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VocalThought.9835

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Everything posted by VocalThought.9835

  1. Here' s my idea for future Revenant with current ones to give some context-1) Hearld with a Shield, conjuring Dragon abilities, and able to tap into the Dragon Legend to buff them and their allies.2) Renegade with Short Bow, able to summon spiritual combatants, and harness a Legendary Warrior's ability to command ancient forces and charging your allies for battle.3) Overlord with dual Scepters, able to summon minions from the mist, and Over Charge their connection to their attune legend.4) Mist Walker with dual Pistols, the ability to use the mist offensive and defensively, and Merge Legend abilities.*5) Rift Slayer with a Great Sword, and able to cast dimensional spells, and the timely ability to open or close a dimensional gate.
  2. I don't have the lore to go with them, but I think we can create it. Here are my ideas for the new elites. I included the current ones just to help people get a sense of how they work. It'll also be nice if the Devs did make a strong lore to the existing ones. Warrior-1) Berserker with a Torch, Rage skills and Berserker mode which gives new Berserker Bursts abilities.2) Spell Breaker with dual Daggers, Meditations, and Full Counters mechanic that absorbs and counter attacks surrounding foes.3) Warlord with Melee Staff, hired Recruits, and Marks to aid allies on the battlefield.4) Champion with a main hand Shield, Punishment abilities that weakens or leaves foes vulnerable, and Protection mechanic, gives a barrier and tethers to allies, to absorb damage.*5) Ravager with dual Pistols, Traps, and Ravage Burst mechanic which provides more of an area effect damage. Guardian-1) Dragonhunter with Long Bows, Traps, and the ability turn their Virtues into Physical Constructs.2) Firebrands with a main hand Axe, Mantras, and changes their Virtues in to Tomes of several spells.3) Archon with an off hand Sword, glyphs, and the ability to attune to a Virtue at a time.4) Summoner with a War Horn, Summon mythical creatures for aid, and convert Virtues into Virtuous Pets*5) Mystic with main hand Focus, Arcane Spells, and Virtuous Burst abilities. Revenant-1) Hearld with a Shield, conjuring Dragon abilities, and able to tap into the Dragon Legend to buff them and their allies.2) Renegade with Short Bow, able to summon spiritual combatants, and harness a Legendary Warrior's ability to command ancient forces and charging your allies for battle.3) Overlord with dual Scepters, able to summon minions from the mist, and Over Charge their connection to their attune legend.4) Mist Walker with dual Pistols, the ability to use the mist offensive and defensively, and Merge Legend abilities.*5) Rift Slayer with a Great Sword, and able to cast dimensional spells, and the timely ability to open or close a dimensional gate. Ranger1) Druid with a Staff, glyphs, and the ability to turn into a Celestial Avatar2) Soulbeast with a main hand Dagger, combat stances, and the ability to take in the spirit of their pet granting them animalistic abilities.3) Shaman with a off hand Focus, summoning Totems that buff them and their allies, and having the ability to merge into their pet, having all of their pets' abilities.4) Warden with an off hand Shield, summoning herds and commanding nature to do their bidding, along with controlling 2 pets at the same time.*5) Wanderer with a Hammer, having shouts to stifle their foes, and can summon random pets for a brief moment of time. Engineer1) Scrapper with a Hammer, having mechanical Gyros that place wells at their destruction, and a personal gyro that revive an ally or finish a foe.2) Holosmith with a main hand Sword, the ability to conjure hard light, and the ability to Exceed their normal light abilities before they overheat.3) Machinist- with a main hand Mace, they can create gear for them and their allies, and their new mechanic allows them to use their gears to assemble into a Battle Mech.4) Technomancer with a Great Sword, and Physical Cybrotronics abilities, and Mana that alters their Cybrotronics.*5) Med Tech with an off hand Focus, Preparation skills, along with Biomatrix mechanic for buffing them and their allies. Thief1) Daredevil with a Melee Staff, Physical Skills for attacking foes, and offensive and defensive Dodge abilities.2) Deadeye with a Rifle, cantrips for manipulating foes, and a Deadeye Mark and Malice mechanic to cause extra damage to marked targets.3) Inquisitor with a Torch, Survival Skills to allude foes or buff abilities, and an Intuition mechanic that uses the initiative as a bones to combat.4) Reaver with dual Maces, summoning their Thieves Guild to aid in combat, and their Steal abilities a Counter in combat.