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MithranArkanere.8957

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Everything posted by MithranArkanere.8957

  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.
  15. Some time ago they changed burst skills so they are always available. If you are simply holding a bundle, your burst will be the one of the weapons you had in hand before grabbing the bundle. If you get a transformation that replaces your weapon, your burst will default to Sword.
  16. Jotun and grawl are pretty much GW2's equivalent of orcs, anyways.
  17. It is suspected many creatures that live in Tyria came through the mists, which is likely true considering their overwhelmingly heterogeneous taxonomy. Asura and ogres could be distant relatives looking at their sharp teeth, long arms, short legs, pointy ears, lack of body hair, little gender dymorphism, etc. Same for humans, norn, and dwarves. They are too similar. They either have one common ancestor or come from alternate versions of the same world. The Mists can make things fuzzy like that. This means orcs or any other existing or new race could exist anywhere in Tyria. So it's just a case of "never say never".
  18. As far as I can tell, the "default" profession of creatures in both GW1 and GW2 is 'warrior'. It's likely a value of '0' in the data. So if no profession is given to a creature, they'll be a warrior. In GW1 we knew when a creature wasn't a warrior when we saw them use skills of a different profession. but while GW1 enemies use mostly player skills, GW2's enemies use mostly tailored monster skills, likely to avoid having the content changed by skill balance. So you can't really know.
  19. I still think it should be converted into a Trap or Preparation, so once placed it's actually invisible to enemies. Engineers have 4 slot skill types with 5 utility skills each instead of the 5 skill types with 4 utilities other professions have. I think it would be great for engineers to have that changed for consistency and to give them more skill variety, by converting Throw Mine and the least used or least thematic skill of the other types into a 5th. I would go with these: Throw Mine could become "Prepare Mine", still throwable, unlike the other preparations/traps. The mostly useless net turret could become "Prepare Net", and when triggered cause the same damage, 2s stun and 3s immobilize effect as when the net turret is placed and overcharges. The greater control as a preparation would compensate for the reduced number of immobilize casts per skill use. Elixir S could become "Prepare Escape", to compensate for having to prepare it beforehand, it could get a short 600-unit teleport in the direction where you placed it. The 3s invulnerability would be unchanged. The kit is the hardest to choose, but I'd go with Tool Kit. Box of Nails could become "Prepare Shrapnel" and deal damage and largely increased bleeding instead of immobilize, and also become an explosion. And what about the other 4 skills? I would move them to a core Engineer melee weapon, like an axe or a dagger, giving engineers a non-utility core melee weapon without the need for expansions. The auto-attack would be mostly the same, still dealing crippled and vulnerable and repairing turrets, Pry bar could also daze if the enemy is vulnerable, and Gear Shield and Magnet could be merged into one skill. One skill blocks, and switches over to Magnet, whether you block or not, you can always use Magnet to pull an enemy, maybe with an added effect if you did block attacks. Mace would have been a better choice for this new weapon, but it is taken. As for the toolbelt skills, I see no need to change them at all. The changed skills would have still the same exact toolbelt skills, including Throw Elixir S, it would not be the first elixir skill tied to a non-elixir skill.
  20. I would not be against having recipes to upgrade the crafted illustrious ascended armor to legendary, then make THAT tradeable. But not obsidian armor.
  21. The only way I see it happening is if new races can start with a different, much shorter, personal story so they don't have to record all the past Commander story. They they would either not be able to replay old story, or they could select an NPC version of the commander (like Duncan and Anja) at the point of the story at which they are introduced to them and join their adventures, and visit the scrying pool in the eye of the north to see their story as visions of the past, thus using pre-existing voice lines.
  22. I agree. Stealth is too binary. It's either fully invisible or nothing. It needs more moving parts, more knobs and levers so it can be adjusted better in the future: I think this post that I wrote in 2018 still applies:
  23. My bet is this bit from the popular short "Nobody Likes You, Kormir".
  24. Pausing the rifts while the meta is up could result in people just leaving instead of helping. What could probably get people to join in the meta would be spawning a massive T5 rift with a Legendary Kryptis boss if the meta is completed fast enough.
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