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flog.3485

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Posts posted by flog.3485

  1. @Taril.8619 said:It is very unlikely that weapons, back items and skills will become dyable.

    For weapons and back items, they would need to be re-created from scratch with the dye channels in place. Which is a lot of work and they've already stated they won't go back to add dye channels to the small pool of existing back items that lack dye channels.

    Future back items are coming with dye channels, but from what I can tell there seems to be no indication of them putting out new weapons with dye channels (Instead, they keep putting out new weapons that come in a number of colours that you have to obtain individually)

    Dyable skills would probably be a similar fare, only now it's going against the constant complaints about fights being hard to see because every character is hosting their very own disco light show. In addition, there's also the aspect of visual clarity to allow people to know what abilities are being used (Though, it would be possible to add settings to disable dyed skills from other players, it would again come back to the additional workload to do so)

    Why do you think it would need to be re-created from scratch ? Dying weapons could be a new endgame goal reward (for exotics/ascended weapons) and all the devs would to do, is to add a new system upgrade (with the mystic forge for example) marketed through the next expansion.I mean, I am no programmer of course, but if my assumption oh how things function is wrong, please tell me.

  2. @Vavume.8065 said:So many people are fixated on there only being a certain amount of weapons available to different classes, like Warrior can only get x,y or z because that is all that is left, but no that is not all that is left, Anet can develop new weapon types (Greataxe, Spear) and frankly that is what they need to do so this game does not become a clown fiesta where rangers use hammers...

    Rangers had good hammer builds in Guild Wars. Yet it wasn’t a clown fiesta.

  3. @"scerevisiae.1972" said:doesn't need to stick. if you can buy it for real money, and the item/upgrade is not purely cosmetic, it's a pay-to-win item/upgrade by definition, even if the "win" impact appears small.

    most people would say just being able to purchase gold for real money automatically makes a game P2W.

    P2W is so common in the games industry today that expect all the white knighting is from younger players who are just used to it.

    That’s nice but you are still not forced to use it. Therefore it is not pay to win.

  4. @Fractured.3928 said:

    @flog.3485 said:Because balance.

    Just imagine what would happen if you are a mirage and you get access to shield. No balance updates would make it fair neither fun to play against.

    But who knows ? Maybe that is the big plan. Nerf the ES so hard so that in the future you can play whatever spec with whatever weapon (with the exception of core spec using ES weapons obviously).

    As far as I'm aware, there are only a couple specs at most that would cause balance issues. I don't believe that is enough reason to remove a fairly significant amount of playstyles. PVP can keep their restrictions if they want, I don't do it lol.

    Also, should have mentioned, I'm totally fine with the Elite Specs unlocking the weapons. So you still have to get the expansion, and still have to get the points to unlock the weapon. Hell, I wouldn't even care if its required that you fully unlock the entire ES before you can use the weapon for everything.

    Well you just can’t say: oh it is ok for some specs to not have the choice of choosing a weapon of another ES and still allow the other specs to do so.That is a good enough reason because players would riot.

    Other than that, if the devs can’t create different traits for different game modes, it doesn’t seem they would be able to make ES able to choose another ES weapon on certain game modes and not on others. It is alsoway too confusing. Furthermore, what do you do with WvW ? It does have PvP attached to it.

  5. @castlemanic.3198 said:

    From what I can tell from the video, you will have a much easier time with your build if you pre-charge your mantras before combat. (They'll happily stay charged forever.)

    I have the trait where if you cast the mantra you gain health, i use mantra of pain (i think that's it's name) as a quick way of getting a health boost while my healing mantra is on cooldown.

    Honestly, chiming in, from having played mesmer in open world for quite some time now, you really shouldn’t play more than mantra at a time.More than one just slows you down way too much unless you intend to play the content with a group of people around you.

    If you really need that additional sustain from the inspiration trait line, I would honestly just stick to the mantra pain and play full core dom/illu/inspiration with ether feast . Other than that, if you don’t have any healing power, no point in taking the healing mantra.

  6. @Croc.1978 said:Yes, difficulty in HoT is fine as it is.

    That said, there's really nothing that prepares players for what awaits them in the green hell before they enter it. They probably intended Silverwastes to be that preparation, but it doesn't work. And nerfing Orr post-release was a mistake.

    I guess the best advise you could give new players now is:

    • play Orr
    • play Silverwastes (not RIBA) for a while
    • start PoF and get at least Raptor with canyon jump
    • enter Verdant Brink

    Other than that, play a bit of PvP.

