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VocalThought.9835

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Everything posted by VocalThought.9835

  1. I know this option wasn't present, but I would rather they add a new Elite Specializations with a weapon, like they used to do. If they simply added a new weapon, then they technically added two weapons for each elite, but seeing how they are miss a themed archetype from each profession; I'd say "go the extra mile and complete what they been doing. It'll be worth it if they did give us another elite specialization.
  2. I think everyone has the right to a refund if they follow the guidelines. I also think there is flexibility for a company to amend their rules based on the situation. If you, "hypothetically", wanted a refund and had a compelling argument, I think you could get it regardless of when you ask for it. I think the difference between "gotcha games" and GW2 is the intentionality and integrity. Gotcha Games intentionally create games that are not a reflection of what they marketed, loosing their integrity, where GW2 intends to make a game that plays how they you would expect, makes changes in good faith to improve the game and disappoints you. That's a huge difference.
  3. When you say "Theoretically", do you mean "Hypothetically"? I think if you wanted a refund after you paid for something and they made changes, You would get not just your money back but also interest on a percentage on what you spent due to the time you spent playing. You should get paid for testing out their game for them to make adjustments. But that outcome would be "extraordinarily". Due to the contract you "sign" when you purchase the game, I think "theoretically" your agree to all the changes being made to enjoy playing their game. If you no longer enjoy playing the game, you just got to stop playing the game or play the game to your level of enjoyment.
  4. I did say loosely... lol. I wonder what suggestions you would have for a new elite specs added to Revenant that would make them feel more in line with a Ritualist?
  5. I agree. I don't understand the fascination of a player singing a song or playing a lute in an action combat game, but who am I to judge. I simply find the current skills on point because they have the effect you expect Bard skills to have, but I get they don't have the animation.
  6. I thought the point of an e-spec was to 1) kinda of have a dual class feel, 2) bring aspects to a profession that's missing. I know that there are similarity between professions, but I don't think they were going for creating something totally new.
  7. Is it just me? I feel that Revenant kinda loosy embodies all the missing classes from GW1. Shiro is the Assassin, Jalis is the Paragon, Ventari is the Monk, Mallyx is the Dervish, and Kalla, as well as the overall theme, is the Ritualist. Because of this, I can't see them ever adding anything more than a "Ritualistic" feel to the other professions.
  8. I don't like the indefinite leaping. I really wish they gave it the wall climb instead.
  9. If you go to the Wiki, you'll see a nice weapon's gallery that give great examples of different types of foci. A focus in real life is usually used in spiritual or meditative purposes, and is anything that you would use to center or channel your thoughts or energy through, like a pendent or cross, a holy book, prayer beads or rosary, crystals or orb, and even dolls or pictures. A lot of people use them for prayer or relaxation. You should give it a try. Grab a item, put your hand around it or on top of it, and close your eyes. Allow yourself to feel all the nuances of it... The weight, the texture. Feel the groves. Breath slowly and focus only on what's in your hand right now. Try to ignore the sounds around you by only paying attention to the sound of your hand rubbing and caressing the item. Feel the energy flow from your mind, down to your chest, through your arms and hands, and to this item... back and forth. Now, cast your spell... I hope it worked for you. If not, then you might want to add a chant to this... "Uhmmm... O watta Loo Ni Eemm" and repeat.
  10. Although I'm not for them adding a new profession, I can see the benefit of a player starting a new character. They just need to continue with adding action oriented game play, bring more role-playing elements, and sharpen the story writing. After this expansion would be the perfect time for them to introduce new races, make racial skills have some purpose in PVE, and add new game modes to PvP and, hopefully a new GvG. I still think they they should add a final elite specialization, including a new weapon, wrapping up any loose ended themes that currently exists within each profession.
  11. My thoughts are to make the warrior have both the close combat and range mechanics like that of Thief and Ranger, where the skills change when you are in close combat. Skill 1 a. Mighty Throw: b1. Slayer's Spear: (Range 170) Chain. b2. Vicious Attack : (Range 170) Chain. b3. Merciless Spear: (Range 170) Skill 2 a. Maiming Spear: Skill 3 a. Spear Swipe: Evade and send a shockwave of air in front of you, knocking your enemies back. Skill 4 a. Disrupting Throw Skill 5 a. Spearmarshal's Support: Add "enemies struck gain Vulnerability and Daze". b. Chest Thumper: (Range 300) Lunge at foe stunning your target, gaining might when hitting a disabled foe.
