Jump to content
  • Sign Up

Aleksander Suburb.4287

Members
  • Posts

    136
  • Joined

  • Last visited

Everything posted by Aleksander Suburb.4287

  1. About end of dragons: --: Cyberpunk setting and jade technology everywhere ---: No Kurzick, No Luxon +: Shing Jea was a nice start, but the ugly green tones are everywhere. And then in the middle of the map, something like a city with a 10 metres high jade-tech fence like a jade-tech jurassic park. 🙄 +: Kaineng was not so overloaded with jade technology as I thought by the trailer. Still find one/two nice areas. --: arborstone has a very nice cathedral ... and ... it is empty without the void 🤯. Was there something other nice? Right a wonderful junkyard 🤢 -: Jade Sea: My last hope and a place I was looking forwar to seeing it. Overall a nice, wonderful landscape ... but ... omg a giant earth auger 😕. Then finally a bit of the "jade sea" but fights everywhere. Everywhere is the void. Can't really enjoy my trip here. And the flying laser ufo turtles are just crap. ---: Everybody of the (brotherhood) is wearing a laser gun. No problem for my prehistoric bow!!! 😓 ++: Fishing is surprising nice designed. And I use it often when taimi and co are in there endless monologues. Maybe that is my fault, why I couldn't understand some parts of the story. For example I never noticed, when the speaker and the (brotherhood) joined our fight against the void... 😩 -: The story is not my favorite (you know jade-tech and the stuff). You've have to use the kitten ugly jade bot so many times. I would throw it in the beautiful arborstone junkyard. The villa of joon was just annoying. I could stop to puke all over my unleashed pet 🤮. Then I have to restart this mission 4 times beacuse of bugs. It was one of the better stories of guild wars 2, but in the maps there was often the feeling of "why does people invest so much to work into ruining a map" 😵 ---: jade-bot: Just a great a idea for a cyberpunk game. --: Elite specializations: I played ranger. Half the story I played soul beast. Other hald I played untamed with just a hammer (unleashed pet) and fervent force. It was great, but I know that fervent force is just too unbalanced and it will be nerfed into the ground. Unfortunately it is the only good thing about this class. 🤬 Nice ideas for the wrong game and setting. High graded art style with mistakes that destroys the whole atmosphere. So I decided to leave gw2. Maybe I will reinstall good, old guild wars. The graphic is twenty years old, but the design is consistent and don't need 200 half-baked ideas to be interesting. 🥺
  2. I play untamed with 1 pet, always in untame pet mode and just hammer. Using traps and fervent force for cooldown reduction. Activating traps all the time, pushing F1, F2, F3 all the time and hit with hammer on reloading traps. So many aoe condi damage and interruption and easy to play ... it's like a facerolling elementalist 😜
  3. The new Cyberpunk-Trailer looks really great ... but what is about a new trailer of guild wars 2? Haven't found it yet. 😒
  4. That is a good mechanic, too. In this case, the ambus-pet skills must be a bit stronger.
  5. I always disliked the steam tanks, submarines, cyberpunk lasers and flashy lights, roboter golems, in-ear smartphones and this stuff. The new flying-laser ufo called a siege turtle is just terrible. And now it seems that there is a lot of this stuff in my favorite gw-continent. That feels really disappointing. 😞
  6. Can I just hatch my turle and leave it without some ugly pilot seat transforming it to an cyberpunk laser ufo?
  7. In unleashed Ranger mode: - forget about pet F-skills - F1 attack my target + archetype pet attack with disabling skill (daze, knock down, stun) - F2 ordinary pet F2 skill - F3 return to me + pet archetype support cry at Rangers position (stability, protection, quickness, resolution, resistance) In unleashed pet mode: - F1 venemous outburst + attack my target. On reload, just attack my target. - F2 just rending vines. - F3 enveloping haze + return to me. On reload just return to me.
  8. Yes, a bright frame around all skills for unleashed mode and a single (red?) frame around the first skill to show the ambush skill is ready
  9. I said in tha last beta, that the hammer skills should be mixed with an if-clause. All skills in the form of "If you hit disabled enemy then ... else disable/cc enemy"
  10. You can just switch to long bow, fire your barrage, switch to unleashed and fire your ambush ... The weapon switch has nothing to do with the small ambush time window
