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Skotlex.7580

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Everything posted by Skotlex.7580

  1. Most is soloable, a few steps require beating champions (I am particularly looking at the magic collecting step), but I think these are mostly metas on a timer, so getting there five~ten minutes early will ensure there is enough of a zerg to clear the content. I believe there's only one step which can be troublesome, which is defeating a champion up on the north eastern edge of Vabbi. This one will likely require help, and will be fruitless if you only play at off hours or have social anxiety and are unable to request help (in that case have somebody else arrange the aid while you just wait for the event / people).
  2. For someone who hasn't played in over a year, the skyscale will be a pain to acquire, as it requires plenty of currency from all the living story season 4 maps. The beetle only needs completing the story for the corresponding map, Kourna. As for the profession advice, your requirements are too broad. Pretty much every class can be built around survival in mind, even elementalist. I'd suggest to just work with whatever one you had the most fun before. There have been a few reworks in the last year, most notable berserker and scrapper, as well as quite a few traitlines of various professions. Perhaps it's best to just pick the character as if it were new and go thorough the traits / utilities to regear yourself.
  3. Earth really needs a rework, hence the topic. however, I do believe that it should have a condition damage aspect to it. Other than bleeding, burning is the only other damaging condition that elementalist outputs, and that is already handled by the fire trait line. If it were up to me, I'd make fire the condition / offensive line, whereas earth would be condition / defense. of course, the condition oriented traits should not be minor traits to keep the viability for non-condition focused builds. What elementalist needs in general is for traits to not be so locked into specific attunments. If fire / earth traits allowed for better condition damage output while in other elements, that would improve the gameplay (the current direction seems already this way: give a certain boost while in all elements, with double the bonus when on the aligned one).
  4. One of the recent update notes mentioned that now players should be receiving spirit shard experience when they can't train any masteries currently. Perhaps there is a bug here? For the longest time people complained about wasted experience when they didn't have all masteries acquired, so ANet has been making it easier to avoid said situation.
  5. yup? Most (all?) ascended trinkets are "unique", meaning you can only equip one of them at a time. That's why the Laurel version has two versions of each accessory / ring despite being identical in stats. If you made a mistake, you can get reimbursed the lost currency after you delete one of the accessories when asked to do so in a support ticket. Just be nice. :)
  6. If only... maybe if they could include that missing boost /shared slot in the "deluxe version for hot" (which costs 2000gems, if I remember right). Probably the closest solution? Dunno how difficult it'd be to implement.
  7. I am of the idea that what engineer really needs is to make kits part of the profession mechanic. That way all engineers have a fixed number of kits, and the tradeoff for the elite would be one fixed kit instead (photon forge, and perhaps they could rework utility gyro into a kit as well?). Not being able to equip all kits on your build would also grant ANet the freedom to improve said kits' abilities (since they already feel superior to most other utilities). Granted, there would be quite a bit work to go. Like, deciding what to do with the toolbelt skills. They could be removed, or maybe an engineer could have a compromise of two kits + three toolbelt skills (meaning only utilities being these). Enabling weapon swap isn't going to help much, as generally speaking engineer doesn't has enough weapon build options to take advantage of it. I would much rather they do something to make kits a more integral part of the engineer.
  8. Gear without stats would severely handicap a player, seriously, the game wasn't designed that way. May as well wear level 1 armor into any other zones (except that then when you get downscaled it'll be even more terrible). If your concern is having gear that won't make you op when downscaled, the alternative is to wear level 80 white gears. What's the goal of wanting gears without stats? Maybe knowing that it would be easier to suggest something.
  9. Blue backgrounds on blue indicators sound like troll level support for players. If strike missions are supposed to be the stepping stone into raids, then it makes sense indicators should be at least as good as in raids, if not somewhat clearer.
  10. I think the greatest challenge with using crowdfunding is that... okay, we raise the money for ANet, so what do they do next? Hire more developers for a limited time until the paidfor content is done? Foremost, a new developer would need quite some time to adapt to GW2's codebase before that can do any meaningful changes. This means that a new developer would be inefficient for adding something new (and then all that training is wasted after fulfilling the requirement). What if it takes longer than anticipated and the money runs out? Players won't like hearing that they need to crowdfund again for an undelivered product. I don't know how it'd go for the other types of job required, but I suspect that it would be better to find better ways to finance the game which will ensure the ability to hire for the longhaul instead.
