with the removal of Retaliation, and how it should be a Revenant-exclusive boon to add more profession-exclusive options to the game, as I notice this game nearly has every profession able to do anything now due to lack of diversity. I never did get why they had to replace Resolution for Retaliation(mainly since I was gone for a few years), but Retaliation is quite literally the PERFECT boon for Revenant given their playstyle, lore, and theme overall, since Revenant is literally tied to the term "Revenge" it's a bit odd they wouldn't have this obvious choice in their tool kit along with their spiky/bladed armor they commonly use. And I say this could be another situation with Aegis for Guardian since it's been an exclusive for them for a long time now, but was later given to a few other specs with it mainly still being used by Guardians primarily, and yet something like Retaliation was never an idea to keep for a class that is literally a "Vengeful Fighter", especially if we're channeling spirits with us while we fight. If they do bring it back, it shouldn't have to be overly powerful or anything but it would greatly help a lot of Revenant builds as a passive option for sustaining damage, but it should work similar to Guardian's Aegis boon. And lastly, third thing I want to add as well, they need to buff the legendary stance a bit more and or Vindicator a bit, along with the dodge a bit. The reason I say this is because Vindicator lacks some real CC options with the legendary stance and they could easily add some more along with making them more useful overall, I always felt like the legendary stance was honestly pretty lackluster ever since the metas, but I'd say it still kinda is but is a better spot now than before. A few of the changes they'd need to make is adding a knockdown CC to Nomad's Advance in the Luxon stance with at least 150 defiance break, along with adding Resolution to Tree Song or Awakening to add more applications for Resolution with some builds as they really could use it. But also, they REALLY should add a knockdown(albeit with a cooldown) or knockback(if they don't give it a cooldown) effect to Death Drop to not only subtly nerf it in pve, but to also increase the viability of it in PvP/WvW as most players don't even use Death Drop due to how risky it is to waste given it's dodge cost and other options being better overall, and they could probably make it at least strip boons as well to make it an even better offensive option. These are just my ideas I've had for awhile now and they are privy to change, but lemme know what you guys think if you guys approve or don't approve of these changes, personally I'd like to see them implement these buffs to the profession but even then it isn't entirely needed. RIP Retaliation though. 😕
  6. How to make Vindicator's dodge less trash=get more endurance recovery How to make Vindicator's dodge less trash=get sigils of stamina and energy How to make Vindicator's dodge less trash=know your build How to make Vindicator's dodge less trash=know when to dodge and when not to How to make Vindicator's dodge less trash=use it's superior time compared to regular dodge to easily get out of dangerous situations faster and easier while getting buffed for it. How to make Vindicator's dodge less trash=practice. Real talk tho, the dodge atm is bugged and you can actually cancel the landing by mistake if you use a skill or something just before you actually land, and you can also get cc'd while in your dodge from some stuff, especially on the last frames like I said previously. Other than that, not much of a problem.
  7. The dodge is only really awkward or clunky to use if you don't know how to play the spec or are just too used to other specs/profs, it goes without saying Vindicator certainly has a skill and game knowledge issue, but overall that's what makes it so fun and rewarding to play I'd say. Not only that but the dodge has a much higher frame time of invincibility for most stuff over the standard dodges, along with boosting your dmg, boons, or healing you which is always a plus tbh. Don't get me started on Sigils of Stamina and Energy though...
  8. Yeah I've noticed this quite a bit in WvW, but especially in dungeon runs too since you can still be damaged by AOE fields while in the dodge which means 0 sense unless it's a specific boss/dungeon mechanic.
  9. Sadly I can't advise this change anymore since a few months back I had noticed they nerfed tormenting runes and already nerfed GS5 anyway despite it still being strong af(thankfully), essentially putting an end to my hybrid Vindicator build idea, so there's no real point for them to add chill onto GS5 for extra dmg and viability at this point. 😕 Although some of you guys do have some nice ideas here at least.