  11. Yeah, that is the point. Mixing Attack and a pet attack skill is easy, but the return key mixed with a pet attack skill is underwhelming. The best solution would be, that every pet gets a support skill in its set, so with F3 the pet would return and use the support skill. But we all know, that this is too much developing with all the different pets and that will never happens. Another idea could be: that a leashed pet with F3 come back and use a support or aoefield, that depends on its pet archetype: Stout (protection and barrier aoe), Deadly (increased expertise and poison field), Versatile (superspeed and vigor), Ferocious (fury and quickness aoe), Supportive (regeneration and waterfield)
  12. What do you thing about the pet control? Should it be like now? Should it be like the other e-specs and switch pet skills to F6/F7? Forget about additional skills and mix pet control and pet skills together? Or do you have other ideas? I would vote for mixing pet skills and pet control. But additionally I would F3 change to teleport to ranger and use projectile shield then. The disadvantage of mixing the control and pet skills is, that many pet skills on F3 would be attacks, that are not useful with a return-command. So maybe in this cases the pet should attack first and come back then, related to the petskill
  13. My first impressions ++ Fast switching between the unleashed states feels so much better! Now I have more control in which state I want to be. + You also get strong effect by the traits. Healing for disabling is pretty cool with leashed hammer (for me it is the hammer trait). + The ambush skills are pretty cool. There are some bugs (interrupting hammer ambush with pusing 1 again, area-targeting with shortbow O.o?) Some skills are a bit dissapointing (small and slow leap on one-hand-sword), but they are really cool. - In unleashed pet mode there is no "beast-skill", so the pet could become just weaker with wrong traits. - we need a visual effect for unleashed pet/unleashed ranger mode. And no stupid stink cloud. Just a green frame around all skills in unleashed ranger or something. In addition it would be cool, if we get a nice visual effect for ambush ready (not a little boon-icon). Maybe a circle or something around the autoattack. -- Pet control is really bad. Use the standard keys for attack and return. You can use additionally keys for the other pet skills that nobody uses. In unleashed mode the F1 should be the teleport + attack my target. F3 should be the return + teleport to ranger + projectile shield. So there you don't need additional skills. The unleashed F1 teleport is a really help for the pet to hit something, but I often activate it, while the pet is out of range... that is really stupid. I also activated it, while pet is dead and it goes to reload. + The unleashed pet skills are cool and feels pretty strong. The whole class doesn't feel like a beastmaster class, but it is the direction to it. -- The hammer (especially the unleashed version) feels very uninspired, clunky and a bit disapointing. Sometimes I think it is better to remove the unleash skills of the hammer, because I will use hammer for CC and it is too complicate to remember which skill on which key in which unleash state. In addition the unleashed hammer is only strong if there is another player disabling everyone. - cantrips just feels disappointing. If the additional boons would be for group support, it could be useful for zergs. But in this state I tested them and then changed to traps (they are also in a bad state, but with disabling hammer they're cool). All in all the untamed ranger feels much stronger and useful, but I think it is beacuase of the many skills (just the elemenalist-rolling-face-over-keyboard-effect). There is much more survivability and a bit more mobility in the hammer skills, that feels much better than previous beta. But its complexity just feels like "I don't know what I do, but pushing all keys seems to help". => Less complexity and more precision
  14. That is indeed a problem. But as I understand, the ambush skill will only appear after switching to unleashed mode and not while staying in this mode. So there is no accidentally activating of this skill.
  15. I think that is a really good idea. Fewer different skills, but better and changing with different pet(types) for different playstyles. I will dislike the F6, F7 for pet control. I use attack and come back often in a fight and then remembering which elite specialization I play and which keys I have to push. The I will prefer a changing leahes/unleashed pet F2 skill