  12. I'm surprised based on the recent comments that this post didn't get more "likes". How else you guys think Devs are going to add ideas like this if people don't show them what we're looking for.
  13. Hence, my earlier suggestion, I think there is truely room for one more elite specialization along with another weapon for each profession. I think adding my specializations ideas would give the opportunity for players to create all the classical tropes we've seen in fantasy fiction. I hope they do this in the 6th expansion. As far as later expansions go, they could definitely add to other systems in the game, aside from creating new weapon or utility skills. I believe if they add a new elite specializations along with a new weapon they should be done with that. They can add new mount skills and new races. I would love to see them reintroduce the personality system for futur expansions. They can also add new PvP and WvW maps and gameplay, like King of the Hill or a Battle Royale. They could add more rpg elements where Guild's can create their own missions or adventures, setting the difficulty. There is so much that they could do with this game moving forward. This game can surely last for another 10 years.
  14. I think "Bard" is already captured in Mesmer. I don't know what's missing. You can already add instrumental skins the weapons. Mantras, in my opinion is just like songs. They even added Virtuoso to the game... all you need if a way to turn Daggers into musical notes.
  15. The best candidate for this is Warrior. Having a shield in their main hand would compliment their offhand Shield nicely.
  16. That should have been an adventure, when it was just a conversation.
  17. Additional lessons to be learned... 1) Stop adding cheesy corny story telling. Most fans of the genre appreciate mature serious content with a sprinkle of humor throughout. Not the other way around. 2) Focused Story telling. Having a small cast of main characters where their journeys are fully flushed out interesting, and unpredictable is a lot better than the opposite. 3) Everything new should be an adventure. I don't understand how they just give us elite specializations, weapon mastery, or new weapons without there being a story or an adventure tied to it. Make it so I do talking to someone who can explain this new addition and sends me on a quest or trail. That would add more depth to the game, than just having these things just automatically be unlocked with my game purchases. It doesn't have to be very difficult, but make me do something more than just clicking one button. Give me a cutscene or something. 4) Expand the combat. What's the point of spending so much time on balancing and adding new weapons if people are complaining about PvP and WvW, and repetitive and monotonous fighting boring creatures in PvE. Make the combat more challenging and complex, make skills more effective and true option for player instead of there being just one or two metas per profession. 5) Add mechanics to increase immersion into the role-playing aspect. This could be new systems to choose from for adding to the character's personal story, the use of the personality mechanics, even an alliance system would be great, that can give different players perks based on who they team with.
  18. I think they should have allowed off hand weapons to be used in the main hand and scepter to be used in the offhand before making underwater weapons usable on land. Hopefully, that's the case. I really can't see harpoon gun being used on land, but maybe they'll have a cool surprise.
  19. I agree. Plus, I was never a fan of having underwater weapons being a thing, but I guess Anet rather please an audience then genuinely create a great story. I feel like their story tellers have a little too much cheese and corn in what they're making.
  20. I had to change these after a second thought. I think these changes would be more impactful to the concept and better cover what I think is missing from the Professions.
  21. This was actually supposed to be Engineer, but the messed up... lol.
  22. Thanks for the feedback. Guardian summons are intended to be more like minions or pets, not like jade spheres. So I need to add that language. Theif's mechanics could have traits that supports increasing the use of intuition. Also, I meant to say Intuition gives Aegis, not evades. I like your idea for Mesmer. It's definitely less complicated, but it takes away from the Mesmer only having one illusion active at a time.
