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Liewec.2896

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Posts posted by Liewec.2896

  1. GW2 runs fine even on my handheld PC.

    i'd recommend you try Lossless Scaling from Steam if you're having FPS troubles, you can cap your FPS at 30 or 60 and the app will double it with artificial frames.

    on my handheld i had to play the game on lower setting s to get decent frames, but with Lossless Scaling i can run the game on fairly high settings and 60 FPS,

    (outside of the massive zerg balls like world bosses and convergences etc)

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  2. yes! and you could overload your turrets by choice, they didn't just work once and then offer nothing but a slight dps boost.

    i also miss the days when we had a trait to allow us to throw turrets, it was great for securing an area 🙂

  3. On 6/30/2024 at 11:46 PM, MrForz.1953 said:

    What. You want some neons on your mortar kit or something?

    actually yes please 😄

    this is my engi, she's rocking a high tech kinda look, and then she pulls out some old rusty mortar or flamethrower etc and it just looks shabby!

    Anet are missing out on a goldmine, they should make the tech to support "skill skins",

    i know people have been asking for necro minion skins for a long time, and Mechanist mech skins,

    we can add "kit skins" to the big pile of things that Anet aren't making money off which they could be!

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  4. 7 hours ago, Gehenna.3625 said:

    You do make me curious though: what's this item that you can get from a vendor that requires you to complete the entire game?

     

    7 hours ago, Sobx.1758 said:

    Does anything like that even exist? Because I'm not sure it does, so by your own words you shouldn't mind the current ways of legendary acquisition.

    i was engaging in hyperbole, but every time i think about crafting a legendary it is never just as simple as grinding mats, there will always be something like Gift of Exploration (requires core map completion), Provisioner Tokens (daily timegated),  Hydrocatalytic Reagent (requires Research notes [crafting]) to name a few.

    i'd rather just have simple ingredients listed, even if they go into the thousands, no more "complete this, do that".

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  5. so don't pick one! 😄

    i have over 30 characters now, and each time i log in i play a different one,

    it keeps it fresh, going to the end of the character list to see which ones i haven't played in awhile and taking them out for the dailies! 🙂

     

    also i get what your saying about thief having low HP,

    but they're oddly one of the easiest classes to make immortal in PVE/Story thanks to having quite a few damage=healing things.

    stack Signet of Malice, Invigorating Precision and Relic of Zakiros and thief becomes nigh unkillable! 😄

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  6. 19 hours ago, Aaron Forestman.4758 said:

    You literally do get to keep both with hammer, you can swap back and forth to whatever fits the situation with an instant-cast swap that you can use as fast as you could ever need.

    but as i've said a few times already, no other weapon needs to do all of that.

    with mace/mace you can do your full DPS as unleashed ranger and if you want to CC...you just use the skill,

    you don't need to press the skill and then switch stances within 0.1s mid swing with quickness up and then switch back when you've finished that attack.

    i love the theme of hammers, but honestly i'm not seeing any reason to use them over maces which give you more damage, same CC and you can just use the skills.

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  7. 1 hour ago, latlat.4516 said:

    You can choose the better skill, there's nearly no cd on the unleash...

    but the thing is you aren't forced to do that with any other weapon, with double mace you get to keep your CCs in Unleashed mode,

    you don't have to either sacrifice damage to get CC or sacrifice CC to get damage, you get to keep both.

    it is only Hammer, the very weapon that was made for Unleashed which needs to sacrifice either CC or DPS.

    i haven't seen another untamed using hammer but i see plenty of mace/mace unleashed because its simply better not being forced to swap swap swap every time you want to use your cc skill.

    my solution would be to take the "unleashed" versions away from hammer for all specs except unleashed and then add the CCs to the unleashed versions of 3 and 5,

    so they will simply be better versions of the original skills, so when the ranger is unleashed they have better skills and when the pet is unleashed the pet has stronger skills.

     

    Quote

    Right click them, you can set any of them to auto-cast.  

     not the untamed pet skills, you can set them to auto cast their standard pet skills, but when the pet is "untamed" they won't use the skills unless you make them.

    (kinda the opposite of the meaning of "untamed".)

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  8. 2 hours ago, Zyreva.1078 said:

    You can swap unleashed stance mid cast, which allows you to proc quickness with hammer cc for example.

    but thats just needlessly complex when you could simply have your CC skills all of the time.