*5) Shadow Mage with an off hand Focus, Arcane Shadow spells, and can summon a Shadow Thief to steal from a distance. Elementalist1) Tempest with a War Horn and Shouts to command the weather and elements, and the ability to Overcharge their attunements, cause mass devastation in their wake.2) Weaver with a main hand sword, combat Stances to manipulate the elements, and the ability to control two separate elements at the same time.3) Magus with a main hand Focus, able to cast Consecration Spells, and the ability to Sub-attune, granting the benefits of other elements, while no longer able to swap attunements.4) Rune Master with a Long Bow, able to cast Elemental Wells, and Mark the ground with elemental symbols when they attune, buffing allies and damaging foes.*5) Arcanist with an off hand Scepter, the ability use Mantras, and attune to a 5th Element "the Arcane" Mesmer1) Chronomancer with a Shield, Wells to control time, and a new mechanic Continuum Split, so they can go back in time.2) Mirage with a main hand Axe, Deception spells, and a Mirage Cloak that allows them to evade attacks without even moving.3) Enchanter with a Short Bow, enchanting Shouts, with their Shatter Skills having new abilities, making their clones Enchantments, buffing the allies close by instead of damaging foes.4) Psionic with a main hand Pistol, Sabotage skills work like Cantrips, and they have only have one Clone at a time but can be treated as 3 clones in 1.*5) Conjurer with dual Daggers, that can Summon illusionary beasts that later turns to clones, and conjure 5 clones instead of 3, but the shatter ability only effects foes around the caster. Necromancer1) Reaper with Great Sword, Shouts that frighten their opponents, and a Reaper Shroud for close combat.2) Scourge with a Torch, Punishment abilities that torment and corrupt, and summons Shades to damaging foes close by.3) Diabolist with a Hammer, able to cast Tricks that damage foes, and can transform into a Demon Shroud.4) Death Stalker with a Rifle, Traps, and Stalking Spirits mechanics that can revive an ally or finish a foe.*5) Warlock with a off hand Shield, Glyphs, and a new mechanic that turns their life force into a Burst depending on their main hand weapon.
  3. Warrior-1) Berserker with a Torch, Rage skills and Berserker mode which gives new Berserker Bursts abilities.2) Spell Breaker with dual Daggers, Meditations, and Full Counters mechanic that absorbs and counter attacks surrounding foes.3) Warlord with Melee Staff, hired Recruits, and Marks to aid allies on the battlefield.4) Champion with a main hand Shield, Punishment abilities that weakens or leaves foes vulnerable, and Protection mechanic, gives a barrier and tethers to allies, to absorb damage.*5) Ravager with dual Pistols, Traps, and Ravage Burst mechanic which provides more of an area effect damage. Guardian-1) Dragonhunter with Long Bows, Traps, and the ability turn their Virtues into Physical Constructs.2) Firebrands with a main hand Axe, Mantras, and changes their Virtues in to Tomes of several spells.3) Archon with an off hand Sword, glyphs, and the ability to attune to a Virtue at a time.4) Summoner with a War Horn, Summon mythical creatures for aid, and convert Virtues into Virtuous Pets*5) Mystic with main hand Focus, Arcane Spells, and Virtuous Burst abilities. Revenant-1) Hearld with a Shield, conjuring Dragon abilities, and able to tap into the Dragon Legend to buff them and their allies.2) Renegade with Short Bow, able to summon spiritual combatants, and harness a Legendary Warrior's ability to command ancient forces and charging your allies for battle.3) Overlord with dual Scepters, able to summon minions from the mist, and Over Charge their connection to their attune legend.4) Mist Walker with dual Pistols, the ability to use the mist offensive and defensively, and Merge Legend abilities.*5) Rift Slayer with a Great Sword, and able to cast dimensional spells, and the timely ability to open or close a dimensional gate. Ranger1) Druid with a Staff, glyphs, and the ability to turn into a Celestial Avatar2) Soulbeast with a main hand Dagger, combat stances, and the ability to take in the spirit of their pet granting them animalistic abilities.3) Shaman with a off hand Focus, summoning Totems that buff them and their allies, and having the ability to merge into their pet, having all of their pets' abilities.4) Warden with an off hand Shield, summoning herds and commanding nature to do their bidding, along with controlling 2 pets at the same time.