  11. I think the greatest challenge with using crowdfunding is that... okay, we raise the money for ANet, so what do they do next? Hire more developers for a limited time until the paidfor content is done? Foremost, a new developer would need quite some time to adapt to GW2's codebase before that can do any meaningful changes. This means that a new developer would be inefficient for adding something new (and then all that training is wasted after fulfilling the requirement). What if it takes longer than anticipated and the money runs out? Players won't like hearing that they need to crowdfund again for an undelivered product. I don't know how it'd go for the other types of job required, but I suspect that it would be better to find better ways to finance the game which will ensure the ability to hire for the longhaul instead.
  12. Well you could always take a newly created character after the intro section into the mists (PvP) and there you'll have everything unlocked, allowing you to try out builds and whatnot (like mechanics). Fractals at lower levels don't need any special compositions, but as the difficulty increases supports make a difference, specially for PUG settings.
  13. I just do some daily stuff to fool around with my characters. Believe it or not, what motivates me the most to play is when a patch makes me reconsider my builds. That whole regearing quest, which doubles as a wardrobe design chance, is what I love the most during my gaming time (like when they introduced templates, which allowed me to double up the looks of all my characters :D) So, even if there would be no new content other than balance passes, that would be enough for this gamer. :>
  14. Bug?https://wiki.guildwars2.com/wiki/Long_Range_Shot"The projectile flies in a small arc and can actually hit targets outside of the maximum range."Wiki also disagrees with this. D: Well, when the skill displays a given range, and actual range in flat ground is actually longer, I'd say there's something wrong there. Either fix the tooltip, or fix the range. :/
  15. Well, I think the greatest challenge for the next expansion would be a feature that's desired enough and that can be monetized (see glider skins for hot, mount skins for pof). I can't think of anything that fits that bill currently. Some have suggested to add player housing, though I find that somewhat niche, I wonder how many players would actually care about it?
  16. Eh, perhaps the op is running a Weaver? There I'd understand the complain that the fresh air bonus vanishes before taking advantage of it in fire. For tempest, that trait is used to get more air overloads (and again the damage bonus isn't applicable), while for Weaver, I think it's used to more quickly rotate between element combinations (to get all those dual attacks off), again, the damage bonus doesn't really work. That bonus seems to mostly be of use for an arcane / air core elementalist. Perhaps it could be changed to something that lasts longer (10 secs?) though then it would have its strength reduced.
  17. If / when the next expansion is out, chances are it will cost $30, like pof did, rather than something like $50 (as hot). Therefore it isn't really something one needs to be saving for in advance.
  18. Nine characters, one for each profession. I use a script that tells me which is the "next in turn" character, and only advances on the list if I've played at least 40 minutes on the previous one. Just how I play. ^_^ Ever since build templates, I've had each character have two builds for different context: most of them are split between hybrid damage/support (for group events) and full power (for when alone), and some others are split between short range / long range (for those specific encounters where it isn't advisable to go melee). I must say it was a lot of fun outfitting and planning the second template set, so I can see the appeal on constantly creating new characters.
  19. My experience generally goes as follow: if the tag is smart enough to stay at the second drill site, there's a high chance of success. If the tag jus silently follows the escort into the third drill site, there's a good chance the meta will fail due to the second site (which has more dangerous mob scaling than the other two, those can be handled by 5 players or so). So, in the end, it's an issue of players not knowing the event being lead by a tag that doesn't understand the importance of staying at the second site either.
  20. I wonder if it's a feature rather than a bug. If the moment you relogged in you were placed in a different instance, then this would be expected behaviour if the other players where in combat. It sounds like it was a public instance, in which case one cannot even know who else is there with you or if they are in combat. How could it be solved? Not allowing respawning while others are in combat is definitely proper behaviour. Perhaps allowing the use of the wintersday invitation while defeated?
  21. If this is so, why not add that information on the wiki? This would help tremendously people trying out this meta. https://wiki.guildwars2.com/wiki/Serpents'_Ire Alternatively, just flash a random zealot's location every minute in the minimap to reduce the search strain.
  22. This bug still exists: until the mount model is loaded, the character is locked in the ground (though it does move in the minimap). Under normal circumstances, one does not notice it as loading the mount is fast enough. To truly experience this one has to warp to a congested area, and then try mounting while the client is still busy loading the background and other players.
  23. It should, I've been doing the new dailies and when its Istan's turn, I do see a lot of people around doing all sorts of content. However, right now the focus may be in wintersday, so the population across all other maps may be somewhat lower than the standard (not to mention people who go on a trip for the holidays).
  24. Or just remove jumping while in combat, it's really dangerous to do that while holding pointy weapons. :o
  25. Well, to be frank, OP's issue is the lack of staff as a damage oriented weapon, when historically it's always been an utility skill. It wasn't until HOT (daredevil & revenant) that this weapon started getting other roles. basically, this is just the design, staffs mainly are support weapons, and usually very good at it.
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