Jump to content
  • Sign Up

ceetz.9260

Members
  • Posts

    11
  • Joined

  • Last visited

Everything posted by ceetz.9260

  1. I missed Week 2 by... one day, because I had a life sadly and considering Anet explicitly said they were trying to eliminate FOMO (with Soto AA, which is great btw and made me play much more enjoyable then I have the past several years already) then release this event... quite confusing. Honestly, sure time limited event, it's for 'gem store' goods=real money loss potentially (but not rly else we'd have bought stuff already)but PLEASE god why do they need to leave the missed weeks in the achievement panel as if it can still be done, hints and all?! ... this part alone drives me mad, don't make me feel like I have a chance if it is literally unachievable XD. Terribly designed event, and I could agree with the earlier post they could have at least kept the NPCs form previous weeks present until the 3rd week was done, giving people the 'usual' (like Winter's day and Mad King stuff) 21 days to jump in and finish it all more leisurely... then delete/hide the achievements entirely once that event is done so it's not some illusion of false hope. Time limit fine, but don't show us what we can no longer get is all I'm asking for... I mean seriously lol A "Nice to have" would be 3 weeks total to do (all) 3 weeks of stuff (not week to week because sometimes people [casual folks like me, who still buy/play all the Xpacks and such and enjoy the game for as many hours as we can afford] have a bad week and feel cheated/ripped off in the end -- just an unpleasant taste at the end of the day (especially so when you feel like Anet took a shift to accommodate such players, then immediately do the opposite XD) /endrant
  2. I agree with this post wholeheartedly. I hadn't played in a long time, and being useful as an adps using my BSw was a nice treat, but I too was super disappointed seeing the old (very fun/unique) Daring Dragon go [meanwhile the always useless/never used Immortal Dragon still remains useless and unsupportive other than... a tank? I never see a PvE group ask for a 'tank' in the last what 10 years lol). If they were hellbent on making Daring Dragon give Alac, make it like... 3s per hit, so by building for big chains, high flow gain, etc., you get a big alac reward as well that can group share other buffs as well [like might/stability in the tactics chain] ... this ways it's fun, rewarding to play well and still makes a solid support adps build viable--we all win. Just to say it as well Immortal Dragon clearly is a heal/support quirk and should be buffed (perhaps with quickness or alac) as such...but having alac on Lush Forest makes mores sense as was suggested as it...already does it? just let it share. Completely off-topic, but speaking of "Tanks" (and PvE) ANet really needs to put a mechanic where when taunting raid/strike bosses, etc. will increase the probability of being targeted by trademark abilities making them useful in being a predictable source on where/when AOEs and such are going to drop and focusing their play on avoiding it (instead of group blindsiding by the one half-asleep DPS who wipes the party lol ... usually me) ... then maybe Immortal Dragon and other Warrior tanking abilities might have a purpose instead of taking up a skill choice and making people read occasionally
  3. EDIT: Just saw the above lol... oh well, thanks! Glad its in the works! To try and be a bit more constructive (I know Devs saw this already and looking at it). .just go this bug but for me it seemed to miss "most of the time" (timing?), but after I did a reflect that DID hit (3rd time i believe I hit him), his shield cam back immediately instead of staying down where he scurries around and you can hit him. After this it's miss 100% of the time no matter timing -- seems to be a bugout in his transition phase when being hit and suppsoed to drop shield and be open to attack (but didnt and got stuck)
  4. So I've been playing and loving the new Bladesworn Elite, but I can't help but be annoyed that weapon switching during combat is disable. Like... I get that you have "two weapons" with the gunblade kit, but I can count the number times i pressed ~ to get to my ranged (non-ammo limited) weapon to keep fights dynamic where I couldn't get up close (full zerk gear) -- I also only have an ascended greatsword and got stuck in a boss fight in upper T3 fractals where I forgot to switch to that to have enough AR and was stuck with instant death/useless because I couldn't swap in combat to get my AR back (pretty specific problem though for me, but certainly annoying). Might be "OP" with "on switch" buffs, but maybe not and either wat I'd still love to have the ability for a 2nd 'core' weapon available because the Kit itself is ammo limited, minimal/limited ranged ability and it's not really an "always useful/available" weapon to switch to because of cooldowns --- my core I used Axe/Pistol (as intended for the class I think?) but also lacks range and CC ... infact between both this set and the gunblade there is very little CC/defiance break without dragonslash perk to add it on which is somewhat limiting -- again a different weapon set might help open this up to be more the "jack of all trades" class as intended -- as-is just seems to "fail at all trades" (but 130k dmg crits on dragon slash is super fun). Maybe just me, but if you agree, please jump in!
