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ShadowStep.3640

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  1. I think the changes to Keep Lords having defense value (the are stab and healing) are nice but it just isn't enough. The game should be able to tell when number of enemy players in a keep is > than number of defenders and activate additional measures in that scenario such as: Keep Lord pulses barrier to all allies after reaching 75% health range range 900. Idk something like that. There is more potential for them to utilize the keep lord in defensive situations but it needs to be scaleable otherwise defense will be too strong. But right now the repair changes make it so much easier to enter keeps that im not sure i care.
  2. It feels like everyone wants the amount of strips/corrupts to be buffed way up to previous levels and even surpassing it. But combating boon bloat with massive strips just causes the flow of combat to feel like pendulum which is chaotic and wouldn't feel good. The better solution is to change the ways boons are generated, and primarily, shared to other players in WvW. Currently, boons are shared giving both the caster and the recipients the same boon duration. Example: Stand Your Ground gives 5 second Resolution and 6 seconds Stability to both the user and allies. Instead boons should give original duration to the user and half duration to allies. If you grant yourself 10 seconds regeneration, allies gain 5 seconds. You grant 4 seconds protection allies receive 2 seconds. This should obviously only be implemented in WvW as it would ruin PvE. Concentration would still benefit boon duration. Pros: -Nerfs boon ball while still allowing for lots of boon generation. -Makes counterplea easier and gives more value to corrupts and strips as boons are more valuable. -Doesnt affect roamers/users generating boons. Allows them to still feel full impact of their abilities. -Raises skill ceiling of coordinated groups needing instances of stability/other high value boons rather than just vomiting them continuously. -Keeps individual player agency while still being able to generate support for allies but not allowing it to be excessive. -Encourages players to bring their own survivability in the form of utility skills (more value to bring my own stability vs relying on someone else) Cons: -Support players will feel their impact go down -Players would need to adjust -Low duration boons would be difficult to share -Does not touch mechanics like barrier, auras, stealth -idk maybe others.
  3. Event idea: Maybe limit rally effect to 1:1 like you said but also -reduce in combat rez speed by 50% or cap at 1 or 2 people allowed to rez someone at a time. but -stomping an enemy revives up to 2 allies within a 300-400 unit range. Making traditional rezzing harder, encourage using finishers for bigger reward. Or you could get get rid of combat rez entirely and people can only get up off of rally or the above stomping rally. That might be fun.
  4. The game mode should have a more challenging mode. Maybe something like endless waves of adds or Toxx being more of a difficult boss? Or maybe limited scrap and snow? Its basically a tower defense game which is really fun but its not super engaging once you get the siege set up. I would play the heck out of a hard mode. Any thoughts?
  5. I sometimes pug tag on TC its not terrible its just a highly inconsistent experience. Sometimes the group will follow other times its just a loose coordination effort. I think the big thing is if my group is getting smashed repeatedly by another server and people get discouraged and leave its not fun but that doesn't happen all the time. But idk my server are ppt heroes so they dont like to fight anyways which is fine with me.
  6. Yes you are right if referring to PVE, but in WvW (dont play SPVP so cant say) Shield is meta on a lot of mesmer builds. Chrono commanders for zergs are very common and they all run shield. I run a power Virt build meant to blow someone up and i still run shield due to how powerful the number 4 skill is. Shields in PVE are weak but thats because the game has, over the years, moved away from everyone providing their own survivability to having roles provide that for you. When you have someone in your instanced group pumping aegis and healing out of course shield is not going to be much use. In Openworld content its a matter of taste, and in all other content it just depends. People dont understand that not every weapon needs to be meta or even viable in every situation. To have that reality be true would be to make all weapons boring and lacking in character and depth.
  7. WvW, as a concept, is a sandbox game mode. The more you try to narrow peoples ability to play in sandbox games the less fun they become. Hidden tags, while not everyones cup of tea, contributes to the ongoing health of the game made more than their absence. If it ever becomes too much of a problem i bet there will be solutions, but i feel this is a nothing burger of a problem that isn't widespread enough or serious enough to warrant anything more than some minor frustration at times. For every guild that only runs closed tags there is another who is always running an open tag and many many more who do both. We have those on my server and i bet they exist on yours too.
