Jump to content
  • Sign Up

Mithos.9023

Members
  • Posts

    90
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Mithos.9023's Achievements

  1. Fishing has several problems that would need to be addressed in my opinion. The most important one is „fishing stacks“. This alone sets back fishing down more than anything else. It feels like you either go fishing or play GW2. There is no in between. You want the stacks as high as possible, because otherwise it is not worth it. But this takes ages and any interaction with the game deletes all the effort. Want to participate in a meta event on the same map, better pass on it you would loose your stacks. Server closing, you loose your stacks. It feels really frustrating. You can forage anything just passing by, but why needs fishing to be so different? I don't get it? It just takes away from it. Second is the skiff in my opinion. The skiff is a downgrade compared to skimmer in any situation. If I had the choice I would use skimmer to get from fishing hole to fishing hole, just because the skiff sucks hard. It is so incredibly clunky. Not to mention the “You cannot anchor a skiff while moving” garbage. Just let the skiff stop automatically once the anchor is pressed. The message is just infuriating and doesen't add anything of value beside beeing annoing. Fishing is just to much of a time investment, with the stacks I would even call it a parasitic design as it doesn't blend in with the rest of the game.
  2. I can't express how much I don't want to see the old mantras back on mesmer. They are so tedious. If we have to precast them now they will again vanish from my bar permanently. I don't know why they have to get pre charging mechanic back, it is so unfun. The effect for pre charging was never worth it for the huge amount of time it took. It only made them annoying to use because you had to charge them at any interaction with the game again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again. What is fun about this? Why do I have to need to waste so much time for them? This is just a huge step backwards. If the current mantras are not strong enough please do any other change, then taking away the tremendous qol they have now. I mean they even state it in the summary: “First, recasting all your mantras after changing maps or dying wasn't a particularly fun experience“ It is not different for mesmer. Why would you not want to have them prepared before combat? I bet the coming effects for pre casting will not be worth it either, for the tremendous amount of time you waste, especially if you use more than one mantra at a time. I mean there is a easy middle ground as solution: Have the mantras be prepared at all times like guardian. If you use up all your charges they go on a full cooldown without regeneration of the single charges, while in combat. If on charge needs 10 seconds for regeneration and you would have 3 charges, this would mean, after using them all they would be unavailable for 30 seconds. But you get a flip over skill that gives you the option to immediately get all your charges back, which would be the current preparations. This would give you an option, take the risk of the long charge but get an additional benefit. Or wait out the prolonged cooldown until your charges are back naturally.
  3. Complex is relative. Currently, you have one element with picking up a second weapon that can add quite a lot of complexity into any rotation. But with more ease of access it may play out nice as well. But I get what you mean, especially if more than one conjure skill would be in use. That is true, but I would take any small increase in complexity if the skills would actually be fun to use. I also don’t think that any nerf would outright be needed. I mean, you can use the conjures for 30s now already, but in reality, they end up being thrown away within seconds after a single skill or two. They are already in a state, were it is not beneficial to hold on it as long as possible, as many skills are not good enough to warrant it. That would not change with my suggestion. So, they might be already in quite a balanced state. They might even need some change to actually support a defined role. About uptime, the times were of course just a suggestion and the cooldown can be adjusted accordingly. But think about that, if you pick up your second conjure now you can have them for ~ 59s, so you can have nearly 100% uptime now. If it’s not “stolen” of course. So, my suggestion would even reduce this to already to 66%. Isn’t that enough downtime? I suggested 40s as middle ground, to alleviate the lost second weapon. This would already be a drawback. I can’t say anything about the emotes, but I have a feeling that many don’t like the current iteration, as seen from the many previous post. So, any argument not in favour fo change might not be seen in a good light. Just a hunch so. But out of curiosity, do you like how the conjures are now? Edit: spelling