*5) Wanderer with a Hammer, having shouts to stifle their foes, and can summon random pets for a brief moment of time. Engineer1) Scrapper with a Hammer, having mechanical Gyros that place wells at their destruction, and a personal gyro that revive an ally or finish a foe.2) Holosmith with a main hand Sword, the ability to conjure hard light, and the ability to Exceed their normal light abilities before they overheat.3) Machinist- with a main hand Mace, they can create gear for them and their allies, and their new mechanic allows them to use their gears to assemble into a Battle Mech.4) Technomancer with a Great Sword, and Physical Cybrotronics abilities, and Mana that alters their Cybrotronics.*5) Med Tech with an off hand Focus, Preparation skills, along with Biomatrix mechanic for buffing them and their allies. Thief1) Daredevil with a Melee Staff, Physical Skills for attacking foes, and offensive and defensive Dodge abilities.2) Deadeye with a Rifle, cantrips for manipulating foes, and a Deadeye Mark and Malice mechanic to cause extra damage to marked targets.3) Inquisitor with a Torch, Survival Skills to allude foes or buff abilities, and an Intuition mechanic that uses the initiative as a bones to combat.4) Reaver with dual Maces, summoning their Thieves Guild to aid in combat, and their Steal abilities a Counter in combat.*5) Shadow Mage with an off hand Focus, Arcane Shadow spells, and can summon a Shadow Thief to steal from a distance. Elementalist1) Tempest with a War Horn and Shouts to command the weather and elements, and the ability to Overcharge their attunements, cause mass devastation in their wake.2) Weaver with a main hand sword, combat Stances to manipulate the elements, and the ability to control two separate elements at the same time.3) Magus with a main hand Focus, able to cast Consecration Spells, and the ability to Sub-attune, granting the benefits of other elements, while no longer able to swap attunements.4) Rune Master with a Long Bow, able to cast Elemental Wells, and Mark the ground with elemental symbols when they attune, buffing allies and damaging foes.*5) Arcanist with an off hand Scepter, the ability use Mantras, and attune to a 5th Element "the Arcane" Mesmer1) Chronomancer with a Shield, Wells to control time, and a new mechanic Continuum Split, so they can go back in time.2) Mirage with a main hand Axe, Deception spells, and a Mirage Cloak that allows them to evade attacks without even moving.3) Enchanter with a Short Bow, enchanting Shouts, with their Shatter Skills having new abilities, making their clones Enchantments, buffing the allies close by instead of damaging foes.4) Psionic with a main hand Pistol, Sabotage skills work like Cantrips, and they have only have one Clone at a time but can be treated as 3 clones in 1.*5) Conjurer with dual Daggers, that can Summon illusionary beasts that later turns to clones, and conjure 5 clones instead of 3, but the shatter ability only effects foes around the caster. Necromancer1) Reaper with Great Sword, Shouts that frighten their opponents, and a Reaper Shroud for close combat.2) Scourge with a Torch, Punishment abilities that torment and corrupt, and summons Shades to damaging foes close by.3) Diabolist with a Hammer, able to cast Tricks that damage foes, and can transform into a Demon Shroud.4) Death Stalker with a Rifle, Traps, and Stalking Spirits mechanics that can revive an ally or finish a foe.*5) Warlock with a off hand Shield, Glyphs, and a new mechanic that turns their life force into a Burst depending on their main hand weapon.
  4. That's always been the case. Even when it wasn't called Specializations, they severed the same function. I think the Specializations clean things up. I also realized, with the respect to the original post, elites serve the purpose of adding to existing Specializations. You can see that some Specializations benefit more some the elites than another. So you can technically say, that what they're trying to do. Add to the Specializations. It's not a coincidence that Ranger's Nature Magic benefits more from Druid than Beast Mastery, or Thieves' Critical Strikes with Deadeye, than Acrobatics.
