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perilisk.1874

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Posts posted by perilisk.1874

  1. @"MetalGirl.2370" said:That's what Anet wants you and people like you to think. It's obviously completely linked to it. Why else would they add that text if it wasn't ...

    "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. @"Payne.1250" said:I agree with the OPAnd I would say, the Recovered charr "artefact" need a rework of his loot table, maybe add an "uncommon" rarity line with possibly mystic coins, T6 mat, amalgamated gemstones, idk ...Right now it's probably ;99,8999% one yellow0,1% one of the 5 weapons0,00009 Visage of the Khan-Ur0,00001% InfusionHorrible reward design for a daily box who needs 4 meta events

    Good reward design for me -- I just sell the keys, and let other people play Fashion Wars lottery.

  4. @MikeG.6389 said:

    @"perilisk.1874" said: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".

    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. @Grinz.4560 said:In Guild Wars i was doing The Fissure of Woe, Gate of Anguish and The Underworld in my Alliance or Guild, when we were not in any Dungeon. But in Guild Wars 2 most Player in my Guild do not even play together anymore, because there is no new Guild Content for us...

    Arena Net´s Roadmap for this Game is way to slow for Guild, Group and Singleplayer Content!

    P.s.: GW2 Storyline is bad…, like boring…, or lame!

    Under the influence system, all content was guild content. Ditching it was a big mistake.

  6. @Bander.5194 said:Jormag is the dragon of persuasion, so it makes sense to me that they would want to 'recruit' the Commander if possible before outright trying to destroy them.

    ! I don't think the Commander or anyone in Dragon's Watch has connected these strange happenings with Jormag, yet, though, aside from knowing that Bangar has now implicated the dragon in his own plan for power.

    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. @"Ayrilana.1396" said:And as a result the rewards that probably would have been available from them are locked behind RNG.

    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".

  9. @"Ulyssean.1709" said:It's been 4 months since Dragonfall was released.They said they can do a 2 month release scheduleBound By Blood has very little content.So hopefully it is done and will be releasing next week.

    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".

  10. 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 skills
    • A life-force mechanic powered when it hits with certain skills or when anything dies
    • A death-shroud mini-phase when the bar charges, where the boss takes no health damage, and taking damage or using its skills ends the phase
    • Lots of boon hate, condis, and health steal, especially via adds
    • Powerful corruption abilities that also temporarily make it vulnerable in certain ways
    • A core phase where it delivers loads of conditions and spreads them with epidemic
    • A reaper phase where it does a lot of cleave and boons and uses shouts that chill the whole arena
    • A scourge phase with loads of pulsing red rings of death, and where it grants barrier to the adds and itself

    General 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?

  11. 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.

  12. @Wanze.8410 said:

    @Gop.8713 said:EDIT: I guess it may be worthwhile to stockpile a few stacks just to wait and see what new eps bring, but any way you look at it there is going to be a point where you're hoping not to get chilis . . .

    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.

  13. @Psientist.6437 said:I hope Bangar doesn't become a version of Balthazar, willing to destroy Tyria if they can't get their way. There are many directions to take him besides that one.

    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.

  14. 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.

  15. @Tukaram.8256 said:I was disappointed that it was the same critter we already fought in the story. One jumping puzzle, and one recycled boss hardly seems like any kind of mission, honestly.

    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.

    1. 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?

    2. The use of camera tricks, rather than pure cutscenes, was new. Is it something we'll see a lot more of going forward?

    3. 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.

    4. 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?

    5. What's your favorite legion?

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