  7. I feel like it is a bit unfair to compare a meta event that was part of an expansion focus vs a meta that was implemented as part of a living story. They clearly haven’t the same amount time to properly develop it as much as they could, especially now that they also need to work from home.

  8. @Nostromo.4126 said:And here we are in Aug 2020. I just completed To Kill A God finally with my necro Reaper (after the 1st couple downs it was easy once I worked out the 'trick' :).So I start the Griffon quest chain right away, go get all the eggs in the 1st zone, buy a couple 25gp components, easy so far, right? Then I see the final requirement for the zone: kill a Legendary bounty boss (Corrupted something or other). Got the bounty after 20 mins of waiting for it to respawn on board. Go all the way the NE of zone where he's found under the pyramid, while asking for assist. One guys shows up (thanks mate - you know who you are!). We proceed to get royally spanked. The only other assist is smarta**s in chat telling me ' you need at least 10 ppl for a legendary'. Thanks for nothing ANet. Yet another completely personal, individual quest chain polluted with random, excessively difficult group content. Even if I wait for Crystal Oasis bounties to come up as part of the Dailies, I guarantee very few peeps will make it to the far NE of the zone to attempt a Legendary boss, just to get their daily. Far easier to just wait for a Tazula easybeat close to town, bleh. Yes, I could beg ppl to come help (almost certain someone will either grab the bounty early or trigger the boss early, b4 most peeps arrive, which is game over when you only have 5 mins or so to beat him!); I could try & organise my Guild to do the event, if I ask very nicely (my guild is in NA TZ, so no good to me in Aus, except on weekends sigh*...). Whatever I do it won't feel like my accomplishment, when I have 100 other players to carry me. Nice going ANet. All the other mounts were completely soloable (from memory), so maybe I'll just skip the Griffon & go for the Skyclaw folks...?

    It can’t be a personal, individual quest chain. Getting the griffin was never part of the story.

  9. @Shadowmoon.7986 said:Last week we had four event happen simultaneously. We had week 2 festival of the four winds, a wvw no down state event, at world boss rush, and the start of season 23 for pvp. Usually complaining about having too much to do seem counterintuitive, but generally this past summer outside of ls updates, dragon bash, and pvp seasons (which the last 2v2 season did not even get achievements added to them), there was no events overlapping or in between releases. As player who enjoys doing most parts of the game, can Anet please space out events to avoid a famine of content, instead of the current feast we had last week. Something tells me after September 1st, we will be in a drought until after Halloween.

    We won’t be. There will be a fractal update also during September.

  10. @saerni.2584 said:

    @Yggranya.5201 said:So, it is just your anecdotal evidence? In other words:

    @saerni.2584 said:This just seems like a really poor justification because it isn’t backed up by data but just a “community feeling” that comes from a vocal minority of the player base.

    The forum tends to exaggerate a lot. The feeling that “gw2 is a dead game” or “xyz killed the game” is generally not born out by the people playing it.

    Roaming was always tough. There are big disparities between the server links (and often you may end up severely outnumbered) in WvW.

    Basically, you have one person saying “WvW is dead I don’t see people” and another saying “WvW has plenty of people I see them all the time. If both are not lying, then the conclusion is that there is a mixed range of population experiences and the game isn’t, in fact, dead. Due to server relinks this experience isn’t permanent either.

    You say anecdotal. I say data point that disproves an absolute statement. The burden is on the person claiming all is vain and the game is dead. Meanwhile, I’ll be actually playing and ignoring the periodic doom and gloom on these forums.

    I couldn't care less if any and every form of PvP would gain an ephiphany in unison and crawled to their grave, where they belong.But since PvP is popular, according to you and people are playing it, according to you, why do people so desperately want to ruin PvE with it? Maybe it isn't what you want, but since this topic keeps popping up... Is it's some PvP community joke or something?

    In what way is 100% opt in PvP “ruining PvE”?

    This sounds incredibly biased and dismissive of other people’s requests for content.

    One can already 100% opt in to PvP in the mode which is already provided for that type of content.

    But that’s not an argument against more content. Non sequitur.

    The problem with opt-in features in PvE is that so few people is gonna use it anyway because players that join PvE are for the majority PvE only players.