  5. Here's some of my ideas.https://en-forum.guildwars2.com/discussion/comment/1236276#Comment_1236276 Warrior-1) Berserker with a Torch, Rage skills and Berserker mode which gives new Berserker Bursts abilities.2) Spell Breaker with dual Daggers, Meditations, and Full Counters mechanic that absorbs and counter attacks surrounding foes.3) Warlord with Melee Staff, hired Recruits, and Marks to aid allies on the battlefield.4) Champion with a main hand Shield, Punishment abilities that weakens or leaves foes vulnerable, and Protection mechanic, gives a barrier and tethers to allies, to absorb damage.*5) Ravager with dual Pistols, Traps, and Ravage Burst mechanic which provides more of an area effect damage. Guardian-1) Dragonhunter with Long Bows, Traps, and the ability turn their Virtues into Physical Constructs.2) Firebrands with a main hand Axe, Mantras, and changes their Virtues in to Tomes of several spells.3) Archon with an off hand Sword, glyphs, and the ability to attune to a Virtue at a time.4) Summoner with a War Horn, Summon mythical creatures for aid, and convert Virtues into Virtuous Pets*5) Mystic with main hand Focus, Arcane Spells, and Virtuous Burst abilities. Revenant-1) Hearld with a Shield, conjuring Dragon abilities, and able to tap into the Dragon Legend to buff them and their allies.2) Renegade with Short Bow, able to summon spiritual combatants, and harness a Legendary Warrior's ability to command ancient forces and charging your allies for battle.3) Overlord with dual Scepters, able to summon minions from the mist, and Over Charge their connection to their attune legend.4) Mist Walker with dual Pistols, the ability to use the mist offensive and defensively, and Merge Legend abilities.*5) Rift Slayer with a Great Sword, and able to cast dimensional spells, and the timely ability to open or close a dimensional gate. Ranger1) Druid with a Staff, glyphs, and the ability to turn into a Celestial Avatar2) Soulbeast with a main hand Dagger, combat stances, and the ability to take in the spirit of their pet granting them animalistic abilities.3) Shaman with a off hand Focus, summoning Totems that buff them and their allies, and having the ability to merge into their pet, having all of their pets' abilities.4) Warden with an off hand Shield, summoning herds and commanding nature to do their bidding, along with controlling 2 pets at the same time.*5) Wanderer with a Hammer, having shouts to stifle their foes, and can summon random pets for a brief moment of time. Engineer1) Scrapper with a Hammer, having mechanical Gyros that place wells at their destruction, and a personal gyro that revive an ally or finish a foe.2) Holosmith with a main hand Sword, the ability to conjure hard light, and the ability to Exceed their normal light abilities before they overheat.3) Machinist- with a main hand Mace, they can create gear for them and their allies, and their new mechanic allows them to use their gears to assemble into a Battle Mech.4) Technomancer with a Great Sword, and Physical Cybrotronics abilities, and Mana that alters their Cybrotronics.*5) Med Tech with an off hand Focus, Preparation skills, along with Biomatrix mechanic for buffing them and their allies. Thief1) Daredevil with a Melee Staff, Physical Skills for attacking foes, and offensive and defensive Dodge abilities.2) Deadeye with a Rifle, cantrips for manipulating foes, and a Deadeye Mark and Malice mechanic to cause extra damage to marked targets.3) Inquisitor with a Torch, Survival Skills to allude foes or buff abilities, and an Intuition mechanic that uses the initiative as a bones to combat.4) Reaver with dual Maces, summoning their Thieves Guild to aid in combat, and their Steal abilities a Counter in combat.*5) Shadow Mage with an off hand Focus, Arcane Shadow spells, and can summon a Shadow Thief to steal from a distance. Elementalist1) Tempest with a War Horn and Shouts to command the weather and elements, and the ability to Overcharge their attunements, cause mass devastation in their wake.2) Weaver with a main hand sword, combat Stances to manipulate the elements, and the ability to control two separate elements at the same time.3) Magus with a main hand Focus, able to cast Consecration Spells, and the ability to Sub-attune, granting the benefits of other elements, while no longer able to swap attunements.4) Rune Master with a Long Bow, able to cast Elemental Wells, and Mark the ground with elemental symbols when they attune, buffing allies and damaging foes.*5) Arcanist with an off hand Scepter, the ability use Mantras, and attune to a 5th Element "the Arcane" Mesmer1) Chronomancer with a Shield, Wells to control time, and a new mechanic Continuum Split, so they can go back in time.2) Mirage with a main hand Axe, Deception spells, and a Mirage Cloak that allows them to evade attacks without even moving.3) Enchanter with a Short Bow, enchanting Shouts, with their Shatter Skills having new abilities, making their clones Enchantments, buffing the allies close by instead of damaging foes.4) Psionic with a main hand Pistol, Sabotage skills work like Cantrips, and they have only have one Clone at a time but can be treated as 3 clones in 1.*5) Conjurer with dual Daggers, that can Summon illusionary beasts that later turns to clones, and conjure 5 clones instead of 3, but the shatter ability only effects foes around the caster. Necromancer1) Reaper with Great Sword, Shouts that frighten their opponents, and a Reaper Shroud for close combat.2) Scourge with a Torch, Punishment abilities that torment and corrupt, and summons Shades to damaging foes close by.3) Diabolist with a Hammer, able to cast Tricks that damage foes, and can transform into a Demon Shroud.4) Death Stalker with a Rifle, Traps, and Stalking Spirits mechanics that can revive an ally or finish a foe.*5) Warlock with a off hand Shield, Glyphs, and a new mechanic that turns their life force into a Burst depending on their main hand weapon.