  4. I would like to present a mostly quality of life update for conjure weapons. For me, they are the skill type that defines the elementalist, just as banners are a crucial part of the class identity of warrior for example. Still most of the time I do not want to have them on my skill bar, as they simply fell awful to use. Therefore, first a small analysis, then the idea. From Arenanets’ point of view, as I remember them say, they want conjures to have the following abilities: Shareable with others and being limited for the elementalist to avoid one conjure used permanently to be the optimal way to play elementalist. They should be more of an addition to fill a role for a short amount of time that your locked weapon could not perform. Why I don’t like the conjures comes down to several points. And from my experience and the suggestions in the past many share these pain points. One of the biggest down points for me is that you lose access to the conjure the moment you need your weapons back. This can leave you with no value at all and a 60s cooldown if the second weapon is no more an option either The second big point is that to get value out of the second weapon at all, you need to first reach it. A fixed point in a game that relays so much on moving is simply counterproductive and never feels like a good choice That you can take the second weapon at all, as its main point is to share it, has led to many frustrating situations in the past. While I have not been affected by this much I have read many posts of other frustrated about “their” weapons being stolen Long cast and animation time A more personal opinion, the rather underwhelming focus on some of them. For example, why has the ice bow a healing autoattack if the rest of the kit couldn’t be further away from healing? This simply degrades the weapon Now, my idea would be this: Casting a conjure would still cast a second weapon on the ground for others to use. This keeps the sharing experience. But I would change this conjure to be only able for other players to be picked up and not the elementalist. This would solve some issues, the anger about others steeling the weapon. And for oneself no longer needing to run around to fetch the second weapon, which is one major point in why they are seen as clunky. Now for the elementalist the conjure would become a flip over skill. This skill could be up for distinct time, 40s as example and functioning like a kit. So, if you need the weapons back, you can later use this flip over skill to get back into the bundle. With the skill being only available 40s and a cd of 60s we can fulfill Arenanets’ point of being not a permanent addition, but having some downtime. Still, 40s could allow for much more flexibility. That is basically all.
  5. I completely agree, the hammer 3 feels awful to use, as it forces an unfun play style. Either ignore them completely or focus entirely on them and rush through the elements as fast as you can. That just feels forced, as if the hammer does not work with itself. I like some of the suggestions here, but I have several ideas I would like to present as well: Overall, I would change the orbs in all suggestions to work like the revenants spinning hammers. I think that would overall make it more cohesive. First idea: Make the timer of the hammer 3 stack, for example up to 15 seconds, so that the timer is not refreshed but added each time an orb is cast. Then the orbs would be easier to juggle, and it would maybe not feel any more like you have to decide between using hammer 3 or the rest of the weapon. But even then, I think the timer could need a small update 6s or 7s. Second idea: Let's integrate the orbs into the class mechanic of catalyst. I would add it to one of Adept traits to gain an orb based on your current element when entering combat. That way, we would have a new option to gain the orbs outside of hammer only. As well as add to one of the grand master traits, the option to gain an orb on the switch of an element with some kind of cd. That way hammer could theoretically gain 3 orbs up rather fast and other weapons had a chance to gain them as well. Now you could only choose to use grand finale on hammer, therefore I like the idea to move the jade sphere to hammer 3 and move grand finale to F5. This change could theroreticlly integrate together with my first idea of stacking orb time. Last idea and my true favourite: I think we also could work over the energy system as well, as currently it only functions to frustrate players. There is no gain in having it. My idea would be to change it a little in the way of GW1. You have 100 energy now and a permanent regeneration level of +4. Your new F5 now is a skill [Placeholder] that need activation and gives you -1 regeneration and would cast a single orb. As long as the skill is not cancelled, the orb stays up. You could use hammer skills or traits as above to add more orbs to it. Each orb would again decrease energy regeneration by 1. So, with four orbs as maximum and the base degeneration of the skill, you would end up with -5. If you hit 0 energy, the skill ends. Or you could forcefully end it with a grand finale. This could be a flip over on F5. Hammer sills would then only add orbs, but would need an additional effect, as these skills would be worthless unless you have [Placeholder] active. Now what about the jade sphere? First, I thought about an F6, which could work, but while writing I had another idea. I would add them to the arguments. Each jade sphere is activated together with its corresponding augment. Augments would cost energy now, but would have lower recharge to accommodate for the energy use. To have more choice to redeploy the fields, I would change the augments/jade spheres to be castable even when on cooldown, but with one condition. When the argument is on cooldown, only the field is generated and the energy cost would be calculated as Overcast. As an example, if the fire augment Relentless Fire costs 25 energy, casting it while on cooldown would reduce your maximum 100 energy by 25 to a maximum of 75. This effect would wear off slowly while in combat. So, you pay a price for relocating your field by crippling your maximum energy, but gain the option to have the jade sphere effect multiple times. Balance could be achieved with different energy costs according to the effect. As the air jade sphere with quickness is regarded as the most potent one, it would have a higher cost. And last and not least, please add a proper energy bar!! The current version under F5 is terrible on all accounts. There is literally nothing good about having it that small.
