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Liewec.2896

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Posts posted by Liewec.2896

  1. On 4/30/2024 at 10:02 AM, Remus Darkblight.1673 said:

    At this stage, the best I think those wanting new races can hope for is more combat tonics, or head gear (like the recent dragon one).

    i miss GW1 with each brithday adding everlasting combat tonics of so many different creatures, i had one character who i permanently played as a saltspray dragon!

    they don't even need to add animations for all skills and movements, i'd still be happy! most mobs people would want to play as already have melee animations and casting animations.

    • Like 1
  2. i'm actually quite thankful that they never pursued more water content,

    the 4D aspect of it just doesn't really feel good for combat, and a large number of skills don't function underwater.

    i've been dreading a water expansion (i was sure we'd be heading into the deep to fight the water dragon.), but luckily water has remained a gimmick.

    i have quite a few characters who don't even have a breathing mask or aquatic weapon.

    • Like 1
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  3. if it ain't broke, grab a hammer.

    and yeah i'm not a fan of the change either, ele to me is the quintessential mage class,

    i play as a glass cannon with a staff, staying at a distance, arcane wave was one of the phew decent utility skills for my build,

    but Anet decided after 12 years that i want another Lightning Flash instead,

    they decided that instead of having a useful instant damage aoe blast finisher,

    i'd much rather have a cast time and put myself in the middle of danger.

    thanks anet! keep blindly swinging that nerf hammer!

  4. On 4/24/2024 at 8:29 AM, draxynnic.3719 said:

    It's been a while, but from memory at the time you could bring Slick Shoes and still have the important turrets, and because your own damage wasn't important you could go full tank stats, run pistol/shield, and be pretty hard to kill yourself. At least some of those factors aren't in play now, though.

    yep, now we have Jade Mechs, mobile with far more damage than turrets ever had, and able to tank and CC and giving you access to your full utility bar. 😜

  5. 16 hours ago, draxynnic.3719 said:

    That might well be the point. Turrets were destroyed because it was too easy to bunker a point with turrets.

    yep i remember the nerf, and it was indeed because they were good at defending a position.

    but that is entirely the function of turrets!

    its quite maddening that the devs made turrets to do what turrets do and then nerfed them because they were doing what they should!

    it is also worth noting, that by running a full set of the old style turrets you missed out on a lot of utility because all of your toolbelt skills were just "detonate turret"

    and you had no stunbreaks/condi cleanses or anything else, you were literally "all-in" on the turrets.

    yes you could make a point dangerous for the enemies, but you personally became a far easier and weaker target, and when the engi dies all of the turrets despawn.

    modern builds are waaaaay stronger than turret engi ever was, i think it would be good if turrets saw some love.

  6. 23 hours ago, Panda.1967 said:

    I said this same thing when the change was first announced… back then people claimed that the optimal way to use turrets was to place in a combo field and detonate… I still to this day think overcharge should be returned as a flip skill. Heck, add a chance to detonate on overcharge even…

    yep, people using them to immediately detonate were not using turrets as turrets,

    just like now were the turrets appear, do something cool for a moment and then provide nothing but weak DPS.

    it was so much better when they could be set up and then provide a meaningful bonus when required.

    now they are just standard utility skills in a turret suit.

    • Like 1
  7. indeed, they did it so that you have access to toolbelt skills, but imho it was a big fat nerf to the turret playstyle,

    turrets are for defending an area, they're something that you set up before a fight,

    so having them overcharge immediately and then do nothing but a small bit of damage is very counterproductive to how turrets should be used.

    • Like 2
  8. make them have infinite duration but with a cooldown.

    so for instance you'd use lighting hammer like you normally would, except it would have infinite duration,

    only ending when you reactivate Conjure Lightning Hammer (or the drop bundle button)

    the skill could either go on cooldown the moment you use it, or the cooldowns could be reduced and being when you stop using the weapon.

  9. i wish they would add something like WoWs beastmaster spec, which lets you tame special exotic pets and buffs your pets to be a large part of your damage

    (kinda like mechanist in GW2 having jade mech doing the majority of damage and tanking.)

    then we could tame hydras, wargs, stoneheads etc 🥰

    • Like 2
  10. Staff!

    maybe a nanomancer using nanobots to cast "spells"?

    or golemancer, with skills being either golem summoning skills or maybe skills to enhance/heal active golems, with skill 5 allowing you to pilot a golem and get all new skills.