  6. Hexing foes- MarksWeaken foes and self- Corruption SkillsDead zones- WellsMultiple Minions- Minions Are we playing the same game, because what you stated is clearly in this game. Is it done to your standards, maybe not, but it's there.
  7. > > @VocalThought.9835 said: > > > @Kulvar.1239 said: > > > > @Yasai.3549 said: > > > > I think it'll be ages before Anet will ever get on that because their balance team either has trouble balancing whatever we currently have, or adds in new stuff which power creeps really really hard. > > > > > > > > Still, I want to see more stuff for core professions. > > > > I'm a little sick of Elite specs dominating the majority of the content, so much so that some professions are recognized by their Elite spec more than their core (Chrono was one of these for a LONG LONG time before it got hardcore dumpstered, Herald is also one of these) > > > > > > If only we had a 4th trait line only for eSpec and core was made into its own eSpec unlocked from level 1. > > > > > > > @VocalThought.9835 said: > > > > I can't even think of a void that a new class could fill. They're doing a great job with the current classes and to add elites helps show the variations of class types within a theme. I think Revenant was a nice addition mixing the ritualist and the Dervish from the previous game, while filling the gap of the other-worldly Mystic / Dark Knight vibe. If there is another character type, I just don't see it. > > > > > > I can see a void in the scholars. > > > We have an illusionist, an elementalist, a necromancer, but none is focused on functional magic itself on the more intellectual side. > > > If we go by D&D : A wizard, magus, or arcanist. > > > In game, it would be close to Asura magitech but done by someone rather than a device. > > > Would also have some ties with Dwarven magic. > > > > > > Current light armor classes spells visuals are creativity based > > > An elementalist can produce a gush of wind. That gush of wind can be used creatively to push a target, dry clothes, ... > > > In game it pushes, but in lore it has no predefined purpose. > > > The class I have in mind would be the opposite logic. > > > It start from the intent (push the target), then the wizard use a spell that push and the visual effect is the magical embodiment of pushing (whatever it looks like) and couldn't be used otherwise. > > > It would be more intellectual and less creativity. > > > Because of this, the visual of the class skills would be more wild in creative freedom from ANet. > > > > > > It could have > > > Cantrip : Only do one little thing, but on a short cooldown or with charges (high availability). > > > Preparation : Similar to ritual casting, prepare an effect into the ground, after a delay you can trigger it at will. > > > Mantra : Similar to prepared spells, 2s to 3s to charge, then released at will. > > > Well: Typical AoE effects at range lingering for a few seconds. > > > > > > Weapons could be : Staff, Scepter, Focus, Daggers, Shortbow, MH Sword, Torch, Pistols, Warhorn. > > > > > > Class mechanic could be metamagic, arcane reservoir, sorcery points, ... > > > > I think for what you looking for the game would have to create another system. Dragon's Dogma has a system like that were certain spells make you wet or dry your clothes. GW2 has a combo system, but it's not close. As far as classes go... I think the elites are currently in a great position to add to a class what you feel is missing. I don't think there any missing class though. A new class would be more than what's needed. Especially if you want any order or consistency. I think the best way to look at this is by looking at each profession and their core and elite specializations, then think what's not here and does any of your ideas not fit with a current profession? > > I don't think we have an elementalist elite without attunements or a mesmer elite without clones, nor a necromancer elite that isn't themed after death/ghosts/bones/darkness :) I'm so glad you brought that up. Tell me what you think about this. https://en-forum.guildwars2.com/discussion/105008/expansion-predictions
  8. I don't know if they're gonna change their current weapon system with having aquatic weapons on land. I personally don't see a need for that, BTW, Guardian already has longbow, respectively speaking.
