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VocalThought.9835

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Posts posted by VocalThought.9835

  1. 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.

  2. @Danikat.8537 said:It's been a very long time since console controllers only had 8 buttons. Even my SNES controller has more than that.

    The standard PS4 controller has 2 sets of 4 buttons on top, 2 menu buttons, 4 triggers, two joysticks which can both be pushed down and a touch pad which also acts as a button - so 17 buttons total, plus the joysticks and the touch pad. Oh and it's also motion sensitive so some things can be done just by moving it, and all those buttons can be context sensitive so they do different things in different situations (like the F button in GW2). (Note: there's also a 'share' button but I didn't count that because as far as I know it can't be used for anything else.) I assume the Xbox One controller is similar, but don't have one of those in the room to count the buttons.

    It might need some minor changes to the way we do things now, like instead of having a key binding for the options menu, hero panel, TP, inventory etc. just have one menu button and then use the joystick to select which menu you want, but I think it would be possible. In fact some people already play this game with a controller, and that's without even having official support.

    I'm not convinced releasing GW2 on a console would be a good idea, but I don't think the controller would be the problem.

    @Astralporing.1957 said:

    @Nightcore.5621 said:Pvp if you agienst mouse and keyboard players might be a problem. And raids.. I dont think that well work sorry

    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.

  3. @Astralporing.1957 said:

    @VocalThought.9835 said: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.That would have been if they've done as they claimed they intended. Unfortunately, they
    didn't
    . Elite specs do take away from the core class, and not just small things, but their primary roles.

    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.

    @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?

    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.
  4. @Astralporing.1957 said:

    @VocalThought.9835 said: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.That would have been if they've done as they claimed they intended. Unfortunately, they
    didn't
    . Elite specs do take away from the core class, and not just small things, but their primary roles.

    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.
  5. 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.

  6. @Astralporing.1957 said:

    @VocalThought.9835 said: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.That would have been if they've done as they claimed they intended. Unfortunately, they
    didn't
    . Elite specs do take away from the core class, and not just small things, but their primary roles.

    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.

  7. 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.

  8. @mtpelion.4562 said:One of the core trait lines should be converted into a Core Elite Specialization. Then the non-elite trait lines should be nerfed so that the majority of what you are looking for (damage, support, healing, etc.) comes from the elite lines and the non-elite lines are for fine tuning your spec.

    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.

  9. @maddoctor.2738 said:

    @"VocalThought.9835" said: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"

    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.

  10. @"Teratus.2859" said:I highly doubt there will be another 3 Elite specs per class.. im thinking 2 at the absolute most though I expect the next set of specs with the next expansion will be the last time we get both new Elite Specs and an expansion in Gw2.That's just my prediciton though, I do believe Cantha will be the last expansion of Gw2.. but if it's not the 4th expansion definitely will be.

    As for the Dragons.. well Anet definitely showed us that they are not afraid to kill them off in the living world.. something that to this day I do not thing is a good decision even though Kralkatorrik was done so superbly well by my book.I think these guys being the main antagonists of this game are wasted as living world big bads.. they should be reserved for expansions imo but that's just me.

    I'm not sure the direction will go for Cantha but I expect a Dragon story.. a lot of people are expecting the Sea Dragon to finally make a show and Cantha would be a fine location to slay it.. The partially restored Jade Sea would make for a fine location to fight it imo.

    But atm we're dealing with Jormag.. and I don't think Jormag's story will be ending soon either.Primordus or at least his magic has also made a return lately with the Stone summit so Anet could be hinting that he could be this mysterious "threat on the horizon" that Jormag warned of.

    It would make sense to have a Jormag/Primordus storyline rather than either with the Sea Dragon since we know their magics conflict and Baltahzar already tried to kill them both in the past by using their magic against each other..If anything would have pit the two against each other as enemies or threats it would have been that little event that significantly hurt them both and put them back to sleep.

    That said, Primordus I believe will definitely be the last of the Elder Dragons to fall or stories we'll likely tackle.. and I think that Jormag could play a part in that fight to.So I expect the Icebrood Saga will end with us either reluctantly allying with Jormag/calling a truse with it or Jormag will flee and resurface later during the Primordus story in which we will kill them both in the same arc.

    That could free up Sea Dragon and Cantha but we've very little reason to be going there atm.. in fact absolutely no reason to even mention Cantha in game right now.It's going to be interesting to see how current events with Bangar and Jormag tie into what we do know about the next expansion.Then again there's potentially a whole other season/saga of living world to come before we see that Canthan expansion so anything could happen in that time.

    There's also the possiblity that Anet may pull the rug and surprise us by making our journey to Cantha start from the North not the South.. rather than sail South from Elona we persue Jormag North and reach Cantha from the never before seen South instead and Jormag ends up being the Dragon we kill in Cantha not the Sea Dragon.

    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.

  11. When Guild Wars 2 first launched, it was expected that the core game and each expansion would allow the player to slay each of the Elder Dragons. The Core game had us fight against Zhaitan, but unlike the original GW, they did not have secondary professions, although they did add a gang of weapons and underwater combat. Heart of Thorns had us up against Mordremoth, added elite specializations to adjust to the lack of secondary professions, added a gliding mastery system to the game, and a new profession. Path of Fire did not have us going after another Elder Dragon, although that battle happened in living word 4 where we fought Kralkatorrik, but we gained another elite specialization. More importantly, we have mounts, which most players through we'd never get in a GW franchise.
    So now... we slain 3 of 6 Elder Dragons, I think what's next to come is... the next 3 dragons and another 3 elites.

    After doing some searching and putting my own logic and interest in the mix. I think I came across some great ideas for the next elites and possibly, some other expansion ideas.Let look at what we have and could have, shall we...

    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 which exceeds their abilities.