    Here is what would happen: the players that would use the opt-in feature are the players who are invested in WvW/PvP or the players that have interest in the three game modes, which account for a small playerbase.Worst effect: it would also completely deplete WvW, without fixing anything in terms of how enjoyable PvE stats are in the context of playing against players.Even worse effect: it would fix nothing about WvW and now it would also require the PvE balance updates to also take into account this opt-in feature. It would become impossible to do some split skill updates. We all know they tried in the past to do skill update for all three game modes at the same time, it is just way too much limiting in terms what the devs can actually do.

    In terms of player versus player in PvE I would rather have mount battles (or a big meaningful update with races) or polymock.

    In the end, I would just prefer the devs to apply what they did in Guild Wars in Cantha for example. Territory dominance being displayed in a few PvE maps with some merchants features being locked based on how good the sever is doing in WvW. But only for the sake of convenience of course.

  11. @Atomos.7593 said:

    @borgs.6103 said:Warclaw has the highest disengage damage out of all the mounts in PvE. That's its distinction from the others and in my opinion is on point, with the mount being called
    Warclaw
    and all that.

    Where did you get this information from? Because according to the GW2 wiki it doesn't have the most damage out of all of the mounts in PvE even with the ravenous discipline mastery unlocked from the raptor.Yeah I just checked.They removed the bleeding in PvE too it seems. That was its edge. It does the same damage as raptor now. RIP warclaw.

    Wow I didn't even know that there used to bleeding damage in PvE before lol. Seems kind of silly to remove it in PvE since PvE is not competitive and I doubt that skill used to be overpowered in PvE. I wonder if the bleeding removal in PvE was intentional.

    It is a design change. They can’t separate design changes from one game mode to another.

    As for the topic at hand, please do not waste time making warclaw relevant in PvE. If it is going to be relevant, then it first needs to get its niche and with pretty much all movement skill abilities already covered by all the existing mounts, I personally don’t want the devs to scratch their head and waste time figuring out what the warclaw would do that no other mount can’t do.Another problem as well, is that, if it becomes relevant, then the majority of players will complain that they need to play WvW just to be able to perform in PvE.

    But Anet have already done many design changes that are specific to game modes. For example some skills work differently between PvE, WvW and PvP. Also the warclaw skill battle maul already does different damage in PvP than PvE due to a higher transformation damage coefficient according to the GW2 wiki.

    You don’t get my point. They can change how strong one skill performs from one game mode to another, but they cannot make the warclaw do bleeding in PvE and not inflict bleeding when players play in WvW.

    For example, if the warclaw was able to go underwater, it would be impossible for the devs to decide that in WvW, the warclaw would not be able swim.

    That is why it is pretty much impossible to buff the warclaw in PvE (outside of speed maybe because speed has an arithmetic value) because any change that would be introduced in PvE would affect WvW. And since the devs have been reducing the effectiveness of the warclaw in WvW, then they obviously have no intention of buffing it in any way, shape or form.

    My point is why wouldn't they be able to make the bleed from warclaw do different damage in PvE than in WvW since skills are already different between game modes?

    I guess they could. But is it worth the effort though ? Will it make it more popular just because it has an engage skill that applies two stacks of bleeds ? Don’t forget they cannot make it too strong as well because it makes the core experience of the game even more powercrept.

    Sounds like a waste of time imo. If they really want to make mounts more appealing in PvE, they’d better focus on the PvE only mounts.

    Oh wait, that is exactly what they are doing for the anniversary! More variety, more opportunities and the biggest advantage of being consistent with the recent updates without the risk of alienating the WvW invested players.

    Edit:typo

    Doing something simple like increasing the engage skill damage wouldn't take much effort. Something is better than nothing. I have seen updates to the game for more useless things.

    I imagine many WvW players also play PvE and vice versa, so I don't know why you are focusing so much on a perceived WvW/PvE player base division. Not everyone has all of the mounts unlocked. Should there be no changes made to the roller beetle or skyscale because some people haven't done the collections to unlock them too?

    Of course there is a division. The number of players engaged in WvW is quite small versus the number of players engaged in PvE. Ask any WvW invested players on forums, they all would tell you that there has been a consistent decrease of players over the last years.

    I really don’t understand why you bring up the other mounts. They are PvE related, tied with story and lore, so I will make an educated guess that there is obviously more players owning these mounts than there is players owning the warclaw. Therefore updating the PvE mounts makes more sense that updating a mount unobtainable in PvE.

    Updating the warclaw won’t make much difference in terms of how popular the warclaw is because for players to first be excited about warclaw update in PvE, they need to care about it in the first place imo. You can’t force players to care about it unless they find a way to make the warclaw obtainable in PvE with lore and story. And forcing players to go into WvW to get some benefit in PvE outside of legendary purposes is certainly not a good idea imo.