  9. Necromancer is a massive void in the game atm that is not filled. And gw2 necromancer is not a necromancer. It's a warlock at best. Which isn't the same thing. It might be the necro you had in mind, but it is a Necromancer. It totally fits the theme, but just because it doesn't do what other game Necromancers do, doesn't mean that wrong. The Devs created a world, created a class and gave it a name. The same can be said with other games. They are fitting within their license. If only we had a 4th trait line only for eSpec and core was made into its own eSpec unlocked from level 1. I can see a void in the scholars.We have an illusionist, an elementalist, a necromancer, but none is focused on functional magic itself on the more intellectual side.If we go by D&D : A wizard, magus, or arcanist.In game, it would be close to Asura magitech but done by someone rather than a device.Would also have some ties with Dwarven magic. Current light armor classes spells visuals are creativity basedAn elementalist can produce a gush of wind. That gush of wind can be used creatively to push a target, dry clothes, ...In game it pushes, but in lore it has no predefined purpose.The class I have in mind would be the opposite logic.It start from the intent (push the target), then the wizard use a spell that push and the visual effect is the magical embodiment of pushing (whatever it looks like) and couldn't be used otherwise.It would be more intellectual and less creativity.Because of this, the visual of the class skills would be more wild in creative freedom from ANet. It could haveCantrip : Only do one little thing, but on a short cooldown or with charges (high availability).Preparation : Similar to ritual casting, prepare an effect into the ground, after a delay you can trigger it at will.Mantra : Similar to prepared spells, 2s to 3s to charge, then released at will.Well: Typical AoE effects at range lingering for a few seconds. Weapons could be : Staff, Scepter, Focus, Daggers, Shortbow, MH Sword, Torch, Pistols, Warhorn. Class mechanic could be metamagic, arcane reservoir, sorcery points, ... I think for what you looking for the game would have to create another system. Dragon's Dogma has a system like that were certain spells make you wet or dry your clothes. GW2 has a combo system, but it's not close. As far as classes go... I think the elites are currently in a great position to add to a class what you feel is missing. I don't think there any missing class though. A new class would be more than what's needed. Especially if you want any order or consistency. I think the best way to look at this is by looking at each profession and their core and elite specializations, then think what's not here and does any of your ideas not fit with a current profession?
  10. I wouldn't hold my breath if I were you. Especially in regards to Season 1, much of its coding doesn't even exist anymore. I know. I know that they were thinking it'll be great to have an ongoing world, but I think their experiences made them change so much they had to change their initial system and create a new foundation. I can see why they have to recreate the season. I wonder how much of it is a priority.
  11. Not really keen on using an off hand as a main hand, or a Scepter as an off-hand and Elementalists already have access to a bow with the Conjure Frost Bow skill. So my personal pick for next weapon is Rifle, a Long Range fast damage (not area of effect /over time like Staff) weapon. If one of the main attacks "feel" like Prime Light Beam of Holosmith then even better. I feel like Long Bow would be a great option. It's not like it has to have the same skills. In fact, when you're attuned to Water your weapon skills don't have to be ice at all, so your not using a Frost Bow, you using a bow with Arrows based on your attunement. I can think of plenty of water abilities bow skills. I personally don't see the fascination that an elementalist would have for a rifle. It's not tied to any lore, gw or other wise. I think all of the elites I created are much more fitting. Like main hand focus and off hand scepter. They stick wit the mage or spell casting them. Elementalist having the most spells in the game clearly shows that they're the ultimate spell caster. But that's just me.
  12. The only thing I would hope the Devs did before they brought GW2 to console was include all of Season 1. I would pay full price for the base game and each expansion sold separately. Having the game without Season 1 would not be worth it. I don't know how they get new plays to buy the game without access. It's like buying part of a product. I guess that's why they made the game f2p.