  16. I must test it, but to me it seems that there are already too much luck factors especially in combination with the pet (hitting dazed enemies, blast skill for pet) My prophecy: after release some guys do some strong, lucky combinations. Every strike hits, enemy was dazed every time you hit with unleashed hammer and the pet is luckily on right position. The result of these lucky hits is nerfing the whole class (too much dmg!!) and you can't play untamed in competitive game. The ambush skills will be very funny. This would be a better class mechanic than the ai pet. I hope the extra boons on the cantrip skills are also for nearby allies. Otherwise there would be no chance for untamed as a wvw zerg class.
  17. I think you are wrong. And now I repeat some arguments (again and again): I'm using the confused emote personally, and I have talked with a few others who also do the same. A disagree button doesn't have to mean down voting. We briefly had one on the old forum and all it did was put a little 'thumb down' symbol below the post, like the current reactions. It didn't move it or hide it, just showed that at some point in time some anonymous person hadn't liked it.
  18. Yeah it is a really cool cape and quiver, but it is really strange to dye. The head of the quiver and the edge of the cape is always metallic shining. I can use the darkest colors on it, and it is metallic green or blue. This is a bit dissapointing on this set.
  19. Yeah remove the deldrimor stoneskin infusion effect, too. Especially if this infusion is on the legendary trinkets 😞
  20. No skills should be affected. Hammer skills should be "if disabled => damage/condi/boons else disableskills" the whole concept of leash/unleash, pet switch, weapon switch is just too uncoordinated. Especially if your unleash hammer skills depends on disables of your uncoordinated, random pet.
  21. Sorry, but I can't agree with this. It is just too much key management. 9 profession skill keys, 10 skill keys, additional keys for mount, switch weapon etc. And you must coordinate all this keys in a fight.
  22. Can you add a poll to this thread? 1. Redo the whole espec 2. Keep the idea, but redo all skills/traits 3. just improve the skills 4. All is fine I vote for 2 😉
  23. For pet control: 1. Combine the "attack my target" with the f1 skill of leashed/unleashed pet. (Edit to clarify) If F1 is on cooldown, it is just an "attack my target". 2. (Edit to clarify) F3-skill a. pet unleashed mode: F3 is a teleport back to ranger and then use your projectile shield. b. pet leashed mode: F3 is not the pet skill anymore. The pet will really fast run back to you and cast a combo field and maybe some group buffs. The combo fields and buffs can depend on the pet archetype. c. On reload of F3: pet will run back to you really fast. 3. Improve the f2 and the other pet skills of bad pets. For hammerskills: 1. Combine the leashed and unleashed skills of the hammer with an if-statement. If target is disabled then damage (or other effects) else disable skill (knockdown, daze, stun). 2. Add a gap closer or at least some distance hammers kills (for example to hit something on a wall in wvw). (edit) The ranger strikes the ground and in target area rocks are rising or a rock rises below the ranger and throws him towards the enemy. For cantrips: 1. Add synergies with pet or group members to the cantrips. (maybe with trait) 2. Change the random exploding spores. Fix the nature's binding, that it hit something. Add break stun to mutate conditions. 3. Change heal skill to something useful. For switching mechanic: There are three mechanics, that are really complex. Switching pet, switching weapon, switching leashed/unleashed and have changes on the hammer. Just 1 weapon or (edit) one pet. That seems to be a fair deal to a good improvement of the other stuff. And it decrease the complexity of the different mechanics. For the damage: To balance the damage it needs something that improves damage VS single targets and decreases damage VS 5 targets. Otherwise this class will get nerfs in wvw. But I've no idea about the traits. Edit: - changed the reducing to 1 pet and 1 weapon to 1 pet or 1 pet, because the complexity of the hammer (unleash/leashed mode) is already reduced in complexity. - clarified the function of the F3 - clarified a possible hammer distance skill.
  24. Or give the hammer an if-statement. If hitted opponent is disabled => damage, else knockdown or stun or daze or something else.
  25. If you want, that mech will get nerfed in no time 🙂
×
×
  • Create New...