  6. Tested it again, while better after 5 Minutes my thoughts were again: I am so what of not using this spec ever. Especially, the Hammer is extremely clunky and unfun to use. Nothing flows well together. Worst are the #3 skills, they give you this feeling of having to rotate as fast as possible through the hammer just to get the buffs of the skills up. This kills the fun and the flow of the hammer. Especially as often you simply lose them. As others said, the switch over skill on #3 needs a little delay. I think if this spec must have energy as mechanic, let us use it for the #3 skill. Make them an upkeep like the revenant whirling hammers. Once activated it drains energy and every time you attune to a new element, a new orb is added. That would help to take out the pressure from these skills to switch so fast and ruining any form flow. Or at least increase the time from the orbs a lot to 10-15s. 5s is just outright terrible.
  7. I had nearly the same idea. It is such a bummer that the spheres are on the hammer and not the class mechanic. I would have made them a little different, but I like this idea as well. I would have made them long-lasting, maybe infinite lasting while in combat but with low impact. You generate them while attunment swapping. The energy system that is currently on the F5 would then power up the spheres. So the more energy you collect while in fight the stronger the spheres become. The F5 would then shoot them on the enemies like the current hammer skill. For the wells, I had the same idea, they seem to fit much better on the hammer than on the F5. Over all, I am not impressed by the Catalyst. I have the same problems with this spec as most other as well. I found nearly no use for the F5. In a game that sets so much on active and fluid combat, stationary fighting will always lose and feel out of place. It simply doesn't fit to the combat system. I am certain that I will stay on weaver, as I can't find anything fun in this elite spec. I mean, so many have complained about the sluggish gameplay on elementalist, like the summoning weapons that are so slow clunky and unfun to use yet somehow mandatory. And now this elite hits the same wound again, slow and sluggish.
  8. If there is something I would like to see it would be a flying map above the ground of tyria. Something with floating islands, rocks, airships and a lot of verticality. A map without any kind of ground. Maybe just have clouds and a distant image of the tyrian landscape below and if you fall and miss maybe a timer to port back to a waypoint of this new map you are ported into one of the ground maps of Tyria at random.I think with skyscale, griffon and gliding we already have good tools at hand, but it definitely would need new mechanics to gain height and probably some ways for air battles too.I always think about skyward sword here for reference.
  9. That is something I thought about as well. Blinding Ashes is rather weak for a grand master as well.
  10. I cannot stress this enough how I don’t want to lose might on ele under any circumstances. I really felt the loss of the old Pyromancer's Puissance. The new one feels like I cripple myself instead of bringing anything worthwhile to the table. The old version was helpful in keeping up a solid baseline of might with a few combos here and there and you were up and running. Now it feels like I don’t have much might at all except if I build up for nothing but blast finishers. Another example is wvw backline elementalist. When you are with a dedicated group no problem but the moment you go in casually and don’t get a slot in the squad the old Pyromancer's Puissance helped keeping up might. Now this is missing direly. And I can’t find any value for the new trait. The damage is so neglectable, you have to look it up in the combat log or else you won’t recognize anything happening at all. In any solo play situation, you cripple yourself by reducing your might. And in groups it is utter useless. Just let somebody other do the stacking of might who doesn’t have such draw backs. And further what’s up with that wired interaction with fire overloads? Why does a core trait have an interaction with an elite spec skill? If it should interact with a mechanic solely from tempest put it in the corresponding trait line. There is no other trait in the entire game with such a wired mechanic. And for a good reason. If it is in the core trait lines it should work with all elite specs and not favor one over all others. This abomination needs to be looked at again. At least I can say that this trait will never be on any of my builds ever in its current form. I would suggest something more like this. As elementalist is still bound to combos a lot and those combos having lost a lot of impact since the beginning of the game it would at least be fair to have some traits interact with combo finishers. New Pyromancer's Puissance: Blast Finisher now generate 2 area stacks of might on any field.If you blast a fire field create an explosion dealing damage in a 480 range of impact. Damage is scales by the amount of might you have. +X% per 5 Might stacks. ICD 10sThis way blast finishers become more potent. Especially you could generate some might outside of fire and blasting fire fields.Could imagien something similar for burning ashes as this trait is rather weak as well. Have (blast)finishers apply bruning in any kind of from would probably help a lot.