  13. It depends on how they remake the UI for consoles.There were attempts to adapt console controllers for GW2, and, for the most part, they were succesful. Succesful, but with two significant exceptions. First, camera movement with mouse is just both faster and more precise. That alone gives people with PC setup a situational awareness. Unfortunately, that's not all - after all, you can use mouse to change facing on your character as well, overriding keyboard control that way. So, you end up with more precise and faster character control as well. Second, there's no way to make ground targeting work with controller as well as with mouse+keyboard setup. Yes, there's the option to autocenter ground targeting to your current selected target, but for obvious reasons that's often not ideal (especially if that target happens to be moving). I don't see how those things could be fixed with just a remake of UI for console. And of course there's also the case of a voice comm.I would perfer to play GW2 on console. I know some people perfer PC and that's great for them. I perfer console. People complained about ground targeting and camera movement. It all comes down to what your comfortable with. They could easily make GW2 a console game, as far as the gamepad is considered. ESO is doing fine. With all the pressure sensitive, triggers, and number of buttons in gamepads, there are so many combinations to aside a keyboard button.
  14. It doesn't have to be a cross platform game. It could easily serve just PS and Xbox
  15. How? I think we all have a different idea of what each professions core mechanics are and even more so with elite specializations and what their supposed to do.I said roles (functions), not mechanic. Can you give me one example per class of a role that was available to the core class, that the core class is still doing better than both of its elite specs? I think it'll be easier for you to say what role function you think each profession is supposed to fill, since you believe that to be the case. I see that the elites have been better than core, but that's not how they were initially presented when they first talked about them. I think many people would perfer to play a core profession than to feel forced to play an elite profession. Maybe because they rather have the same core prof. mechanics, or they don't want the expected penalties from choosing an elite, maybe they like vanilla.
  16. How? I think we all have a different idea of what each professions core mechanics are and even more so with elite specializations and what their supposed to do.I said roles (functions), not mechanic. Can you give me one example per class of a role that was available to the core class, that the core class is still doing better than both of its elite specs? @VocalThought.9835 said:it's like a 80 lvl thief is worse than an 80 Daredevil or Deadeye.Well, that's the point - isn't core here flat out worse in 99% of circumstances (beyond maybe Boon Thief edge case) than one (or both, usually both) of those especs? They're not supposed to be better. Now if you like them better, that's another thing, but it's simply intended to just be different.
  17. I really like how they created each specialization and elite specializations. I feel they capture the spirit of each profession, and variations of the profession. Even within the specializations they have 3 lines of traits that helps define your character. I can see why the elites have a trade off since their getting new professional mechanics, it's like a 80 lvl thief is worse than an 80 Daredevil or Deadeye. They're just different.
  18. How? I think we all have a different idea of what each professions core mechanics are and even more so with elite specializations and what their supposed to do.
  19. Another idea, and I hope this comes out before the next expansion, is a fully playable Living World Season 1. It'll also be nice that you could hop right into it as soon as you finish your personal story.
  20. Locking out a weapon from core professions allows the Devs to have more freedom and the players to have more restrictions. The did the same thing when they changed the Taits Lines into Core Specializations. Giving the players more freedom give the Devs more restrictions when trying to balance this game. We saw it with Guild Wars 1. Players had a lot more leeway, while the Devs kept trying to catch up an implement things for the players that were struggling. Few players truly new how to create a good build, while many were able to create what they wanted, but were so ineffective. This why the have the weapon system the way they do, the professions, the specializations. It's all streamline to optimize their freedom of balance and so we can work with in the box they created for us with as much diversity as possible and still be viable.
  21. No... They are doing the right thing. Why because that's what they said they wanted to do in the first place. When they first introduced elites it was to play the profession differently, not better. What would be the point of making the core an elite. Heck, they might as well just have just regular specializations and you pick a druid, soulbeast, and beastmastery. The point of having the elite is to show it requires intense training at a cost, hence the trade-off. I think the changes they made to the Specializations from just simple Traits lines is one of the best things they could have done. Adding the Elites help cover missing class roles and themes. I think they're on the right track, and aren't taking away anything that unjustly.
  22. Not really keen on using an off hand as a main hand, or a Scepter as an off-hand and Elementalists already have access to a bow with the Conjure Frost Bow skill. So my personal pick for next weapon is Rifle, a Long Range fast damage (not area of effect /over time like Staff) weapon. If one of the main attacks "feel" like Prime Light Beam of Holosmith then even better. Yeah, that is definitely outside of my idea. I think a lot of people like the idea of a Mage Archer. But a Elementalist with a rifle... I can't see it, but I'm not gonna knock it either.
  23. Thanks... I just put something together that would seem ideal.
  24. I was thinking the same thing, but I also think there is slim chance a 5th elite specializations would come based on what content and story direction they take.
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