  11. 4 hours ago, Elminster.6785 said:

    ya but using outside programs to play the game you have to memorize all the buttons because it doesnt say on spell bar which button on the controller to use, just the numbers 1,2 and so on. not the x or square  triangle  R1 R2 buttons, I am 57 years old,  and i played this game and all others out there I just need visual rep to until i can have it all memorized

    thats true, and it did take a while but i eventually got so used to it that i don't even think about the buttons anymore 🙂

    • Confused 1
  12. i use Xpadder when i play and have been playing with an xbox controller for about a year now 😄

    i have several modifier buttons like the shoulders and left trigger and then Dpad controls skills/mounts etc

    so if i hold left trigger and left/right/up/down on the D-pad it will use skills 2/3/4/5 (auto attack is right trigger)

    but if hold left shoulder button and left/right/up/down on the D-Pad it will use Turtle/gryphon/skyscale/Skimmer

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  13. hey folks! anyone else craving the incredible and illusive Stone Summit Cannon, which appears as a rifle skin in the wardrobe.

    it manifested with the Visions of the Past: Steel and Fire update, which as fate would have it was released exactly 4 years ago on march 17th 2020!

    (not really fate, i've been waiting months to post this today!) 😜

    the other Stone Summit cosmetics are all obtainable (being Boots, Gloves, Shoulders and Helms) but we never did get the beautiful big boy, Stone Summit Cannon.

    so devs! (and players) do you think there is any hope?

    and if we did get this beauty, wouldn't it be cool if it turned your projectiles into cannonballs with loud BOOM firing sound? 😁

    i'll still be waiting! even if there is no hope!

    unleash the cannon Anet!!! 🥰

    • Like 2
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  14. still waiting for this, its an untapped GOLD MINE,

    i'm not a fan of the green jade look, i'd prefer one of the more traditional GW2 golems, or something more steampunk.

    we could also get necro minion skins, with themes like seasonal skins or a tech theme so you can create robo minions.

  15. 5 hours ago, Ashantara.8731 said:

    Ditto. I always thought that large octopus head with the tentacles that we fought in Amnytas was Eparch, not that small guy we met in Nayos. 😄

    when i saw that giant guy it made me just wonder how massive and monstrous Eparch must be!

    i'm gonna guess he might have different forms, and what we saw was his "mortal form" (kinda like dragons in WoW) yeah i'll be dissapointed if the form we saw him in at the end of this story chapter is actually his true form 🤣 he ain't eating nobody!

    • Haha 1
  16. This is gonna be my silly theory on how the fight with Eparch will end!

    please don't take it too seriously. (i've just finished watching Men in Black so its quite a fresh theory!) 😄

     

    so all throughout this expansion eeeeevery time someone mentions Eparch it's always how he eats all of his subjects, and if you dare face him "he'll pick your bones from his teeth!" etc.

    which got me thinking, at this point after all this talk about how many of his subjects he's gobbled up, i'd be shocked (and a little bit offended) not to be on the menu! 🤣

     

    so i'm placing my bets! i think Eparch will be much bigger than when we met him for the final fight, and i think at a certain health level he will omnom our character,

    it will look like game over, he'll think he's won but we'll beat him from the inside like Men in Black😄

     

    what are people's thought about how the fight will go down? think i'll be right and we'll defeat the Hungry Hungry Hippo from the inside?

    think it'll be just another standard fight? or think we'll see any special mechanics? 😁

    • Like 1
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  17. gryphon needs a dragon skin!

    and skyskale could do with a more typical dragon skin, i'm not a fan of the stubby noses!

    i'd also pay top dollar for a rollerbeetle skin without the beetle, just the hover bike!

    the closest we have currently is the tech skin with a big wheel, but i think a hoverbike/speeder skin would be cool.

    • Like 1
  18. i'd like all of the skills to be explosive AoE, like firing grenades 😄(obviously this would be instead of piercing.)

    the projectile could be the same one used for Explosive Shell, but the aoe wouldn't be a cone behind the target, it'd be an AoE explosion around the target.

     

    • Haha 1
  19. 22 hours ago, GeraldBC.4927 said:

    I agree with Liewec

    It's okay to have a weapon with really slow skills like necro greatsword. But if you make a weapon be really slow and clunky like that, the amount of damage those attacks deal better have some serious power to them. They better hit as hard as the animations would imply, and even in the reaper's post-buff state, they don't really do that. 

    yups, i like the slow attacks but the damage needs to match it (and currently doesn't!)

    • Like 2
  20. Hey folks! i have an alt who I've modeled after Tinkerbell, I've been having a ton of fun with her,

    i use the miniature tonic permanently so she can be tiny (like Tinkerbell!)

    and i love flapping around with her fairy wings, so i thought it'd be even more fun if i use the jade bot Gliding Boost to allow her to fly longer,

    but i was jumping off ledges and gliding trying to get it to work and wondering why my utility bar wasn't changing, i then tried gliding without the tonic and the Glide Boost appears!

    so it would seem that when you're shrunk (or enlarged with the embiggening tonic) your utility bar doesn't update!

    any chance of a fix? i know this understandably won't be high on your priority list though 😉

    • Sad 1
  21. ideas, suggestions and QoL changes all get chucked in that gigantic 388 page trashcan.

    it really makes you want to spend time typing out a long and thought-out thread knowing it will simply get merged into the heap and buried.

    • Like 2
    • Confused 6
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