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The Last Hobbit.6492

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  1. The change to Scrapper Gyros is awful. Don't forget that the game is an RPG. Sacrificing class fantasy on the altar of balance is a losing strategy. Other changes seem great. Love the change to Berserk. Would love to have a longer window before adrenaline decays out of combat. It's more an open world frustration than a balance issue.
  2. Well done! Highly appreciate the extra effort put in to get this problem solved. Any chance for additional juicy details on the new approach that was discovered, how it was implemented and any challenges you had to overcome? I love the deep dives.
  3. Adding my dissatisfaction with Aurora, Vision and Coalescence not having a way to hide their effects. Pretty much everyone I know agrees that it makes them essentially unusable. A monumental waste of 6k gold. But I'm less bothered by the gold and more saddened by the fact that I have no alternatives since they're the only legendary accessories obtainable. Bear in mind that we've heard, "it can't be done" or "it'll take significant effort" from developers many many times and it's very often turned out to be not as big an issue or something a fan was able to solve with an add-on within a few hours of work. So try not to take too much offence when people are doubtful. Have you considered less elegant solutions such as adding an NPC that adds an additional hidden buff that removes the visual effect? Or adding a toggle in the options menu? Or not adding the original trinkets to the LA in the first place and letting us exchange the tokens for the (LA compatible) version that we want? I'm sure many would be happy to craft a second ring in that set (a new named legendary) that either turns the effect into something less unpopular or hides it completely. It would be a worthy use of 2k gold. Also, it's unfortunate that we'll have to wait before we can add our slumbering trinkets to the armory. Lastly, I'd just like to add that everything else looks fantastic. I know you'll have to sift through tons of whining (mine included) to get here but generally I'm very happy with what I've seen. Thank you, looking forward to using it!
  4. Why don't you consider removing Sigil of Energy? It effectively doubles the amount you can dodge and is meta in literally every PvP build. Pretty sure that low cooldown invulnerability is a key part of players being hard to kill.
  5. The new Phalanx warriors are awesome. What lead to their creation, design-wise?Any chance of seeing them in a Strike Mission? Also, to Matthew Medina, what's it feel like to be releasing GW2 content again?With your Design Deconstructed series reflecting on your past releases did you gain any insights that you applied to this episode? Lastly, can we get the final Drizzlewood chests moved closer together? It's quite a chore to run around collecting them after the marathon meta.
  6. Honestly, after the last episode, I'd tempered my expectations.But this new World Boss is, honestly, one of the most exciting openworld fights in the game.It felt more like an easy WoW raid than anything else.It has everything that raid fights have except real challenge but it's openworld, so I think that's to be expected (people are bad at this game!). I love the pacing of the fight, the phases, the way Drakkar tries to crush you like a bug, the three unique champions.There's a few things that could be improved like making it clear that you can't participate in all three champion fights and the finale feels a little underwhelming. But all in all, very good job. Loved it. Edit: If you can somehow create an instanced challenge mode of this boss for 10-20 players, that would be amazing. Edit 2: Also, loved how there's less "fear" than the Claw of Jormag fight and instead uses the "wind" effect. Please update the Claw of Jormag fight... too much fear!
  7. What are your plans for players who use legendary equipment across multiple characters? Will we be able to save equipment tabs but still move the legendary gear to other characters without it forgetting the settings?
  8. As a Scourge PvE main (2,492 hours), I've thought about this change a lot and it would really make the Scourge a lot less fun to play. There's no way to remove shades, so if a boss is moving a lot, you end up unable to keep up your DPS or healing. Additionally, as a heal scourge, if I need to apply barrier to one player at range, I lose 100% of my group buffing and barrier generation, so I'm incentivized to just ignore healing anyone at range and just blindly drop the shade on the group. DPS Scourge would be made nigh irrelevant with this change since we need 2 shades out at all times to keep up Sand Sage and if the boss / enemies move, our dps is crippled. For a class already on the outskirts of viability, it'd be a death blow. tl;dr - This change is WAY too disruptive to PvE Scourge to be considered and it results in less skill, not more. Especially since your need to re-place shades is not under your control whatsoever and you can't choose not to place them since it's a huge DPS loss. This kills the entire viability of PvE Scourge. Please reconsider. Edit: Would be a lot better if Sand Savant made the shade only hit allies. Or reduce the damage by 50-99%. Perhaps with some healing power / concentration / healing power bonus. Basically, make it so you can only take Sand Savant if you're a heal / support Scourge.
  9. Any chance to get something like this but for Raids / Challenging PvE? Plz <3
  10. The game could get a new command that uses an encrypted form of the e-mail + password. With SHA1, it could look like "3BCA7D3A4D9024CE140EA5A52F31A15E75FF3BDC" (not a SHA1 of my actual account or password, fyi) Similar to an API key but for your account login. This is no less secure than the "local.dat" (saved username and password) method but allows for convenience when logging in multiple accounts.
  11. If alliances are going to be a maximum of 500 players then why not just use guilds? What benefit does an alliance bring? What are the differences? If we're going to be forming/joining dedicated WvW guilds, those already have a cap of 500, surely a new system is unnecessary?
  12. MMOs are about communities. If you want to show how players enjoy the game, you need to include gameplay and players discussing the game. Nothing made me more excited about an MMO than this video for EVE: There's videos of streamers and content creators talking about the game and it gets people excited. I mean, hell, what did Leeroy Jenkins do for WoW. xD Examples: Organized World Bosses (TT usually), WvW raids, Raids like the Musician Guild that shows how fun it is to fail. If you want to show how, we the players, enjoy the game then just SHOW us enjoying the game. (And yeah, edit out all the swearing xD)
  13. LIKESSTORYPacing, character, tone, twists.Mixture of excitement and conversation.Optional dialog. WORLDPlaces to explore and things to discover.Soloable Hero Points.Diversity of terrain, biomes and threats SPECSBeautiful visuals.Desert thematics . DISLIKESSTORYI just want more. I'd pay for more. WORLDDesolation and Vabbi need larger-scale metas like Tangled Depths orDragon's Stand.(3 exploration maps + 2 meta maps is perfect) SPECSPoor balance and lack of options for some specsHolosmith + Deadeye balanceLack of viable healers, tanks or supports for end-game content
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