Jump to content
  • Sign Up

Malthurius.6870

Members
  • Posts

    61
  • Joined

  • Last visited

Everything posted by Malthurius.6870

  1. Not to derail, but for FFXIV specifically, the high APM occurs in bursts (generally, every 2 minutes). Most of the time you're doing your basic 1-2-3 as a physical dps or spamming a single spell as a caster. So, most of the time, your APM is going to be around 20-30, and jump up to 50-70 every 2 minutes for about 10-20 so seconds. By contrast, GW2 is in a near constant spam (depending on profession). I found that casually "try-harding" scourge in open world that I almost never have a period of just auto-attacking. I definitely feel the demand physically in GW2 is much higher than FFXIV. They may reach the same APM heights, but GW2 keeps you at that point for longer and more frequently.
  2. I'm not 100% confident of this, but it seems like the hits all pile up in the final hit if you don't get them to register during the charge portion. The reason I believe this to be the case is purely based on the damage I've seen it do when this happens. In solo open world, it hitting for 20k in the final hit with max might and vuln on the target *feels* right, even if it feels wrong that no damage accumulates during the charge animation itself. And if that is the case, seems like the issue is purely one of game feel. Feels bad for that whirling charge to do nothing until the final tick. Someone with more time and care than me could probably go and test this; to reiterate what I think is happening: The damage is registering, but the damage isn't shown until the final hit of death's charge.
  3. I was playing Specter in open world for the first time and I thought that the Well utilities felt bad to use; or "unfun" and slow. Most of the wells have a 3/4 second cast, with the 2 exceptions of silence and bounty at 1/2 second (assuming because they're support oriented and not offensive), and gloom at a full second (as healing utilities tend to be). I imagine these casts are this long because of the shadowstep aspect of it, but I would argue that makes them even worse. Most thief shadowsteps are instant, and with as much mobility as thief has, the shadowsteps feel cumbersome rather than helpful to me. I would much prefer if they worked like Necro wells- if the shadowstep aspect wasn't there, I think I would even be fine with the 3/4 second cast. It would feel a bit more natural to me. If the shadowstep must stay, I think it would be better if the shadowstep was instant, and the well had a delayed activation of 3/4 to 1 second. It would flow much better, imo. Or, if it cannot be instant due potential broken teleporting shenanigans, give it a projectile travel time (shortbow 5, infiltrator arrow equivalent) or give it a 1/4 second cast at the most.
  4. I've been going through the Charr story on a new character in anticipation of the new Expansion, Elite Spec Weapon limitations being removed has made me quite excited about Necromancer in particular, and I noticed that a number of Charr NPCs in the Ash Legion and Loyal Soldier quests have pink/red fur! Here are the two in question: https://external-preview.redd.it/iFFruwv9F7kF78zyrSnSlLufVnCUEt59gE12k8wZwe4.jpg?auto=webp&s=2426a74b97474538a11591935fb5d60eb0437b1d https://i.imgur.com/iy4w3gZ.jpg And Korukhan the Blacksmith has apparently blue fur: https://wiki.guildwars2.com/wiki/Korukhan_the_Blacksmith#/media/File:Korukhan_the_Blacksmith.jpg I would kill for the pink options here- Charr fur colors are so limited and these colors have been canon since launch, can we players get some access? (Unrelated, but how about making the Omalkhan horns an option as well, instead of having to do the janky gender switch trick to access them.)
  5. You're not even engaging in my arguments. What's the difference between 5-man and 10 man content besides numbers? Or, here's another question, what's the difference between dungeons and fractals? You lower the numbers as well, and healing and buffing become easier because of the 5-target limit. The goal of an easy mode is accessibility, no? Why wouldn't you also lower the number of people required to open up accessibility even more. also, if number of players is all that distinguishes raids from other group content, then we already have easy mode raids... they're called world bosses 🙃
  6. They would have different content, this isn't hard to understand. You can't do a Fractal or Dungeon of Forsaken Thicket because Forsaken Thicket is a raid with different enemies, different mechanics, different stories, different bosses. That's what a 5-man ""raid"" would have that the fractals don't. The title of this thread is "How would you handle an Easy Mode raid", and my answer is lower the barrier to entry by reducing the number of players required so that they could experience the content and become familiar with the mechanics of raid design. So, here's a question for you. What does having 10 people in a raid change vs 5 people? And don't say "It turns them into fractals". I mean, what changes mechanically or meaningfully? At most it changes the dynamics of buff and healing application because most things are limited to 5 targets, but aside from that.. very little.
  7. So, the only difference between raids and fractals are the number of people required to do them? Are you actually serious?
  8. Tell me what fractal tier Forsaken Thicket is in, I can't seem to find it.