  10. The only real reason I'm against it for GS2 instead of GS5 is because you literally aren't tearing holes into the mists to strike your foes like GS5 does which does honestly make the most sense to have a chill there by default if you think about it. However, the main thing I'm hoping for with chill on GS5 is to add more viability to the skill with potentially AOE dmg and CC options to the spec that are rather lacking, but I still feel like this GS5 skill should work similar to Hammer3 for Rev since they basically work in similar ways with lengthy/telegraphed animations, with the damage of GS5 decreasing over time by quite a bit anyway, having a chill would make it 10x better for PvP and PvE because of that with the long telegraph. However, in regard to hammer, I do feel like hammer could use a bit of a tune up with a slow and weakness condis here and there aside from just more chill to the weapon only. Although I am quite happy that they at least gave a chill on the GS autoattack and on GS3, but another thing I was also thinking about that could be added a vulnerability condi to True Strike from GS4 as a way to make it more viable and stand apart from Ranger's GS4, as I feel GS4 for Vindi is rather lackluster and could use a bit of a tune up as well, along with adding more vulnerability options that greatsword for Rev seems to rely on besides chill. After EVERYTHING I've tested with Renegade(as I eagerly wait for EoD's release), I really can't see any of these ideas being too over-the-top or broken compared to what we already have with Renegade which blatantly feels like cheating at times lol.
  11. Honestly I'd hope that'd be the case if the damage of the skill really is that bad in PvP, however I haven't noticed anything too outrageous about it so far.
  12. Fair point, however, the Chill itself would have to be from the mist bursts themselves if anything and not directly the attack, as it would make the most sense, and technically it wouldn't be increasing the overall damage of the ability too drastically either to be all that OP to add as well Especially when ER's animation has a readable windup that most people are gonna dodge or block out of if they see it in PvP for the most part unless they get caught off guard, meanwhile this change seemingly only adds and boosts both of the AOE and CC options of the spec in PvE, which is rather needed considering how lacking it is compared to some other classes. I still can't see any real negatives behind this very minor change that doesn't change the skill very much besides ultimately enhancing the spec overall to make a bit more viable for PvE especially.
  13. GS5 is actually one of the lackluster greatsword skills mainly for it's lack of flavor and decreasing damage with each mist burst it does, it'd only really be viable if it also applied a condition alongside the mist bursts. But ultimately the main reason why I want this change only is to enhance the spec overall with PVE AoE options, as I felt like it wasn't good enough even with it's new changes. Plus adding a chill is something so minor that you truly can't be against it especially if it makes sense and adds more build diversity, as chill itself doesn't solely increase damage of the skill. You do realize the damage of the mist bursts decrease damage the more they hit, right? It already nerfs itself the more damage you do with the mist bursts and is really only strong if you get hit by the first few hits by the ability. If they added Chill to the ability not only would it make the skill more viable but also make it pretty accurate to what the skill should be doing considering it's a mist-related skill. Not to mention the spec needs more applications for AoE and condi damage options anyway for more build diversity which is something you really can't truly be against if you genuinely want a better spec with better options for players. I also agree that the Spear elite is rather lackluster, I would personally like if they were to add a knockback to the skill as well while possibly increasing the pure damage of it by at least 5%. Normally I tend to use that skill before or after I use my GS5 skill to try and boost my damage with both of those skills though. However I can't imagine them adding an "ice field" to GS5, just adding a condi application with Chill would be all it needs in reality and wouldn't need to change very much at all.
  14. Overall I'm mostly happy with the changes they've made with the Vindicator, with exception to the support healer stance, but there is one vital change they should make to Vindicator and that is adding a Chill condition onto their 5th Greatsword skill, Eternity's Requiem. It's a very small and simple change but there are quite a few of positive behind this change, aside from it making sense since you literally open up holes into the mists to damage your foes like other mist-related skills from Revenant, it should also allow for more crowd control and AOE options which is always welcome with a greatsword spec like this, not only will it allow you to slow enemies to help keep them together or close to you but can also help make further options for different builds in the form of adding a bit more condition damage applications via Abyssal Chill in the Corruption specialization, which really should help hybrid-condi and power builds thrive ultimately. Another minor thing I'd love to see them add is possibly changing Vassals of the Empire or Forerunner of Death in the Vindicator specialization by adding a chilling aura around the user after they land to inflict extra chilling or torment onto nearby foes for at least 3 to 5 seconds max with possibly a life steal or regeneration option from it, Vassals already does have a chill effect when you hit foes with your dodge landing but I always felt like it was rather mediocre for the most part. If they were to revamp Saint of zu Heltzer with a viable lifesteal or regeneration aura or mist after you land that affects you and nearby allies then that would also be quite useful as well as it could add more options besides just being a mild boon bounce on your teammates. Overall though I'm hoping for them to just add a Chill condi to GS5 however since it's all I'm really asking for, the other part is just a mild suggestion or idea and isn't totally required but would probably be good to see as well.
