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Moriartiy.6753

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Everything posted by Moriartiy.6753

  1. The main difference and problem with the currently existing strikes i have is that its just "Boss in a box" its feels very disconnected and i hope this isn't the what the future of all instanced content kitten sunqa peak CM pretty much stepped into that direction
  2. When people argue over the negligence of gamemodes whether it is about new raids, new PVP content or wvw (the mode that is actually getting some love) a common argument is that the content doesn't make enough money for Anet to invest in. This argument does hold up short term why develop a raid that doesn't get played as much as a strike when its several times the cost. However what happens long-term that could be really bad marketing towards new players. try to imagine you are someone who is hearing about GW2 the first time and you hear that dungeons were unsuccessful and haven't gotten any content in 10 years, Raids no Content in more than 3 years, PVP no Content, WvW which has this one thing in development since 5 years. I don't want to be dooming to hard as i actually enjoy the state of the game atm but from an outside point of view neglecting more than half of your game does look pretty bad and if we take a look into the future what more do we really get that is confirmed? Open world, strikes and fractals - basically the same we got before the axing of Living world although potentially in more frequent cadence. What could be done? Maybe the Solutions for raids could be to cheapen the production maybe reuse a story instance but refill it with different bosses - Glints Lair could make for a nice Raid or bundle 3 strikes together and add something in-between. Maybe the Dungeons could be reworked into fractals or strike mission heck even raids? i know there was some problem with how they were ancient code or something but the stuff is there please do something with it - like do hard mode and scale them up PvP give us some game modes, KOTH, Capture the flag, 10v10 death match in the colosseum - doesn't even have to be super balanced for ranked just make it fun ! WvW ship alliances, continue with the QOL thats actually fine
  3. What would PVP, WvW and Instanced Content players get then - New Combat features should be applicable for all gamemodes more or less.
  4. It can't just be another "EMP" like special action key. They've got to give us more than that and whatever it is it needs to be cool
  5. I can't stand the Boss in a Box content, it feels like a check list given by my boss i have to work on every day i did that for a while until i burnout from the game and i really wish the game didn't burn me out every 4-5 months i play it but the content is just that no soul just work to get some reward
  6. Mantras didn't get their animations back. Honestly I wouldn't want a mana mechanic for every class every however I believe at least some sort of basic resource management wouldn't hurt the game looking at Thief or Revenant both classes are a lot of fun and neither suffers form their resource mechanic Ofc I wouldn't be something you could just flip in a moments notice and it'll feel great but having Revs energy System on most other Classes would probably work decently if tried
  7. can relate and I feel a lot of spells/attacks don't feel very magic'ky you just yoink a green, orange/blue/white/brown or purple field on the floor
  8. It is definitely an Issue that has existed for quite a while and many encounters have been designed in mind with this playstyle of stacking at tag/boss If there is a way to balance it i don't know maybe by just nerving support builds and buffing individual performance, adding new aoe mechanics to bosses that wreck stacked parties I don't know. Just I'm a bit sick of playing every encounter the exact same way because all I do is follow the tag like a puppy well unless I'm doing a raid mechanic or whatever..
  9. Hey, whenever people compare or review GW2 phrases like excellent combat, even best combat in an MMO or very common and I wholeheartedly agree with that baseline GW2 does have one of the best if not the best combat in the genre. Edit: Before reading this critique is more or less only about PVE since WvW and PvP combat plays out a lot differently However, I feel like there is one flaw that could be approved upon although it might proof difficult to tackle. The issue with the combat system I have is that most instanced and repeatable open world boss encounters including Raids, Strikes, Fractals, Meta events such as Dragons End, Dragonfall and even Auric Basin are optimized for groups to stack in front of the enemy boss. Having ranged weapons or spells doesn't have any significant advantage besides more DPS uptime while it has basically no disadvantage at all. The original philosophy of the game was no holy trinity, every is DPS some can do a bit of support and I believe this philosophy plus the added elite specs and changes to the game over a decade created this playstyle where every is just always on top of the commander to get showered with boons and healing yet it is also necessary whilst otherwise we couldn't easily clear the content anymore? So I have no Idea on how to fix this Issue, I merely wanted to give some critique to a combat system that does feel amazing to play yet leaves a bit to be desired when it comes to role fantasy were a meele builds are rewarded for taking the risk of choosing this playstyle were as ranged builds have more inherent advantages but also some added disadvantages to balance it out
  10. except from the class mechanic which would be meele the heal, utility and elite skill would all be castable aoe fields with range i very much inteded this to be a range oriented spec Honestly i don't really mind the weapon choice none of the scholar professions have any bow or rifle (theres two pistols) and i think rifle would be cooler for mesmer, the point of the spec was not do reinforce current design philosphies - very fast explosive casting etc. - but provide a more simple style
