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MithranArkanere.8957

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  1. That would only be done in competitive modes. Their ultra-wide screens would still be able to ultra-wide see everyone in PvE for as far as the servers allow. Do you think it would be fair to eliminate the fog of war in StarCraft for those with machines capable of rendering the whole map at the same time? Of course not. Everyone gets to see the same amount of battlefield at the same time. Complaining about things like having the same render distances, view scopes, and fog of war in a competitive mode is really, really absurd.
  2. That doesn't mean you should give up altogether. You absolutely can by implementing the measures that render many of those advantages meaningless. For example, do not render enemies until they are within the visual cone all machines with the minimum specifications can see.
  3. Covering the rest of the neck fur with something like chain mail, or a material similar to what covers the gap between the legs and hips, and adding gaps for the ears or hiding the ears altogether would probably do it for most people.
  4. Boon and condition removal just needs a tweak: when a boon or condition is removed, it can't be reapplied for 2 seconds so they can't be just reapplied right away, ensuring they are guaranteed to have an effect for 2 seconds. This could be shown in the UI by replacing their icons with a grayed-out version, similar to the grayed-out soft CC condition icons enemies with breakbars get. Those 2s could be extended or reduced with certain traits or relics, but never eliminated.
  5. They can catch up after 10 years. There are no more unique rewards and titles past the 10th. It just repeats the 10th bonus rewards.
  6. "Your" game mode isn't "the" game mode. PvE gets more development because it makes more money, but the intention of the devs isn't just forgetting PvP and WvW even if they are kind of forced to. And even if they wanted to focus on PvE only, PvE also gets massive content like world bosses. They can't make something work worse just because someone wants completely unique animation sets as if this was a fighting game where only 2-6 characters appear at a time. The actual minority of players are those who play mostly in instances.
  7. That's not an excuse, that's how game development works. If you want to have a massive mode, you have to make things smaller.
  8. The ones I want back the most are the ones that summon allies for the RP value.
  9. Each god does 'avatars' in a different way: * Dwayna had her 'angel' servants. * Balthazar had Eternals. * Grenth had Reapers. * Melandru had Druids. * Lyssa had her Muse. We don't know the nature of this thing. We can only assume it is some sort of powerful illusion she can use to give 'pre-programmed' responses, but also take over it directly, hence her being the one speaking in the Temple of the Six. * And Kormir was the only one who used a bodily manifestation of herself. In any case, Orr was an inside job. Khilbron's mind was under the influence of Abaddon thrugh one of Abaddon's servants. Razakel was likely no the only agent of Abaddon undermining Orr's defenses to make Khilbrom's twisted mind conclude the Cataclysm was the only way.
  10. More animations means using more memory for animation rigs. And that means slower WvW fights. Reuse is always better.
  11. This mission only requires 2 fights and pressing F 7 times to complete. If I recall correctly, the fights defending the gates and the interior are on timers, not kill counts, and once you recover the Artifact, the NPCs get a buff and can kill the risen and retake the fort on their own. This means you are only required to fight the risen at the logging camp and the group inside at the asura gates, and only if the NPCs at those two locations get killed before they can kill them, which doesn't always happen. If you are having any trouble at the logging camp and at the room with the asura gates, your gear may be too low below your level. If your gear is already within 5 levels of your level, then you can only get better at fighting. If you are having trouble with the giants that appear at the end of the defense of the north gate, looks like the problem here may be reading comprehension or paying attention to the event log and NPC voices, because you are supposed to rush in and fall back, and close the doors behind you, not fight the giants. The fights before falling back to the interior of the fort are designed to be a loss, enemies will just respawn endlessly.
  12. I'd rather have a new ++Healing, +concentration, +vitality stat altogether. Call it something like "Martyr" or "Monk". I would not be against getting Wizard, Avatar, and Sage, which are only available in PvP. Those would have been really great new SotO stats.
  13. "Death Magic" is a defensive trait line. It may have some condition traits, but the core of its purpose is defense. Deadly Strenght is are the exception, not the norm. That at the pison +damage in Putrid Defense are just something you switch in when you don't need that much defense, but your other traits will all be defense. Minions are a defensive tool that defends the party by grabbing the attention of enemies and intercepting attacks that would otherwise go to players. Wherever they can't do that they are pretty useless, but that's their main use nonetheless. Necromancers do need a critical line. It would be nice if all core professions got a 6th core trait line so those trait lines that are hybrids like power/condi, condi/crits, or defense/condi could be split into more 'pure of purpose' traits lines. In the case of necromancers, that would allow shuffling things around a bit, like moving crit stuff from curses to a new line, condi stuff from death to curses, and so on.
  14. As far as I can tell, the characters are deleted eventually. When that happens, the names are freed after the usual time period.
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