    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 transform 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 bonus 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.

    As far as other mechanics to the game, I'm hoping that more underwater exploration comes, on water combat. More races, like Tengu and Largos. More Ranger Pets like Wisps, Crocodiles, and Ferrets.

  12. It seems like one of the best ideas I noticed was how the new profession mechanics should work. I like the idea of "Legend Weaving".

    I really wish the the legend swapping was something you toogled in and out of, removed ancient echo from being an F2, and put the abilities of ancient echo into utility skills called "remnant". Remnant Skills could be the sixth legend skill for each legend that they have while they're not in a legend stance. That would make their Legendary Utility skills more like how Necro Shoud skills work instead of how Elementalist Attunement skills. Of course the energy system would change, where they would boost up while using weapon skills not in a legend stance, but legend swapping would not get you back to 50% Energy.

    They could simply give a very basic healing skill and a new Acient Echo skill could be it's elite skill, raising the Energy to max level. Doing it that way, you could be able to pick 3 of 4 Remnant Skills from the core legends and each new legend would also have a remnant skill. They could keep F1 "Swap Legends", but make F2 the Legend Tap/Untap or "Commune".

  13. @Hitomi Shadowleaf.5629 said:

    @Scoobaniec.9561 said:A selfish dps elite spec could do both power and condi like berserker. Just saying

    Why is our community so hung up on being hybrid? A hybrid literally puts you into AT BEST the middle of the pack. Elite specs are suppose to be specialized to makes good at something why would you ever want that to be mediocre? Haven't we tried that route enough? Both Kalla and Glint have been hybrid and they both are classed as Support with Kalla only being a dps for very specific bosses.

    That and getting silly gimmicky weapons or specs that already exist. Its like very few people are actually aware of our class and what it can do. I really want to play and love Rev but over the last couple of days just look at the jumbled mess of suggestions we give the devs its no wonder the class is such a hot mess. At this point I'm just waiting for the expansion we get another kitten Elite spec and just gonna cut my losses and go War / Mes / Ele.

    Elites weren't created to help make a meta build, they were created to simply fulfill the secondary profession feel from the 1st game. It's nice that they also add to the theme of the class, almost like a sub-class, but I think each specialization or trait line helps with that. I would say the elite trait lines tend to be able to support many other trait lines, so it's not cookie cut to only support one.

  14. @Kulvar.1239 said:

    @Fueki.4753 said:Dual Daggers, Dual Sceptres, Dual Foci for mid rangeOff hand mace, Main Hand axe for melee

    Dual scepters/foci is way too unlikely, I have to consider it wishful thinking, but scepter + focus can.Because mace/axe and axe/mace would be confusing, I don't find it to be a good idea.

    @Taril.8619 said:So, looking at what we currently have:

    We have 2 Support Elites.We have 1 with a Support weapon (Shield)We have 1 with a Condi weapon (Shortbow)

    Thus, it would make sense to get a selfish DPS Elite that comes with a Power weapon.

    To balance it interestingly, it would have to get a good base damage but lack the ability to give itself offensive boon consistently.Doing so means that with a team it can reach higher in DPS from receiving boons.The new weapon and legend should avoid giving any more Might, Fury, Quickness.Maybe have a trait increasing Energy while having Alacrity ? (+1 Energy / 2 second of Alacrity).

    @Taril.8619 said:Outside of that, I personally hope the weapon will be a similar style as Sword/Sword, by way of having decent Vuln stacking so that Battle Scars life siphon can come into play

    Maybe not from the auto attack chain so it differentiate from the sword ? Have one of the skill apply a spike stack of Vulnerability on a cooldown.

    @Kulvar.1239 said:Because the Revenant has so few weapon sets to begin with, I think it should either get a two hand weapon (longbow, greatsword) or a dual wield (dagger, pistol). Or make an exception and give it scepter + focus.

    I always thought about it and I'm glad I'm not the only one, I've never seen anyone talk about it.Like engineer, we have no complementary options, Holosmith can use Sword / Shield or Sword / Pistol.

    We already have Shiro, so seeing a non-human legend would be more fitting.I imagine a Tengu with a Longbow or a pair of Daggers mainly.

    Yes an Yes!The legendary with longbow would be nice.

    I imagine the Longbow as a support/heal weapon to go along with Ventari while doing single target direct damage.

    I don't think so, Revenant already have 2 elite spec being supportive.

    How do you imagine it ? I have that feeling ANet isn't willing to give a pure DPS spec to the Revenant unless it's gimmicky.

    @Kodama.6453 said:Power weapon? Yes.DPS weapon? Actually no, in my opinion.

    A bruiser weapon with some power damage and alot of emphasis on defense would make more sense in my opinion. Looking at the elite specs for all classes, I roughly seperate them in 3 roles.Support (examples: scourge, tempest)DPS (examples: holosmith, reaper)Bruiser (examples: daredevil, scrapper)

    Revenant has the support and dps roles covered, what is missing is the bruiser role. So I would prefer that revenant gets a weapon that has some built in defensive capabilities.

    Which defensive mechanics do you have in mind ?I notice you posed a lot of questions without giving an answer.
  15. I think ANet needs to continue with giving the class what needs with the new elites. I have to say the last elite was definitely a surprise. So surprising they had to change the lore and statue to fit the current image of the Legend. No one was looking for or asking for a Short Bow welding Legend, but they gave it out anyway. Now, I can say I like the idea, but they should have save that for last.

    The community wants what's predictable because it makes sense. Let the next elite weld a Great Sword, then after that how about a Scepter, or better yet, dual welding a focus. I would as that the 5th elite dual weld two pistols, just to show to fit that back-from-the-future vibe they could have, by connecting to a future legend. There so much potential that this class could have. They layed a great foundation.

  16. 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.

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