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monpetit.9764

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  1. I've always seen the skyscale as a helicopter and a griffon to a plane. If I need to cover long straight distances, I'll hop on the griffon for that bit since it does feature far more speed, and almost endless airtime as opposed to the skyscale. You may never see players use the griffon for that squeeze of speed, but it's definitely there if you want it.
  2. I wonder what the development time with dungeons vs open world content is; I imagine the former is faster, but maybe not if you want to make a bunch of new animations, particle effects, and other mechanics for the dungeon. Obviously geometry will be easier, and maybe this would allow ANet to pump out new content more consistently in general. Although the main theme of the game has been for many years more open world content alongside living stories, many players that stay with the game have never felt this was a grabbing point for them, and only trudged through open world to get achievements and items they want. It would be fantastic to see ANet take dungeons as the general new style of reoccurring content, and also the performance in open world can be a challenge for the games engine as a whole, even with the drastic improvement from DX11. In return, it would be interesting to add more content to the already existing open world, new achievement tracks, skins, etc to compliment the dungeon's theme/where it's located, and in turn this content won't neglect the BnB of GW2's exploration style of gameplay.
  3. I've actually had a hard time understanding the dislike for underwater combat. Maybe it's the chaotic targeting that takes place when you suddenly have 3D flying controls, and arguably a lot of skills feel very fluff. Mostly being an enhanced version of your auto-attack with some boons or condis as caviats; I have a great time with thief and ele underwater on the top of my head with that statement though. Perhaps if a lot of the skills just had some new ideas or post-2012 style of development thrown at it, people would be willing to give it another chance. I think the opposing issue is land combat is just so superior people don't have the patience for it. Maybe a finer idea for new UW combat would be to make it more like a bullet hell, allowing for more to have your mind have fun with. UW combat can be a grudge where it feels like you're only doing the act of attacking bullet sponges, with a hard discern to tell when AoEs are going to hit, or even understanding attack ranges. More visual conveyance could be used here for the better I think. I've also been really hopeful for aerial combat, giving GW2 that land air and sea combat as one of it's grabbing points to play, but, the years have indeed passed for that one. qq
  4. There is no company like ANet, for all their quirky priorities on what they think GW2 should be updated with, I don't think I can trust a single developer in the MMO landscape to even remotely understand the game at all. GW2 is very unique and still standing for a good reason.
  5. Weaver Sword, Earth 2 seems to freeze the game for the moment it's loading it's textures/animations - does not occur on DX9 *With low textures the stuttering/freezing stops, probably my hardware in the end. Don't have a more powerful PC to test ATM. (Nvidia 1050M 4G) **Discovered setting textures on low removes any stutter/hitching during this skill and also maybe relevant during other things in game. Perhaps a bandwidth issue with my GPU memory in DX11?
  6. Definitely my favorite out of the three, will probably roll Guardian in the expac a lot, lot more now. ~couple ideas/general feedback~ Perhaps give a combo field trait so we can do something else besides condi clear with our fields I think would be pretty interesting idea, would probably really complement this spec's DPS overall. Reversal of fortune could maybe use some modifications, I'm not really sure. Using the virtues to distance and use it is a reliable safe way to also get a hit with it active, maybe it would be more interesting if we can cancel the blocking animation into another movement ability for the cost of a whole cooldown of the skill - often times the heal power of the skill might not be enough, opting for distance instead. All virtues and utility skills with that whacky movement could maybe use some ability to be animation canceled if that isn't too much, perhaps it is in the developer teams opinions, I'm not sure how that idea is generally accepted. I'm not sure if I would prefer the spinning kick-aoe ability to not track opponents, I would like it to also be a consistent get out tool if needed, even though it doesn't go that far/isn't quite that fast, it's something. Also my feelings on it tracking in PVP feels somewhat cheap tbh. I was having a hard time finding more sustain in the class, without opting out of the virtue trait line, mixing as much aegis uptime as I can maybe muster to afford being able to do the animations and take less damage, as I feel most of the commitment to the classes skills are it's challenge. Maybe a trait that allows one more aegis after successful hits would be really fitting for the class, although maybe easily abused with quickness, and the riposte utility skill (I think?) The ultimate gives no boons? Doesn't have to be stab, quickness or fury maybe? Virtue 3 isn't a combo field although it clearly looks like one lol? Maybe fire? The virtue trait messing with the passives/or maybe not to be said passives, and most things that mess with virtue passives that supposedly don't exist anymore(?) need more clarification on the descriptions of skills/traits during these synergies IMO
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