  11. I have the exact same issue. I can only see the english forum when I am logged in. I posted in the reddit mega question thread and few others have experience this too.
  12. That you can't switch mining tools whikw in combat is actually due to a bug. It was discovered in the first months of gw2 that if would equip a mining tool mid combat it would only produce ruined materials. Anet locked switching tools as a result. Nothing dramatic.But for the discussion the problem that you stay in combat even after killing all mobs is something I have witnessed far to often.People have suggested that you should be able to mount up once while in combat to break these situations. But thinking back on the mining tools I wonder what this could possibly break.
  13. Mesmer has two Problems, first is how clones simply die when you kill your target. I certainly never understood why you were punished for winning a fight, by loosing your resources for your class mechanic. No other class has this problem. Warrior does not lose its adrenaline either when they kill a target, or does thief loos all its initiative when an enemy is defeated? NO. That is one of the reasons why Mesmer is so horrible to play in pve. No cleave and by fighting any group of mobs you have to constantly kite as killing one leaves you in a hard disadvantage without power for your shatters and most of your skills on cd. Second problem is of course wvw, you will not even get in the position for your clones to vanish as they are cleaved before you can kill anything anyway. I think the best would be if clones had a similar mechanic like the 95% dmg reduction in pve. I mean it was introduced for a reason. In wvw I think to have a balance of clone survivability and not being op would be if clones would only take full dmg form the target they are summoned with and by every player that actively targets them or the Mesmer. So, if you summon a clone and have player A as target, all abilities of player A will have full dmg effect on clones. So, if player A lays a lava font it will hit a clone normally if it touches it. If player B sets a lava font as well the clones will be unaffected, except if player B targets the clones/Mesmer. It would make sense as clones are illusions that are only in the head of the affected target. But then again that is the reason why clones disappear when the target dies, as the mind that is “tricked” is gone. So, we have to consider any change in this direction will affect pve as well and will make a solution to problem number one harder. I currently have no idea how to tackle problem one, but it needs a solution as it really feels awful that defeating an enemy puts you at so much disadvantage.
  14. I don't think that any kind of punishment will help with this issue. I think a restructuring of rewards will help far more. Because if you get punished for leaving, any kind of disconnect will be a problem even if it is not in your hand. Next point is, then going afk will be the next best tactic to avoid punishment. So overall the fights will not improve.My idea is the following:As example I will use the dragon arena from luna new year. Loosing a game means nothing here. You want the 10 wins. That is the aim. Any loose is a waste of time therefore it is best to leave to search for a more favorable match. It doesn't matter if you loose 480:500, and leave the game with 20 kills. Your effort still goes to waste. Even if you pull your wight, fight till the last minute it means nothing. And that is the underlying problem.Now my idea is instead of 10 wins change the achievement to 1000 victory points. Each match win will give you 100 points. So far not much changed. But you would also gain 10 points for each kill. Therefore, even if you loose, but you fought till the last second you might leave the place with more points than someone who was just thrown into the winning team last minute. This way the fight is the reward. Staying and fighting till the end will lead to the greatest reward. Positive effect of this is that leaches will more or less loose out on every game as staying afk will give you nothing. Also, it is far better than any participation system as for example in events. Once you did your one kill you get the gold medal and you can leave, not so here.As for the winters-day event for example you could give out more points for fulfilling objects. Like getting additional points for rescuing presents. For other activities I would suggest a similar achievement, but the achievement would give you the reward instead of winning. So instead of getting presents each win you would get a cumulative amount of presents once the achievement is filled. So with 1000 points achievement and 100 points per win you would get 10 times the reward for finishing the achievement compared to the old reward per win. Edit: fixed smal writing error
  15. This, so much this. As long as runes and sigils are bound to weapons the build templates will for eternity stay inflexible. Legendaries don't need features that separate them from ascended gear. The sooner we get rid of their extra functionality the better for the whole player base. For the same reason that legendaries don't have increased statts they should not include any form of functional upgrade. Unless a similar option would be available for ascended, which currently is not the case. Therefore, separating upgrades from items would be reasonable. Would still be inferior to a attribute/rune/sigil wardrobe, but at least it would be step in the right direction for templates.
×
×
  • Create New...