  5. Same issue... oddly I even got 1 note from one I bought to test. Some stacks work, but not I've got to items I've never used before, higher tier, and lower, and it consumes a salvage, the item and produced zero notes (even 10-20 items no notes so it's not a 'chance' thing I'm convinced) I hear Anet is actively trying to 'nerf' things for research paper stacking (which is annoying), not sure if that has to do with it, or there is some magic 'limit per hour/day' that exists I'm unaware, but nothing seems to give notes now and it's pretty depressing, especially when it's wasting my (limit) money, time and salvage kits jsut to try to get some basic mods for my Bot >.>
  6. So I've been told this has been mentioned a lot, but I'm going to say my piece anyways as I'm determined and waited 6 months to be able to say something at last lmao Apologies as I posted this in the wrong spot at first, so I'll settle for a link to the topic to save 'congestion' and repeating the topics:
  7. Thanks lol, apparently I just somehow ended up one sub-post too deep lmao (kitten), I'm going to move the suggestion there. as for "boonballmeta", I don't know who in the right mind "loves" this, but it's clearly nto us lmao, maybe there is something wrong with us, or other people don't want to "re-learn how to meta WvW" more likely --- commanders have developed strategies/methods for years and probably leery for significant change as they'll be Noobs again after their 'achievement's as boonballmeta leaders. I refuse to accept it, and will say my piece and maybe JUST MAYBE... by GW3 Anet might consider a revision lol. So many people agree, even ANET, that it's "not great" and "could be better" and they've tried some things which is why I even bother to try and post about it... we'll see
  8. So this one is more of a stretch, bear with me, but in generally having run around New Kaineng City a fair bit already it felt... beautiful, but very empty (large structures and while I'm sure there is one of the highest NPC counts, it's no where that seems to fit the scale/scope of the city & landscape in my opinion) My though was to extend on ANets work on fixing optimization around the jade bot, by converting it to an 'animation', and tailor this to an extreme to actually create low-impact "NPCs" (but not actual entities) to fill many places like Docks, Slums and what 'should' feel like high population/high-traffic areas (suggested by their artwork). I'm not sure how good it'll look, the only other game that's 'somewhat' done this well I've seen is Black Desert Online (where 'filler' NPCS have 'bump' points to feel 'real' and fade in/out of view at very short distances ...I don't think it runs like i suggest above however, but I also doubt it would be easy to implement in existing GW2 framework... thus my suggestion is to try and piggy-back off of something ANet has already successfully done: convert a model/animations/Entity into an 'effect'). It's an extreme, not sure how good it'll look, but I'd love to have that 'Black Desert' bustling city vibe around Kaineng if at all possible to really tie the art vision/experience together! Just feels big and empty to me as-is (but still stunning from an architecture stand-point which I appreciate) Anyways, this one is a stretch, but if you agree or have other ideas, please comment and share!
  9. So, I'm sure many can agree. The New Kaineng map is both stunning... but also kind of like a giant maze haha. Mostly the trouble of finding out where/how to get "up". While I noticed a 'few' signs for 'Stairs' eventually, which was nice, I can't help bug beg that for New Kaineng, and maybe even the larger central hub town in Shing Jea, that something simple like an overlaid gold "Stairs Icon" on the map/minimap would be IMMENSELY helpful to know where you want to go when navigating around. I ended up memorizing landmarks and stairs eventually, but something simple like a few icons on key "way up" stair entry points would make a world of difference. many games have done this to date, and I don't think it'd be too taxing on resources to ask for, but that's just my opinion of course. If anyone agrees, please comments/share around!