  23. Warrior: Battle Master- These Warriors have 3 weapons sets instead of 2. Your normal weapon swap (~) will goto the next weapon where your F3 will toggle back to the previous weapon. The adrenalin would be one bar and the F1 will still be the burst attack. An F2 ability will mark a combat area called "Battle Grounds" which will buff the Warrior when in it or attacking a foe that' in the marked area. The new weapon will be either Dual Focuses (Foci), a Main hand Focus, or a Main hand Shield. Their skills will be similar to Elementalist Augmentation, which will add buffs to the Warrior and additional buffs when their in or attack a foe that's in the Battle Grounds. Guardian: Steward- Guardians now have mystical mythical spirit animal companions that morphs based on the virtues the summoner attunes to. F1 will be Chimera, F2 will be a Caladrius, and F3 will be a Spirit Fox. The Summoner will always attune to one virture when the animal spirit is active and only has the passive of the unattune and off cool down virtures. The F1 - F3 will Summon the corresponding spirit animal and mark their destination. The spirit animal will attack in their area while also pulsing out their corresponding virtues. F4 will dismiss or re-summon the animal spirit if it dies and when it's not on cool down. Their weapon will be the War Horn. Their skills would be similar to Necro's Punishment Skills. Revenant: Remnant- These Revs use the F2 to transform to an Avatar of the Mist. Like a necro shroud, it changes all their weapon skills and reducing the energy cost for using their right skill bar while loosing the ability to weapons swap while in this state. They're new legend could be the first master of the mist or a legend from the Future, since the mist knows not time. Their new weapon would be Focus. Their skills would be similar to Theif's Preparation Skills. Rangers: Shapeshifter- Simply put, these Rangers can finally merge into their pet, opposite of the Soulbeast. The F5 will transform the Ranger into their pet and change the weapon skills to their pet skills, where while their in animal form, skill 1 will be the pets first attack, 2 will be the second, 3 will be the third, 4 will be the known beast ability, and 5 could be the soulbeast's archetype skill or a new skill altogether. Their new weapon would be the Shield. Their new skills will be Meditation Skills where they can call animals or plants to damage enemies or buff them and their allies. Engineer: Strategist- These Engineers are master planners that professional mechanics change from "Tools" to "Strategies" against their enemies. Like the Thief's Steal ability, Engineers' F1 Surveys an enemy granting an engineer an F2 and F3 skills based on the enemy surveyed. These Strategic abilities can be an attack that damages/conditions foes (F2) or a buff for allies (F3) Their new weapon is the Focus. Their new skills would Traps. Thief: Raider- These thieves have a new mechanic called Intuition, when 5 intuition points are maxed, generating a point/sec, they get Aegis, blocking the next incoming attack. Their new weapon would be Torch. Their new skills will be Improvisations, similar to Engineer Exceed Skills, which would have a different intensity based on how much Initiative there is when cast. Elementalist: Archemage- These Elementalist F5 skill is a Arcane, the 5th element, that relies on a energy bar that builds with Arcane magic as the Elementalist switch between the Core Attunements , and allows them to use the 5th element, "Arcane" to go into the Arcane Shroud. While in this Shroud they can't use any other skill, but when they attune to any other element, it goes on cool down. Their new weapon is the offhand Scepter. Their new skills are Mantras. Mesmer: Doppelganger- These Mesmer have only one clone instead of three, that has a health bar and regenerates health every time a skill is used that summons an illusion, instead of summoning a new clone. The F1 causes damage around the clone and command the clone to attack a marked area, F2 causes confusion around the Mesmer and the clone and they swap places. F3 Dazes those around the Mesmer and clone. F4 causes Distortion around you and summons the clone back to your location. The clone will always use the same weapon as the Mesmer and will swap weapons either at the same time or after it lands it's last attack. If a Phantasm is summon, the clone will be replaced by the phantasm and will convert back to the clone after the last phantasm attack. If the clone dies, than the next clone skill will summon the next clone but at a low health. Their new weapon will be a main hand focus. Their new skills will be a new type of Illusion call Poltergeist or Phantom. Like minions, these are horrid illusions cause a range of conditions when they attack, while also, like the phantasm, replacing the clone when summoned. Necromancer: Warlock- F1 is a Shroud that allows their life force to be used as a second health bar, but provides no new Shroud skills, but F2 is now a Burst ability where when the life force bar builds up they use energy to cause a major attack based on their offhand weapon or Two-Handed weapon. Their new weapon will be the Shield. Their new Skills will be Glyphs that change when their in Shroud.
  24. You ever try just having all of one element on you skill bar? It might not be meta, but it's definitely doable.
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