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perilisk.1874

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Everything posted by perilisk.1874

  1. "My something went to something and all I got was this lousy T-shirt" is a fairly well-known shirt slogan. Also probably alludes to the (relative) worthlessness of the reward. Meaning, you need to get super-rare items worth thousands of gold to get a reward that you can buy outright for 5g and some peppers.
  2. DH is decent at just shredding groups of enemies without much complex rotation, and has some good CC options. As long as you're good on active defense, you can pretty much stroll through basic PvE content. FB has good support abilities, though it can also be built as DPS. It's a little more complicated to play, since your profession skills each give you access to 5 other skills, rather that just being a single skill. Hero points aren't that hard to come by, though, seriously. Especially if you find an HP train (for HoT -- they are mostly soloable in PoF), you can easily get them both and just swap as need be. Also, remember that you can basically buy hero points in WvW using Testimony of Heroics (from rank up, skirmish chests, and reward tracks).
  3. Good reward design for me -- I just sell the keys, and let other people play Fashion Wars lottery.
  4. Simple: just look at the stall that may happen at various stages of the Doomlore event as the mechanic. Using the LFG to move to a working instance is a special skill... Doomlore is training for WvW, like Strike Missions are for raids. It teaches you to find the one pixel in eight square miles of red circles you can stand on.
  5. Under the influence system, all content was guild content. Ditching it was a big mistake.
  6. So Bangar is seeking Jormag, and strange ice storms are interfering with their ability to follow him. Is the Commander a total moron? Actually, don't answer that. Well, the good news is that we could probably just find an alternate path to catch up with Bangar. Maybe there are some abandoned Dwarven ruins that could let us pass under the mountain and the storms. Probably minimal chance that they delved too deep and unearthed a giant destroyer or something.
  7. I like GW2's action combat, free exploration, and OW aspects. But I feel like it's instanced group combat falls short of GW1 in some respects. I feel like the perfect synthesis would have been to use the fixed primary and swappable secondary profession concept, but with the "primary" as a set of racial abilities balanced around OW play (and not usable in elite or PvP content), while the swappable secondary is the "profession" stuff that is more specialized and role-based, for instance. Every character would have access to every profession, so there would be less need to water them down or worry about whether they have a role in this or that content. But either way, PvE encounters in GW1 were just much better designed to show off their mechanics and build system. If you can press 1 and dodge, you've basically mastered all but the most elite GW2 combat. It's telling that pretty much all of the most interesting events and challenges involve completely discarding their build system entirely for a transformation or mastery.
  8. Well -- obvious question: were there some specific real-world bands that were used as inspiration for ML?
  9. No, the pepper vendor has both the standard volatile magic stuff (node, shipments, legendary tributes, portal scrolls -- no karma/XP, since there isn't much combat) in addition to the heart stuff. It's more like dragonfall, in that services are locked behind one-time achievements, rather than locking it behind completing a heart, every day, every character, which people complain about. I liked the new approach, myself. If the only purpose of hearts is to let people know "hey, events pop here" -- well, the map design does a fairly decent job, but you could maybe throw a map icon down that says something along those lines. Maybe color code it "green: event is happening; yellow: event will eventually happen; red: event is blocked until some condition is met".
  10. It has as much content as any other episode, really. Quite a bit more than some (cough, Kourna, cough). There's also the question of quality -- with the exception of Doomlore and some throwaway champs, nearly every DE has special mechanics that are much more than just "kill endless waves of enemies and then a champ, yawn".
  11. It would be nice to fight bosses that doesn't so much use gimmicks as they use souped up versions of normal player mechanics. Say, a necro boss Overpowered minion summoning skillsA life-force mechanic powered when it hits with certain skills or when anything diesA death-shroud mini-phase when the bar charges, where the boss takes no health damage, and taking damage or using its skills ends the phaseLots of boon hate, condis, and health steal, especially via addsPowerful corruption abilities that also temporarily make it vulnerable in certain waysA core phase where it delivers loads of conditions and spreads them with epidemicA reaper phase where it does a lot of cleave and boons and uses shouts that chill the whole arenaA scourge phase with loads of pulsing red rings of death, and where it grants barrier to the adds and itselfGeneral concept is, what if a player had every trait, overpowered skills on short cooldowns, and a giant boss health bar, but it was 10 on 1?