  10. Well ... considering I waiting for like 6 months to be 'approved' to even comment on what I thought was the right forum, support no help to get through process and now magically I could I found whatever sot it'd let me. So no not really aware or sure which forum is the 'official' WvW forum to make suggestions lol Plus I would assume "restructuring" and "beta" portion involves betas/new ideas and R&D in general so it was my best guess. Anyways, glad I'm not alone at least? Guess it's never gunna happen. Want to shoot me a link to the 'right' forum at least if you're going to shutdown/judge my post? -Thanks.
  11. Ok, now hear me out. Everyone I mention this to laughs, but I truly do believe this idea is worth at least a closed Beta test to prove it out (or not) because so many efforts have failed to date: "Social Awkwardness" -- existing Fractal mistlock Instability that forces party members to push eachother away (ie: stacking is impossible, and blocking is somewhat possible, but can be pushed through). I'd say dial the "push radius" down a bit, but in general I truly believe this will make an insanely unique and different WvW that MAY make it something unforgettably and add missing "tactics" to the game that breaks the "bigger/faster zerg wins" trend that's existed for so long. It'd do this by adding significants to FORMATIONS, positioning and strategtic movements of specific classes/roles AS WELL as slow WvW significantly making each confrontation , even if outnumbered, substantial and satisfying to partake in. I'll try to explain why with some scenarios/examples I guess of Commander orders/tactics: - Tanks 2 Rows in front, Healers/Support 1 row Behind, ranged DPS at the Rear, melee DPS on Right Flank, push over hill when front line is engaged to flank enemy ranged - (if blocking radius effected by Race/model) -> Norns and Char on Front formation, Ranged/support Asura in the back (harder to be targeted, less likely to be 'pushed' out of the way by an attack ; ie: poor tank/body blocker, but useful as frontline support or ranged) - Tanks & healers into the choke Hallways, hold the choke for Arrow cars and 2nd army arrival - Warriors / Guardian form a WEDGE formation and push/break the enemy line formation, DPS attack from Left and right flanks, ranged follow up the middle and provide supporting DPS to tank line. Notice how almost all of these now provide significance and emphasis on POSITION/PURPOSE for everyone's role(/race??) and build decisions as tanks/CC (maybe large characters) will be able to block hallways/doorways better than an Asura necromancer let's say. ... archers will benefit from a good formation of tanks/supports to prevent them being rushed immediately, and good tactics can BREAK that formation (but not Instantly via a mass zerg, must be well strategized) --- Tanks can also be on the offense and be used to break formations and expose DPS and support characters that may be shielded, or used to draw away lines of unorganized enemies. Shield/Heal walls can be a thing and even if outnumbered it WOULD be possible, not necessarily to defeat, but to successfully defend a strategic location (perhaps long enough for reinforcements with strong tactics, coordination and teamwork (which I truly believe GW2 PvP should be all about) This will also SLOW the movement on the map immensely because of how much thought and strategy must go into it (perhaps rewards/timers to be adjusted to reflect this) and really makes a siege feel like a real siege, not a wave of spammed explosions, but where 20 Tanks and 10 Healers CAN hold off even 50-100 enemies for a time if they are careless and bottle necked into the wrong corner where they can only fight 20v20 at a time in terms of melee damage dealing to each other. Anyways, you'll know what i mean.. my dream has been to see WvW behave closer to something like Mount & Blade where tactics, roles and positioning are STRONG influence on the success or failure of an army, and I also would love to see all of WvW slowed down to make each territory meaningful and impactful (like Planet Side 2 in a sense is a good example of a 'Mass' tactical case... yes Zergs can still win there, but smaller armies of good players with the right positioning and loadout CAN delay them until backup arrives, not just instantly be wiped). I'll cut myself off there, hope, but don't expect a dev to pass by here, only forum i could find that seemed somewhat appropriate (please move it otherwise if there's a better one) ... it's an insane concept, but VERY simply to try because the mechanic already exists and the imapct on how WvW could play out is a completely different level/game entirely imho, and worth at least a small experiment!!!! (again, all the assets already exists, simply add collisions/'pushing' to everyone in WvW. Be creative, don't judge me too hard, I know it's a hilarious/crazy thought, but I'd love if this got seen/shared and given a shot because it's honestly revolutionary concept to add into a game BEGGING to be more tactical and coordinated! I am a product designer, certainly not a game designer per-se, but I do have some vision and insight to user experiences at least.
×
×
  • Create New...