  9. 5-man is the answer. 10 man raids were a mistake, they changed the trajectory of PvE balance irreparably and created an arbitrary barrier to entry by requiring 10 people and those people to have a certain minimum competence. A big reason why people have a hard time getting into raids is because of 1. they don't like doing challenging content that relies on the performance of others. 2. they have social anxieties that prevent them from seeking out groups. It's much easier to circumvent both of those reasons by reducing the raid size to 5 (as it should have always been, imo, but I'd settle for it being the easy mode variant). 1. Smaller groups places more personal responsibility on the individual, meaning that a player feels less "out of control" of the group's success. 2. It's more reasonable for an individual to have 4 close friends than 9, and pugging in the context of a smaller group is easier for someone with social anxiety. Beyond that, a 5-man mode makes transitioning to a 10-man version easier. If someone has cleared the 5-man with their friends, they're probably more confident (and the groups looking for people will probably be more confident) that they meet the minimum skill required to clear the content.
  10. Because I also built it around cleaving since thief currently has very limited 5-target attack options. That's also why the auto-attack string has multiple hits (kind of like warrior axe auto-attack). In my mind it would be animated completely differently from every other greatsword, not unlike how staff is animated completely different from even the revenant staff. I think for off-hand sword I would approach an elite spec in a very different way: the initiative mechanic I wrote couldn't really be explored thoroughly without a new main-hand at minimum. I think this concept could potentially work with main-hand axe as well. The slower autos on the greatsword could also be a balancing mechanism: every other weapon would generate initiative a bit faster than the passive regeneration of thief while attacking with their autos. Greatsword would swing a bit slower (each skill hitting multiple times so it still feels fast) making initiative gain a bit slower within this concept, but it would allow for a bit more extravagance. This would also make quickness have better synergy with the entire thing. Quickness on greatsword like this would feel really good in my mind and the elite spec gives you a few ways to access it. If you wanted even faster attacks, sword and pistol would still be options.
  11. Here's a quick idea for a Thief elite spec I whipped up really fast. I didn't include many numbers anywhere because this is mostly conceptual and I don't have time to get into the weeds of minute balance for something completely theoretical. This was also designed primarily from a PvE point of view so some of these ideas may be completely busted in PvP or WvW. I'm just putting this out here for a fun discussion.
  12. I already said I dislike that FFXIV has a cash shop; the difference is that almost all of the content in FFXIV besides the few dozen things in the cash shop are obtainable by playing the game. The GW2 cash shop has hundreds, if not thousands of items in it that could have been used to enrich content in game instead of being obtainable through a menu. For example, imagine if in order to get the branded mount skins you had to do a series of collection achievements directing you to a wide variety of content with lore about why you have branded mounts? Or the holloween mount skins, that could have been attached to a halloween event collection. That's a lot more interesting than just coughing up 20$ or 1000g. When it comes to cosmetics, I just wish they were a part of content instead of disconnected cosmetic fluff that means next to nothing. They don't have to be difficult to earn either, just obtainable in a way that makes sense and that feels like a reward for going out and doing content. What if the bloodstone black lion weapons were part of Bloodstone Fen and dropped from the zone the same way Pact and Elonian weapons drop from HoT and PoF? Make them super rare if you have to, I just want them in the game and not in an html web store.
  13. But this is contradictory to Gehenna's point of "this is how Anet make money". Most people aren't like you and probably spend more than 15$ a month on the game, otherwise Anet wouldn't be able to pay their developers, would they?
  14. Then what about my middle grounds? Surely you wouldn't disagree that it would be better if you could obtain these cosmetics, skins, or maybe even bag slots via achievements, collections, or specific content *in addition* to the cash shop, no? If grinding gold is an acceptable option to you, then making them obtainable via specific tasks should be palatable as well. and don't tell me you guys actually are okay with the state of build templates.
  15. I've been playing FFXIV since I quit, and almost every new mount, armor, weapon, furniture, or otherwise is obtainable in game with very little cash shop promotion. I'm not a fan of a cash shop in addition to a sub-fee *at all*, and despite how good of a job FFXIV does at developing rewards in game, the fact that anything is only obtainable in their store is pretty garbage and anti-consumer. I want to make something clear; this isn't a "I hate GW2 because they have a cash shop" this is "I wish GW2 was better, and the cash shop is actively making the game worse for the sake of profit". Let me put it this way: when I pay a sub fee for FFXIV, I feel good about it because almost all of the game's development is towards the content that 15$ pays for. When I pay for anything in GW2 (minimum 10$) I feel like I'm getting ripped off and exploited for money.