  11. Hi, Part 1 Since Living World Seasons one is wrapped up and "Season Six" is on on the Horizon I wanted to take a look into the unkown future and give my own opinion onto what I would like to become the next Elite Specialisation for Elementalists in the next Expansion! A little my about myself, I have played Guild Wars 1 back in my Childhood.. yea I'm that old and also Guild Wars 2 since launch although with some significant breaks. also I wouldn't consider myself as neither a very good player - decent I guess nor a diehard Elementalist main. The Idea for the new Elite Spec comes mostly from a "class fantasy point of view" while the Mechanist kicked of the Idea in the first place more on that soon. Also I will take actual gamebalance very little into account as that is subject to change. So first of all in its core what is the Elementalist and all its current Elite Specs from a thematic pov? Its a Mage (Scholar) Profession designed about attuning into various Elements: Fire, Water, Air and Earth which makes it both innately flexible and rather complex - you end up with a lot of different abilities doing all sorts of different effects e:G. Spells dealing damage, healing, supporting, mobility, debuffing, and so on all on one weapon changing based on the element currently attuned to. Engineer face a similar problem of being rather complex with a lot of different tool kits granting many new weapon abilities Which cost both of these classes to lose their ability to swap weapon midcombat, but now comes in the Mechanist designed to a degree to make the class more easy to pick up achieving that by easy to use signet spells and a Pet automatising a lot of mechanics players had to engage with previously. (note I have very little experience as Engineer this is just to proof my concept) Part 2 The new Elementalist Elite Spec! for a lack of a better name "The Vortex???" Until now Core Elementalist and all its Specs revolved around swapping atunements as quick as possible - meaning camping a certain element is usually not the viable strategy (although possible) The Vortex would take a spin on the design philosophy of the elementalist as a whole as you lose the ability to swap attunements mid combat but instead gain access to weapon swap! This would drastically tone down the complexity of the class for newer players potentially and also might also be less straining on rotations (unless you play LI builds anyway - nothing wrong with that). You ofc could still switch attunements before combat. New Class Mechanic: Epicenter F1: Cast a Vortex around you that damages enemies and builds up elemental energy F2: Become some sort of "human Vacuum" that sucks up projectiles building up elemental energy F3: Unleash your elemental Energy in a blast causes an effect based on your attunement Fire: Damage & Burning Water: Healing & Condition Cleanse Air: Damage & Quickness Earth: Conditions & CC F4: Element Swap (only works out of combat) New Weapon Not much to say on this honestly, in my opinion and a I know a lot of others would like a Longbow, I could also see a shield working pretty well - a major point of the Spec is that you can weapon swap mid combat so the new weapon shouldn't one you'd want to camp 😄 New Skills - Vortex Skills: All of these skills would be castable AOE fields with a combo finisher Whirl (its a Vortex after all) not going to hard into the specifics Healing Skills - heals you and allies inside the aoe Utility 1 - Damage enemies based on your current attunement (would be another heal skills in Water) Utility 2 - Applies Conditions based on your current attunement (in Water this would cleans ally conditions and apply cc to enemies) Utility 3 - Offensive/Defensive Boons & Damgage / Healing based on Attuement (maybe some extra quickness along with a trait option) Utility 4- Overwrites harmful enemy fields into positive fields (does not autoatically combo whirl them) Elite - Pulls in Enemies, applies a effect based on attunement like Damage, Healing or CC, Swiftness The Trait line I'd like to be leave the trait line open as I don't have any particular Ideas about it - maybe you could grant quickness every time a finish a combo? or make a trait that resolves around swapping weapons? Anyway this is my Idea for the Vortex a new Elementalist Elite spec thanks for reading and stay safe 🙂
  12. If "nobody" cares about rewards nor about the match what do "WvW" palyers actually care about in your opinion? Why do you think every WvW player universally agree that a more rewarding expierence would be a bad thing?
  13. After watching todays stream about the balance stream i want to share my personal biggest pain point with the wvw pain point which is totally unrelated to the games balance. This topic is probably a beat on a dead horse but I feel frustrated about so here goes, having played a total of six hours today i earned about 600 Pips which earned my the gold Chest 140 Skrimish Claim tickets. You guys probably now were im going with this and kudos who everyone who has done it! I want to get the Legendary WvW Armor for which I need a total of 7880 Skirmish Claim tickets, the maximum amount I can get per week is 365 as long as i make it to the final chest. Getting 7880 Skirmish Claim tickets takes a minimum time of 22 weeks making it to the final chest, to get the final chest I need 1450 Pips in 7 days. If I take todays result into account (which included the committed bonus Pip) my guess is that I will need to play round about 15-18 Hours of WvW per week for the next 22 Weeks If i want the Armor as fast as possible. I know there are ways to improve one's tick by tagging up or getting to a higher level (which also takes forever) and I get that the mode is build for longevity but if we take a look at the Raid Armor in Similarity, I could get all three sets heavy, medium and light Armor in less weeks and probably less time played per week assuming I wont need 15 hours to full clear Wing 1-7 while I also getting way more rewards in terms gold, ascended items and the option to buy ascended gear for magnetic shards an option I don't have in WvW since every Skirmish ticket spend delays the Legendary Armor! I get that the armor is gained more passively without a "collection" and you have to spend less other resources, also get that its a reward for those committed to the mode and I actually like the mode and will most likely play WvW after I got the Armor but this timegate in line with ascended gear using the same feels horrible and i wish there would be made a small change of either more pips baseline, more skirmish tracks you could earn in total per week or having the ascended gear using another currency until a proper solution for WvW rewards is found.
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