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frazazel.7501

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  1. Also, please make Lily of the Elon pass put you back to the map you came from by reusing the pass, without having to talk to an NPC.
  2. I'll try to provide some specific criticisms, without providing specific story spoilers. The final story mission that was all talk, with no major battle was disappointing. The events that unfolded were interesting enough, but it really felt like there should have been a battle of some significance at the climax of the scene. The story mission before that where you are assaulting a high ranking kryptis's stronghold was underwhelming. A pincer attack was ordered, and then your assault force was incredibly underwhelming. There was no army on either side. You fought several small groups with a single ally, and then fought a boss battle with a few allies you met up with. This was not an assault, it was a small special ops mission. The story they were trying to tell did not at all match the content of the story mission. The story mission before that also included a bunch of monsters that spawned outside of the map area you were allowed to go to, so rushing up to fight them (as required by the mission objectives) teleported you back to the part of the map you were allowed to be in. The story missions before that involved several steps in a row of "go into an instance to talk to some NPCs, then leave the instance to grind X events", which just felt like padding to increase the playtime of the story. It also meant that I sometimes had to choose between continuing the story, or doing the meta event that is about to start. I just finished a bunch of events to progress it, but after leaving the story instance I'm probably going to be placed into a different map. Don't worry, I'm going to put time into playing this map and its events. I just want to run through the story first. I agree that the overall story writing wasn't terrible, but the implementation of the story missions designed to tell that story really needed more work.
  3. You're describing the dream game. Even better if you can find a way to not need a team of henchmen / heroes.
  4. Yeah, there's no way they're releasing expac #5 in summer if they haven't already been working hard on it. If they're still considering big-picture ideas for it, then they're in big trouble.
  5. I would like to see a competitive mode that isn't about killing the other players. Maybe give us some kind of battle where two different teams need to defeat an opposing lord, and we need to destroy / build siege and fight defenders to get there, while also going back to defend our allies. Make it so that players are immune to damage from other players, so that directly fighting the opposing team isn't the way to play. This is a competitive PvE mode, where you're supporting your forces, and you need to clear the way for them.
  6. I think that saying that you're not even going to bother for these free items is, in fact, important feedback for Anet. They're putting on this event, which presumably costs them real dollars. They want players to engage with it. They need to hear the feedback that this is a dud, and won't actually be attracting the attention of many players.
  7. I'm glad the light armour skin looks significantly different from most other light armour skins we have. It gives us more diverse options for how our characters can look.
  8. I came here looking for some fun theory based off of an obscure thing seen in the corner of a screen. OP's post was disappointingly low-effort.
  9. If you want to move everything closer together, just resize your game window to be smaller, zoom your camera in a bit, and then increase the UI size to compensate. Easy!
  10. I was going to say this same thing. They did a great job of this with GW1. I guess there's more class-specific stuff going on with GW2's UI that probably makes it a little bit harder if they weren't planning to make it customizable from the beginning. I would love it if they would put in the time. You're right. They want you to look at a screen covered in overlapping special effects from a hundred different players' skills, outfits and ultra-rare infusions.
  11. I like that masteries are meaningful rewards, and that getting the required mastery points forces you to engage with the game. You need to explore the map to find insights. You need to play the story missions. You need to complete some achievements that usually get you playing the actual content from that expansion / LWS. You also need to play the associated expansion / LWS maps to earn exp to finish the mastery. So I want the masteries to be good enough to funnel people into actually earning the masteries, without making the masteries a new thing that gatekeepers will use to prevent newer players from being able to join a group for certain content. I don't love that many of the masteries are junk to pad out the mastery system, but I'll take the junk ones so long as they keep making actual good impactful ones as well. You usually don't need to buy too many of the junk ones in order to get to the good ones. I think it's true that an established player will forget that a newer player doesn't have all the masteries already, and that they can't do everything right away. It's too bad that this creates a bit of a gulf between veteran and new players. It's most noticeable with (but not limited to) flying mounts. It might be a nice idea for Anet to provide a catch-up mechanic to help new players achieve masteries from older content more quickly?
  12. This feedback is entirely from a PvE perspective. I appreciate the considerations for Heal Untamed with ranger maces. I'm still concerned about Nature's Strength, though. I'm concerned that it will increase damage and healing numbers too high if it's too easy to use, and that it will be a non-feature if it's too hard to use. I would prefer it if Nature's Strength gave less increased damage/healing (or maybe none at all), while keeping the interesting mace cooldown refresh. As it is now, I foresee mace being used in a dps build to stack Nature's Strength, then weapon swap into a higher-damage weapon set, hit Sic Em and all the big burst skills, adding onto your biggest burst. This doesn't feel like the playstyle that's been advertised with ranger maces. I'd very much prefer it if Nature's Strength didn't increase damage. Give it boon duration instead, or maybe make the bonus damage only apply to your mace skills? Then the cooldown until you can get stacks again should be at most 10s, so that it's always ready to stack again when you swap back to this weapon. Reducing Nature's Strength stacks from 6 to 5 will mean that a player running dual maces will be able to run through their skillbar once, hit 5 stacks, refresh all their mace skills, and then hit each skill a second time, without any time spent on the autoattack. That sounds like a big change in how the weapon will feel, and maybe that's the intended reward for running dual maces? I'm also concerned about using only 1 mace at a time. In particular, OH mace without MH mace is probably still going to feel bad. You won't be able to hit 5 stacks until you rotate through your high-cooldown skills twice (probably with weapon swaps in between), and it's unclear if it will be possible to maintain your stacks until those skills come back off cooldown again.
  13. Nah, confused icons are the downvotes on this forum. Those people don't like your idea.
  14. They put too many of their eggs in the legendary armour basket with this expansion, and then chose to release it so late that people have judged the expansion as bad before the legendary armour dropped (and rightly so). I hope they learn something from this.
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