  16. So, I've been around since the betas and was hyped up on the game before it launched (was very active on the MMO-Champion forums). I quit somewhere during Season 4 and it was mostly due to anti-consumer monetization practices. Let me break it down and air this out because a lot of this is still unacceptable. 1. The Gem-Store has way too much developmental focus. A huge portion of content is developed for the Gem-Store and when I quit the most egregious example of this was the mounts. It was one thing for them to be only earnable via RNG loot boxes (thanks for fixing that I guess? It's still kind of trash that the selectable item costs more and the RNG one even still exists). The entirety of the mount skin system is predatory and frankly disgusting. The basic issue I have with this is that all of those items in the gemstore should be obtainable via specific in game accomplishments like achievements, or at least a larger portion of them. I want goals to work towards, and the generic goal of grinding gold isn't as fulfilling as working towards a specific goal. A middle ground would be to have both: skins in the gemstore, but also obtainable via specific achievements or tasks; kind of like how you can buy legendaries or you can go through the motions to get it via collections and content. 2. Build templates are a sin; a blemish, a pestilent blight. For anyone who engages in at least 2 game modes, this is almost nothing, in fact, it's worse than nothing. Spec templates should just be free. I'm more accepting of armor templates because they function as additional storage for armor items which was a big hog of space before. In fact, just remove Spec templates entirely and just make build loadouts character based instead of account wide, and give all the slots for free. The worst thing that build templates did is that it took away the split of your character's build loadout between PvE and PvP. You have to go through the trouble of switching your build whenever you switch modes, or use one of your precious slots to get a sliver of the convenience you had before this feature was implemented. What's worse is that it muddies the PvP culture: people are more likely to just run their PvE build than engage in building something for PvP, and what's worse about that is that the player is also likely to run into an annoying disjoint if any of their traits or skills are balanced differently. This system is actively bad for getting new players into PvP. As a middle ground, can we at least have separate templates for PvE, PvP, and WvW. 3. Black Lion Chests and skins from tickets are kitten for the same reason mounts are. It's actually the exact same issue as mounts except a little more tolerable due to the skins being purchasable via gold (but the mounts can also be bought with gold because gold and gems are exchangeable currencies). Why aren't these hundreds of skins obtainable in some way in game? Greed is the answer. They're so predatory to the right mindset too. The more I think about these terrible anti-consumer issues the more upset I get. This game would have been leagues better if the gem store didn't actually exist and we just had to pay a monthly fee; imagine it... for the low price of 15$ a month you could have had 8 armor template slots, 32 build templates per character, 10 bag slots on all characters, 500 bank slots, all mount skins, armor skins, weapon skins, gliders, novelties obtainable in game via achievements or specific rewards (with maybe a handful reserved for a reasonable real money shop), and unlimited character slots. a 10,000$ value just for 15$ a month from the player base.... wowie. kitten this f2p model.
  17. Did you know that you don't have to play HoT? You can just skip it and go directly to PoF or EoD if you want. Also, been going through HoT again myself after returning for EoD. The maps are still popular enough that you can easily get people to help with hero challenges if you ask, and frequently people just come by and help if you start one. Also, hero challenge trains are still a thing too. Hot tip for being a thief vs break bars, keep an off-hand pistol handy. You can easily solo a lot of champions with breakbars by auto-attacking and dumping initiative into headshots to break the bar in 3-4 shots.
  18. This is more of a vanity/extra thing, but I *really* wish Specter gave access to Focus in addition to Scepter for multiple reasons. This is probably more of a wishful request than actual feedback, but I have a hard time imagining a future elite spec for thief ever granting them access to focus, so I figured I'd do a little lobby for it here in this thread. The targeted support mechanic is on a main hand, it pigeon holds primary support into that weapon for the elite specialization. An off hand option would allow many more builds with the targeted support mechanic by allowing any main hand to also have access to the mechanic via off-hand focus. Yes, the shroud gives access to the mechanic on any set theoretically, but being able to run a sword with an off-hand for support would be very awesome. This would require development of 2 focus skills and 4 new dual skills. I don't think this is completely unreasonable for an elite spec either; in the past Spellbreaker on warrior was given a main-hand and off-hand, and professions like elementalist and elite specs like firebrand have gain way more unique buttons from an elite spec. Otherwise, if in the future additional weapons are added to core, focus wouldn't be a bad choice due to the shadow magic theming in thief's core kit, but then it couldn't fill the same targeted support niche that is unique to Specter. (and low key, the Binding of Ipos legendary focus would look on sick on a Specter.) This certainly isn't needed, this is very "extra". I doubt anyone would be upset over more weapons and options, except maybe non-thieves.
  19. It kicks you off your mount and warns you when you start leaving, you'd have to completely ignore the warning for it to kick you like you're suggesting.
×
×
  • Create New...