    Quote

    What the better skill is depends entirely on the situation and as such it is strictly better to have access to both versions, instead of being limitd to only one that will not always be the best. On Untamed you can choose cc/defense or damage, depending on what you need.

    but if you're in pvp/open world/wvw you're probably gonna want to stick with the CC skills, so it'd be better if you could just switch the skills over like all other rangers,

    and before doing raids/world bosses you can switch to the pure damage ones.

    instead if you want to go untamed for ambush and more damage you lose your CC skills.

    it'd be so much nicer if you could just keep your CC skills while untamed.

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  9. Just now, AliamRationem.5172 said:

    You don't want to ambush in unleashed pet, though.  It's a 25% damage hit.  Why would you use your highest damage skill in unleashed pet even if you could?

    i don't want too, but its the only way to use hammer as a hammer (knockdowns, dazes) when specced into Unleashed.

    i'd like to be able to stay as unleashed ranger and choose which skills to use like every other ranger spec can do.

    but the spec that the hammer was made for forces you to lose all of your CCs when unleashed,

    so i'll begrudgingly take the 25% damage hit if it lets me keep the GOOD versions of 3 and 5!

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  10. 54 minutes ago, latlat.4516 said:

    you have more control over hammer because you actually have access to all of them.  

    which is crazy, why can i choose to use the better hammer skills in every spec apart from the one that Hammer was made for?!

    the only saving grace would have been if the unleashed variants had different cooldowns, then it might have been worthwhile to swap between unleashed and normal,

    but nope, they share cooldowns, and the "unleashed" variants give you a full bar of skills that do more stuff against disabled enemies but you have no disables...

    its like a sad joke, "here is a bunch of skills that do more damage to disabled enemies, oh and btw we're removing the disables from your skills."

    it seems far better to never be unleashed so you can actually use the traits/sigils/skills that benefit from spamming CCs.

    but then you don't get to use the ambush skills, so you're getting screwed whatever you do, unleash and you lose your CCs, don't unleash and you lose your ambush.

    Quote

    unleash pet skills" are not actual pet skills, they are ranger skills, which is the reason you can't auto cast them. And honestly, I wouldn't want to auto cast any of them

    they literally replace your pet skills, you might not want to use them on auto cast, but i see no reason why we can't choose to, i would certainly like to.

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  11. so i've been playing Soulbeast with a hammer for awhile and having fun, but today i figured i'd try the elite spec that was made for the hammer, Unleashed!

    and what i discovered was that everything works exactly how it shouldn't...

    firstly this spec is all about disabling foes and yet when the ranger is Unleashed none of your hammer skills can disable foes, FANTASTIC. 🫤

    a perfect example is Enhancing Impact which grants quickness when you disable a foe, but only in Unleashed mode, which takes all of your Hammer CCs away,

    so quickness on CC but only when you have no CCs on your hammer...

    i had enjoyed using hammer as soulbeast being able to select which version of the skill i wanted to use (obviously keeping the CC skills),

    but when using the hammer in the spec it was designed for you somehow have less control over what it does, great...

    but ok, so i'll play with my pet unleashed instead, and then i discover that unleashed pets can't auto cast their pet skills. 

    an "unleashed!" pet must be told precisely what to do!? 😩

    and then i also discovered that ambush skills are unavailable when your pet is unleashed. (i'm using "Let Loose" and 2 hammers) 😠

    wonderful.

     

    any chance that Unleashed will get another pass to just make things actually work?

    Let us use "Let Loose" ambush skills when our pet is unleashed,

    let us set our pet skills to auto cast when our pet is unleashed,

    let us use the better version of the hammer skills when the ranger is unleashed. (or add CC to the Unleashed versions)

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  12. yep, its like the flamethrower 2 skill Flame Blast which used to have the same silly manual detonation mechanic.

    it was later changed to a ground target skill which is massively more useable.

    guardian pistol 5 should either be a standard target skill which you just shoot at the target and it explodes when it reaches them, or a ground target skill.

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  13. i've been trying to get the "long range mage" thing working for a very long time, and recently tried Weaver for the first time,

    i've never really got into the whole "stance dance" attunement swapping theme of GW2 ele, i much prefer the traditional mage style of being a pyromancer etc.

    but recently i did try using weaver and discovered my favourite (so far) long range traditional mage build!

    with mainhand fire and offhand earth you trade Meteor Shower for what is essentially another lava font on a 15s cooldown, its pretty cool!

    and also glyph of storms now has a 20s cooldown so you can use it a lot more!

    the ultimate buff for ranged eles would be to allow us to cast tempest overcharges as ranged skills!