  12. Mostly, I'd just like some mechanical changes. A lot of things have been added parallel to the main gameplay, but the actual combat hasn't evolved much. I'd like to see them do something with the combo system to make it a more meaningful part of group gameplay. I'd like to see an overhaul to the attributes so that effects are scaled to only one attribute, and toughness is more useful. I'd like to see a smart aggro management system (not the ridiculous raid one) and other tanking mechanics. I'd like to see a return to the counter-based gameplay of GW1 (possibly by replacing RNG criticals with more conditional "criticals"), so that the best builds will at least vary by encounter and require reaction rather than rotation. Might be pie in the sky, but I'd like to see (unlimited) profession swapping, so they can worry less about balancing 9 jack-of-all-trade professions and feel free to focus them more on certain roles.
  13. Could be that the chilis aren’t much of a currency in future. If you consider that the map is just a prologue, in their words, and there’s not much risk/danger involved in accumulating them on this map, maybe they’re just a currency for this local map’s collectibles. My theory is the complete opposite. I think they already mentioned that not every episode will have a new map but just expand the current map. So its likely that they may introduce more rewards for chilis in the future. If that will be the case, plenty of players would be miffed, if they started consuming their chilis for VM because they thought they already got all the rewards they want with them.I think the Shiverpeaks map will be separate, but there is a blocked off gate near the Ooze pit that would make it pretty feasible to expand Grothmar southward.
  14. I did it a couple of weeks ago. It was the time TTS had on their calendar (Second meta after reset on saturday night, but I don't know if it varies.)
  15. Bangar might think this is his plan, but it seems clear that it's actually Jormag's. The fact that the weather is preventing us from following him means the dragon or one of its champions or followers wants Bangar to come, and for the Commander not to follow. Whether he's being magically influenced, or just manipulated the normal way, is not clear. I think the Icebrood artifact was a good find that suggests the former.
  16. I just randomly got a node drop from somewhere. I pretty much never get any good drops, so I wonder if it's less rare than it's supposed to be. Actually, it's pretty weird that it drops at all.
  17. I kinda wish they would transition DEs in new maps to use a Reward Track mechanism more like WvW/PvP, such that most of the rewards come from the track. Let events contribute differing amounts (e.g. a difficult boss event should contribute more than a minor solo DE), in addition to scaling it to participation. Let the map dailies and map completion give reward track progress. And show it in place of the XP bar when there is no mastery track selected, as a motivational thing -- no one cares when they're going to get their 10,000th spirit shard, but if the track rewards are decent, it might be worth watching.
  18. Dawn? Man, I've never seen that drop. Some players have all the luck.
  19. If it's like other mounts, for some reason it only happens if you have the default mount skin. Otherwise, the mount spawns with the default skin until the proper mount skin loads. So, it technically has a solution, but it's a pretty pricey one.
  20. What I've noticed is that, when you switch maps, any previously fixed stompers show as broken (even though they are still checked off). You can use them and trigger the mini event, but it doesn't actually switch to repaired.
  21. Where exactly are the targets for the fireworks, anyway?
  22. I think that's kind of the idea, though. The story teaches you mechanics in a fight that is easy to solo, then the mission is supposed to have you execute them in a more challenging, group-balanced version of the fight. I don't think the implementation quite lived up to the idea, though -- it was basically just a stack and spank fight, and my scrub self could (and did) easily eat a shockwave or two on a zerk guardian.
  23. There isn't much to the first story instance, though -- walk and listen. You can do most of it on autopilot while you're doing something else. The little fight at the end is trivial and no more flashy than the map itself.
  24. Great job on creating a slowly building sense of menace toward the end that felt much more real and ugly than the more cartoonish villainy that we've faced so far. How far do you think you can take it before it starts to clash with the overall heroic fantasy feel of the game? The use of camera tricks, rather than pure cutscenes, was new. Is it something we'll see a lot more of going forward? Any reason that the episode was called "prologue", and not "episode 1"? Other than maybe a mastery, it seemed to have most of what you would expect from an episode, and definitely wasn't short on content. The events were great fun, and I didn't remotely miss having hearts. Will the Icebrood Saga maps focus on more, and more unique, events instead of hearts? What's your favorite legion?
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