    Other than please don’t disregard the my point about strong engage skills. People have been been complaining about that in the past so it is obviously a bad idea now to buff it.

    tl:drAllow me to agree to disagree.

  12. @Atomos.7593 said:

    @borgs.6103 said:Warclaw has the highest disengage damage out of all the mounts in PvE. That's its distinction from the others and in my opinion is on point, with the mount being called
    Warclaw
    and all that.

    Where did you get this information from? Because according to the GW2 wiki it doesn't have the most damage out of all of the mounts in PvE even with the ravenous discipline mastery unlocked from the raptor.Yeah I just checked.They removed the bleeding in PvE too it seems. That was its edge. It does the same damage as raptor now. RIP warclaw.

    Wow I didn't even know that there used to bleeding damage in PvE before lol. Seems kind of silly to remove it in PvE since PvE is not competitive and I doubt that skill used to be overpowered in PvE. I wonder if the bleeding removal in PvE was intentional.

    It is a design change. They can’t separate design changes from one game mode to another.

    As for the topic at hand, please do not waste time making warclaw relevant in PvE. If it is going to be relevant, then it first needs to get its niche and with pretty much all movement skill abilities already covered by all the existing mounts, I personally don’t want the devs to scratch their head and waste time figuring out what the warclaw would do that no other mount can’t do.Another problem as well, is that, if it becomes relevant, then the majority of players will complain that they need to play WvW just to be able to perform in PvE.

    But Anet have already done many design changes that are specific to game modes. For example some skills work differently between PvE, WvW and PvP. Also the warclaw skill battle maul already does different damage in PvP than PvE due to a higher transformation damage coefficient according to the GW2 wiki.

    You don’t get my point. They can change how strong one skill performs from one game mode to another, but they cannot make the warclaw do bleeding in PvE and not inflict bleeding when players play in WvW.

    For example, if the warclaw was able to go underwater, it would be impossible for the devs to decide that in WvW, the warclaw would not be able swim.

    That is why it is pretty much impossible to buff the warclaw in PvE (outside of speed maybe because speed has an arithmetic value) because any change that would be introduced in PvE would affect WvW. And since the devs have been reducing the effectiveness of the warclaw in WvW, then they obviously have no intention of buffing it in any way, shape or form.

    My point is why wouldn't they be able to make the bleed from warclaw do different damage in PvE than in WvW since skills are already different between game modes?

    I guess they could. But is it worth the effort though ? Will it make it more popular just because it has an engage skill that applies two stacks of bleeds ? Don’t forget they cannot make it too strong as well because it makes the core experience of the game even more powercrept.

    Sounds like a waste of time imo. If they really want to make mounts more appealing in PvE, they’d better focus on the PvE only mounts.

    Oh wait, that is exactly what they are doing for the anniversary! More variety, more opportunities and the biggest advantage of being consistent with the recent updates without the risk of alienating the WvW invested players.

    Edit:typo

  13. @Atomos.7593 said:

    @borgs.6103 said:Warclaw has the highest disengage damage out of all the mounts in PvE. That's its distinction from the others and in my opinion is on point, with the mount being called
    Warclaw
    and all that.

    Where did you get this information from? Because according to the GW2 wiki it doesn't have the most damage out of all of the mounts in PvE even with the ravenous discipline mastery unlocked from the raptor.Yeah I just checked.They removed the bleeding in PvE too it seems. That was its edge. It does the same damage as raptor now. RIP warclaw.

    Wow I didn't even know that there used to bleeding damage in PvE before lol. Seems kind of silly to remove it in PvE since PvE is not competitive and I doubt that skill used to be overpowered in PvE. I wonder if the bleeding removal in PvE was intentional.

    It is a design change. They can’t separate design changes from one game mode to another.

    As for the topic at hand, please do not waste time making warclaw relevant in PvE. If it is going to be relevant, then it first needs to get its niche and with pretty much all movement skill abilities already covered by all the existing mounts, I personally don’t want the devs to scratch their head and waste time figuring out what the warclaw would do that no other mount can’t do.Another problem as well, is that, if it becomes relevant, then the majority of players will complain that they need to play WvW just to be able to perform in PvE.

    But Anet have already done many design changes that are specific to game modes. For example some skills work differently between PvE, WvW and PvP. Also the warclaw skill battle maul already does different damage in PvP than PvE due to a higher transformation damage coefficient according to the GW2 wiki.