  8. Shield is a fun weapon imo but a little all over the place in terms of power budget across the different professions that have it. I love Mesmer shield as the 4 skill is very powerful but the 5 skill is underwhelming.
  9. Hmm, yeah i guess the time>money argument makes sense. I guess if someone truly had a massive excess of gold or NEEDED to have all the essence stuff ready on release of the Obsidian Armor it makes sense, but I still think the boxes in general could be slightly more rewarding to open.
  10. I think the only thing that keeps it from making sense is that 1. The loot table of the unlocked boxes is some essences, and then T5 mats (which rich people dont need and can easily afford) and the account bound Ascended (stars, dust, ore). The wiki says there is a small chance for another motivation but there is no "gamble worthy" item in them. And then... 2. The actual amount of essences it gives you are negligible. Going and doing the weekly rifts around various maps for the box rewards would be easier even if you just did T1s.
  11. People say "Buff staff" over and over again but provide no suggestions as to what that would feasibly look like. The identity of the staff as it is right now is a AoE focused jack of all trades weapon. Realistically what skills need to be drastically changed without upsetting or removing an already loved skill? Fire1: could be faster but its fine Fire 2: Fine Fire 3: only source of burning but could be changed i guess Fire 4: much needed mobility Fire 5: Best part of weapon Water 1: probably one of the best candidates for a change Water 2: Fine, big damage and blast finisher just a little delay time Water 3: solid healing Water4: AoE Chill, good luck convincing WvW players to dump this one Water 5: same as above Air 1: Probably the one skill in the entire weapon that needs changed. Preferably a fast power spam skill like a piercing or chain version of Scepter air 1 Air 2: Has decent power coefficient no need to change Air 3: probs could be changed, not very usefull Air 4: provides utility and super speed useful for comp modes. Air 5: Solid AoE cc but it could be reimagined if need be Earth 1: Solid candidate for a better move, Earth 2: a little slow and weak, needs buffs but not reworked Earth 3: Mag aura is solid Earth 4: Dont know if this is necessary if Air5 is kept could be reworked Earth 5: Bad needs to be redone So we see that the main offenders of "Staff is bad" is Water, Air, Earth Autos and Air 3, Earth 2, Earth 4, Earth 5. You could throw some others in like Fire 3 or Water 4 but really its the air attainment and earth attunement that need help not the entire weapon.
  12. Why would I open these when I can just sell the motivation required on the TP for 3ish gold. It definitely wasn't a deal several weeks back when the motivation to open them was going for 9-10 gold on release of convergences. Im also boggled that they are going for several silver on the TP (like 6-7 i think) currently. The items in them aren't that good and essences are easier to come by now with convergences. For people who open them instead of selling the unstable motivation why?
  13. Oh boy, Ok let me give you my example since i fall under the "new player from long ago" category. I played during vanilla gw2 until the release of HoT then just came back this summer. So like 10 year gap. My primary content i play with is story/OW meta etc and WvW. I have primarily exotic armor on my toons since ascended is better but not necessary for the game modes i play. I bought HoT, PoF, EoD, and recently SOTO but have only played through the latter two which means i have on my account the raptor and springer from EoD (which were easy) and the sky scale from unlocking it in Soto. I have more than enough ascended armor in my bank to max maybe 2 characters outright but im lazy lol. Outside of the fact that i haven't finished the first two expacs i dont feel behind. Sure I have zero legendary items whereby most longtime players have multiple but thats a long term goal for me. I recently spent like 500 gold to buy enough gems to get the stargaze skin for my sky scale. That was progress for me since its what i wanted to do. The thing with GW2 is that, for the most part, it lets you do what you want to do. My other favorite MMO, SWTOR, has a linear progression with limited ways to play. Maybe your beef is valid for other MMOs but this one is the easiest by far to accommodate new players due to its accessibility, replay-ability, and easy gear gate. Now to go continue hoarding materials so i can make the epic jump from full exotic to full legendary gear in one go.
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