  14. 7 hours ago, draxynnic.3719 said:

    Not always. To give one example: What if you expect combat to be over when you switch back to Glint? You might then want to keep your upkeep to 5 pips or below so it's not still draining while you're out of combat. You could blow a facet under your idea, if, say, it's one of those event chains where there are relatively brief periods where you're not in combat, the facets you blow to save energy might not be ready again when you get back into combat.

    I could see the logic in your proposal if you assume that you're smacking a boss and/or adds for the entire duration of an encounter with no downtime, but there are a lot of circumstances outside of that where when returning to Glint you don't necessarily want to refresh the exact same facets you had active when you left. 

    thats understandable, like i said for me I see it as simply being a win, but other people have different takes, which is totally valid.

    and it seems like everyone commenting here is against the change, so its all good 😉

  15. 50 minutes ago, Shagie.7612 said:

    Okay but like, what if I left Glint with other facets activated (to go offensive as Shiro or something), and I switched back later wanting to immediately Chaos -> Chaotic Release?
    Suddenly I've gotta first burn one of the others CDs even though I might not want it in that moment?

     

    you'd have plenty of energy to use chaos and chaotic release, you wouldn't need to use any of the other skills first 🙂

    chances are if you left the facets passively on when you left glint it is because you want those boons,

    and when you switch back to glint you'll probably be wanting those boons again.

    or maybe you switched because your health was low and needed to heal (which you can do faster if the passive was already active)

    or maybe use the CC as you said (which you could do faster if the passive was already active)

    or apply condies with elemental blast (which you can do faster if it was already active.)

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  16. 13 hours ago, nosleepdemon.1368 said:

    The problem is they consume energy while active, and you don’t necessarily want that when you switch back to Herald.

    i feel more-often-than-not that would be good though right?

    if you had fury, might, swiftness and regen passive when you left glint, chances are when you switch back you will want to continue

    (probably for the quickness from Elevated Compassion)

    but in the off-chance that you didn't want to use them perhaps you wanted to use the heal? congratulations! the skill is already active and ready to go!

    i feel like having all of the skills turned off automatically as they currently are is far less useful,

    but hey it seems like a fair few people here disagree, so nevermind 😉

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  17. my take on it, who would be better to worship than the God of Death?

    one one hand if you gain his favor he might allow you to hold on to your mortality for longer,

    and on the other hand he could smite down your enemies, as what deadlier force is there than death himself?

    • Like 1
  18. 3 hours ago, Justine.6351 said:

    Setup better keybinds. It will solve so many "qol" issues you may think you are having.

    i have them bound right under my thumb, its not their location,

    its just requiring to hit the same 4 buttons every time i switch back to glint in order to get quickness,

    where if i'm using Jalis and Shiro its just 1 button 😉

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  19. 2 hours ago, Eugenides.1274 said:

    You see how that is problematic, right?
    Also this isn't just a "few thieves". It's literally been an issue for years that you see posted/posts bumped here and on reddit every week or so.

    But as you said ANet simply doesn't care so it is what it is.

    i agree its a problem, and they SHOULD try to fix it, but they only seem to fix the big gamebreaking stuff.

    and as i said previously you'd need to convince a whole 40 man group to run thief and all bypass gates to dominate WvW

    then you would get it on Anets radar as a serious issue and they'd be forced to do something.

    but currently they don't see it as a big issue because it isn't causing enough chaos.

    if you want change, cause chaos! 😉

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  20. On 6/19/2024 at 6:57 AM, Eugenides.1274 said:

    The virtuoso distortion exploit gets posted on Reddit and within the same day they disable it.

    i think its because there is a big difference between exploiting into a keep without taking down the gate and becoming immortal.

    maybe if you can get a whole guild to play thief and all abuse the bug it will be fixed, but i don't think Anet are really worried about a few thieves entering keeps.

    • Like 5
  21. 11 hours ago, draxynnic.3719 said:

    Hounds of Balthazar were introduced pretty late, basically purely a tie-in after GW2 was already out, so I doubt many people think of them without being prompted. I'm not sure I even have them in my menagerie.

    true, i don't have them in my menagerie either and i had stuff like the rainbow phoenix, panda and black widow ^^

    but you gotta admit it'd be cool having a permanent HoB in GW2 doing the awesome fiery leap on your enemies 😄

  22. give my ranger a Hound of Balthazar and she can die happy 😄

    yes she is human, and yes she uses the elite skill already!

    but it'd be nice having the pup for more than 30 seconds on a 4 minute cooldown. 😉

    i'll just add on that Hounds of Balthazar were tamable in the original Guild Wars!

    other exotic pets i'd like to see would be Hydras (mini), Wargs and various Saurians

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