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Erysium.4501

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Everything posted by Erysium.4501

  1. then you would like to leave everything as it is? If "no", do you have any suggestions for improvements?
  2. i would find this very entertaining for a few/few weeks. i could imagine that it would also attract more pve players to the wvw map. in the end, such an event would probably be a good advertisement and would attract attention. i see good points in it
  3. no. wvw is a unique mode. both elements have equal rights. in my opinion, i also tend more towards pvp
  4. to be honest, i find your idea exciting. in order to try something like this out carefully as a developer, you could do a very short wvw beta. after the beta, arenanet could throw in a questionnaire afterwards asking how we found it.
  5. all well and good, do you have any suggestions and ideas for varied tactics? 🙂
  6. you are welcome to choose "yes" for the first question
  7. Hey gamer What do you think about making the tactics more effective and balanced? At the moment, only certain tactics are used very often (iron guards, dragon banners). Other tactics are then often no longer worthwhile (automatic turrets, turtle banners). Sometimes I also have the impression that the tactics are very similar or are used for a similar reason. So they don't offer any real variety (fast dollies, packed dollies) and also don't really offer different strategies on how to proceed against something special. Do you have any suggestions? I would like to collect ideas here in this thread.
  8. would it be an improvement for you if the lord of the fortress were to move more? Then the zerg would also have to adapt regularly.
  9. what do you think if they were no longer npc's, but the lord of the fortress was replaced by such a "bot"? Wouldn't that make the fight more dynamic because it would be more likely to move?
  10. That is possible. However, the descriptive text is misleading in this case. (at least in the German version). The visual poison field effect is displayed at the point of impact but the condition is spread around the player.
  11. It seems to work under certain conditions. The description may also be misleading. Please check
  12. Superior Sigil of Blight triggers a poison field without causing the poison state/condition damage. please check [&AgFJCQEA] / Superior Sigil of Blight - Guild Wars 2 Wiki (GW2W) in addition, the whole sigill is too weak with a trigger time of 8 seconds (much to loong). I think the error was not noticed because it is very rarely used.
  13. Hello folks! I have a WvW post that to my knowledge has never been introduced. I hope it is understandable as it was translated from German. There are training bots of every class in the PvP lobby (Heart of the Mists). The fighting style of the bots is exciting, but a little weak. I could well imagine such bots as protectors of the lord of the fortress in wvw. The protectors could appear when the lord of the fortress is attacked or maybe only has 50% life left. if you give them the strength of an elite rank and they do a lot of damage, it could make the wvw boss fights more exciting. the feeling of defeating a lord of the fortress is then a greater challenge in the fortresses. I assume that it would be easy for Arenanet to implement. What do you think?
  14. The PvP training bots are located in the PvP training area.
  15. Would it be possible to use/place the PvP class bots (on the training ground) as WvW guards or bosses? What do you think? The pvp class bots are located in the pvp lobby. the pvp lobby has a training area with these bots. these are a greater challenge and more exciting to combat
  16. Superior Sigil of Blight is too weak and has too long a cooldown. If you compare the sigil with others, the 8 seconds are excessively high. sigils with a weapon change effect are at 9 seconds. Please update Superior Sigil of Blight to make it usable. en: Superior Sigil of Blight - Guild Wars 2 Wiki (GW2W) de: Überlegenes Sigill der Verschandelung – Guild Wars 2 Wiki
  17. The original article is written in German: Langzeitveränderungen im Endbereich von Guild Wars 2 - Diskussionen zu Guild Wars 2 - Guild Wars 2 Foren.
  18. Economic/cost-effective considerations of changes for the ArenaNet team in the context of Guild Wars 2. The purpose of this post is to express thoughts. The point is not to evaluate and discuss examples given, but to make suggestions that might be attractive for ArenaNet to implement. These first lines are an attempt to collect further contributions with solution-oriented ideas. Possible aspects for this topic could be: WVW Reasons or suggestions for changes in WvW for the motivation to farm points for the team: Examples: - Reward the winner of the week (e.g. Team Blue) with a magic sense buff that lasts for a week afterwards. - Reward the winner of the week with 1 pip buff, which lasts for the next week. Just a thought: - Additionally, I would like all long term players to have something collectible in the long run. Since the armor or stats of the players should not be upgraded to keep the "balance" (patch etc.) among each other, it would be possible to change fortress strengths or find some kind of "reward" for the players and let them invest there. For example, when player blue gets close to the guards/fortress blue, this fortress receives an aura that is given to all blue defenders. What the buff scales with and how extreme can be determined individually. (For example, depending on the WvW level or other unlockable options that can be added). Note: Boonball (or teleporting far away) has a frustrating effect on the opposing player, as their entire character progress (armor, stats, damage, etc.) is completely ignored for seconds. The seconds of invulnerability are one-sided, as the "Invulnerable" player benefits and the "Frustrated" player does not. Afterwards, it is often not just one "Frustrated" player who is involved in this situation, but several "Frustrated" players. Conclusion: the overall content of the situation has a negative effect. PVE In PvE, I want something that can motivate me in the long term and that I can experience (regardless of the Legis). I could imagine that this "something" is more satisfying if it can be invested in character progression. Progress means something easily changeable in the realm of possibilities in the context of GW2 philosophy. Satisfying can be a stat change that offers comfort and not strength (no increased condition damage or increased precision). Since these changes can be altered by numbers (without visual effects etc.) it would be economically and financially attractive to program. In conclusion, my thoughts may contain errors (blind spots that I don't see) but still cause consideration by the reader. It doesn't matter how the thoughts are evaluated, the party deciding on changes is primarily ArenaNet. Please refrain from rating and bring more solutions in the comments. Have fun thinking creatively and getting involved!
  19. Reasons or suggestions for changes in WvW for the motivation to farm points for the team: Examples: - Reward the winner of the week (e.g. Team Blue) with a magic sense buff that lasts for one week. - Reward the winner of the week with 1 pip buff that lasts for the next week. Note: Boonball and teleporting far is frustrating ;)
  20. Dear ArenaNet Team I would like to open a post containing ideas that I hope can be implemented economically. I am looking forward to other ideas from other people. please keep in mind that ideas such as new classes are complex to balance or new races may require a new customization for each individual skin. these two examples I would not consider economical. 😉 as an introduction to this topic, i would like to give you an example: From level 80 you still get experience. what if i could increase an attribute by 0.1% per level after 80? attributes don't necessarily have to include strength, healing power or vitality but could also be running speed outside of combat (perhaps limited to pve only). that would make leveling (or experience) worthwhile again. Perhaps only the armor runes or sigils could be improved by a small value. (cooldown time, duration of an effect, or generally a weapon sigil that can be leveled). Conclusion: do something with the experience so that leveling after 80 is worthwhile and promises long-term motivation. I am looking forward to your contribution! please only leave ideas and not a discussion about whether you like something or not. the aim here is to collect ideas about what promises to be an effective future change in gw and financially attractive for arenanet. 🙂😘👍
  21. The Arc Detonator ability (autohit, class engineer) does far too little damage. very unattractive. i am aware that it is a support weapon, but the damage is still too low.
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