  15. Male Norn hands down, can't go wrong with some Jotaro stando powah vibes.
  16. Personally I think GS2 is fine with just vulnerability since that makes more sense over also adding chill onto it, but my main desire for wanting a chill on GS5 is for the chill to proc into Torment from the corruption trait which will boost the damage of the skill despite the skill's damage decreasing from the multiple mist bursts since the skill doesn't effect condi damage and nor should it, so essentially you'll have the GS5 skill do even better with AOE if you go with that trait as well to fully optimize some of your damage in a reasonable and logical manner.
  17. One more change they need to add to Vindicator is to add a Chilled condition proc to the mist bursts of Eternity's Requiem since not only does it make more sense given the Mists, but it'll also add more viable options for Vindicator as well, especially since the damage of the bursts is reduced per target each time they are struck by them.
  18. One more change you guys need to add to Vindicator is to add a Chilled condition proc to the mist bursts of Eternity's Requiem since not only does it make more sense given the Mists, but it'll also add more viable options for Vindicator as well, especially since the damage of the bursts is reduced per target each time they are struck by them.
  19. One more change you guys need to add to Vindicator is to add a Chilled condition proc to the mist bursts of Eternity's Requiem since not only does it make more sense given the Mists, but it'll also add more viable options for Vindicator as well, especially since the damage of the bursts is reduced per target each time they are struck by them.
  20. Yeah but you need to realize that harpoon guns are already an industrialized weapon, along with Rangers also having explosive or trap capabilities with some builds that be viewed as... "industrialized". I won't ever say you or anyone else are entirely wrong for saying it goes against the theme for Ranger, but I've honestly been so disillusioned by GW2 constantly adding new themes and basically turning the game into a Sci-Fi Fantasy game that I've sorta stopped caring towards "themes" in this game unless they tie to specific characters or builds per say. However offhand sword seems like it'd be a MUCH better fit for Thief also for thematic reasons but they already have dual daggers which also serves that niche pretty closely too I imagine. Scepter and focus are pretty much just caster weapons and scepter really won't hold any room in there with Hammer coming up along with staff for Druid. And if we're talking Rangers and firearms, why would they get a pistol over a rifle when people have used rifles for hunting for generations and not pistols? So far the closest thing we have in this game to a typical "hunter" or "trapper" would have to be Thief Deadeye and that just seems completely wrong since that's more of a "sniper assassin" build if anything tbh... 😕
  21. Once again, it still makes no sense to talk about thematical anything when it comes to GW2 when it constantly contradicts it's own themes most of the time and doesn't know what it wants to be. If Rangers can't get rifles then they shouldn't get harpoon guns since those are "industrialized" weapons too, and if Rangers can get harpoon guns then every other class should get them too using that same logic. Even more against guns for other classes would be Mesmers having pistols for some reason, and Necromancers also getting a pistol spec this upcoming expansion, and both of those don't really fit the class fantasy at all. The same reason why Necromancers with pistols and Rangers with rifles makes any thematic sense at all is due to alternative unique playstyles to allow the player to diversify their character from the basic profession, and I really feel like if they wanted to give Ranger rifles, then they'd most likely have to make it a very western/cowboy-esque elite spec or a typical hunter like some of the NPCs in the game. However the only real reason WHY they shouldn't it because of longbow and shortbow for Ranger already fits that niche pretty closely unless they decide to do something unique or crazy like Bladesworn with off-hand pistols, that I won't argue against. But really, what other weapons could they honestly add next if not rifles realistically? I have thought of this before and I'm not seeing very many viable options there besides that one in all fairness.
  22. None of this crap about "thematical" reasons makes any sense given that Guild Wars 2 already didn't even know what it wants to be to begin with. Not only that, but Hunters can still be ranged-based and nature-oriented if you look at games like WoW for example, and even in our own history there are Woodsman or Hunters that have used guns and respected nature. Plus we already do have Ranger characters/NPCs in the game that use rifles anyway, and Rangers already have harpoon guns as an underwater weapon so it already makes no sense for them NOT to have rifles too. However despite all that, Ranger IS NOT getting Rifle this expansion, if you've seen the leaks they are getting Hammer and these leaks are accurate since they've gotten all of the other ones right as well. But I can also see why they haven't given Ranger rifle since it already has short and long bows though, so they'd need to make it somewhat similar to Deadeye or somewhat similar to Warrior's rifle, possibly a mix of both of those as well.
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