    You don’t get my point. They can change how strong one skill performs from one game mode to another, but they cannot make the warclaw do bleeding in PvE and not inflict bleeding when players play in WvW.

    For example, if the warclaw was able to go underwater, it would be impossible for the devs to decide that in WvW, the warclaw would not be able swim.

    That is why it is pretty much impossible to buff the warclaw in PvE (outside of speed maybe because speed has an arithmetic value) because any change that would be introduced in PvE would affect WvW. And since the devs have been reducing the effectiveness of the warclaw in WvW, then they obviously have no intention of buffing it in any way, shape or form.

  14. @Atomos.7593 said:

    @borgs.6103 said:Warclaw has the highest disengage damage out of all the mounts in PvE. That's its distinction from the others and in my opinion is on point, with the mount being called
    Warclaw
    and all that.

    Where did you get this information from? Because according to the GW2 wiki it doesn't have the most damage out of all of the mounts in PvE even with the ravenous discipline mastery unlocked from the raptor.Yeah I just checked.They removed the bleeding in PvE too it seems. That was its edge. It does the same damage as raptor now. RIP warclaw.

    Wow I didn't even know that there used to bleeding damage in PvE before lol. Seems kind of silly to remove it in PvE since PvE is not competitive and I doubt that skill used to be overpowered in PvE. I wonder if the bleeding removal in PvE was intentional.

    It is a design change. They can’t separate design changes from one game mode to another.

    As for the topic at hand, please do not waste time making warclaw relevant in PvE. If it is going to be relevant, then it first needs to get its niche and with pretty much all movement skill abilities already covered by all the existing mounts, I personally don’t want the devs to scratch their head and waste time figuring out what the warclaw would do that no other mount can’t do.Another problem as well, is that, if it becomes relevant, then the majority of players will complain that they need to play WvW just to be able to perform in PvE.

  15. It is impossible to release chill maps in living story episodes. Since the devs can only produce one map or half a map, players will expect this map to be worth the entertainment until the next release. You won’t have that chill experience because otherwise the map will die in one week.

    The only time you can get a chill map is when the devs can release multiple maps within a single update. In other words: wait for the expansion.

  16. @Fueki.4753 said:I think an automated match maker for raids could work,if Arenanet would finally make an easier version of raidsand make only that version available for said match maker.

    This would also increase engagement with raids and thus potentially raising the chance for new wings to be created.

    That will never work since players will never be specifically directed towards raids for the in-game content.

    On top of that, good luck finding the appropriate rewards for it. Because at this point it will need to be better than open world/festivals and yet inferior to regular raids.

    I suggest to keep it simple and continue playing strikes to get its future updated rewards.

  17. Personally, I don’t think a new race will bring much value to the game and it also sounds like a real headache for the devs to implement in the game.

    The strongest suit of the game is cosmetics and there is two big cosmetic option that hasn’t been implemented so far: weapon and legendary items dyeing and housing. To get the recipe in order to dye the different items, I wish new guild missions and new guild content in general would be developed like introducing a housing system (thematically tuned to be either luxon/kurzick or both) and its obvious (necessary evil) gemstore related items.I wish you could dye your legendary items whether it be weapons or trinkets by playing a combination of strikes, raids and fractals (with the mystic forge) so that you could apply any color that you have unlocked for your account. As for regular weapons (exotic/ascended), I wish you could get it through the mystic forge as well by playing a combination of open world content (through guild content) and fractals.

    Other than that, hoping for the alliance system to finally be released within the expansion so that the different factions would replace green/blue/red. I mean, green/blue/red have its importance to determine the rank you are in but it would be a bit more exciting to say “my guild is blue and we are fighting as kurzick/luxon/whatever other important faction”.

  18. @Blocki.4931 said:

    @flog.3485 said:Maybe It would be better for the next batch of elite specs to not have any AoE based spells. Or be a little more intelligent in adding them only as part of a specific trait.

    Which would have to make those low target skills insanely overpowered in order to be worth anything. Doesn't work.

    Does it though ?Just saying, for the sake of performance, power creep, design novelty and new players interest, it might be a good alternative to have the opportunity to play a more standard gameplay which revolves around player to player and self targeted interaction.Anyway, it is not like if all the other options regarding AoEs are gone and obviously the design of the new elite specs would still interact with AoEs. I mean, even the new build that would arise from the next elite specs would still largely be AoE oriented, since 2/3 of the trait specs will still take into account core mechanics.

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