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ShadowKain.9410

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  1. The scepter auto-attack animation is just plain bad. It looks like your character is trying to do a Statue of Liberty impression/emote but the animation is bugged. Why not just use the standard scepter wave? At least *that* is a fluid, sensible animation. What we've got now genuinely just looks broken - like a "raise torch" animation that's bugged on loop. Would be a 15 minute change I'd make for free on a lunch break.
  2. Please for the love of of the Gods, update the Branded Skyscale to have colored flame-breath. Would be neat if this mean mofo had an electric/branded breath that colorized based off of dye channel #4. At the very *least* it makes no kitten sense why it doesn't have purple branded breath. This thing is so heavily branded its TEETH are brand crystals for Grenth's sake.
  3. You're far from alone here. I am *extremely* introverted and I, too, have social anxiety. The best way I have ever heard it explained to people that just seem to refuse to understand us is that extroverts recharge in the presence of people, introverts recharge in the absence of people. I enjoy playing MMO's because as was said, they have that certain something that RPG's lack and because I do enjoy socializing now and then but it drains my battery, not recharges it so I can only manage it in small doses. Outside of that I'm solo'ing 80-90% of the time. There's quite a few of us in this boat, but few people seem to give a shyte and Anet seems so obsessed with their views of how things should be that they're not going to give a shyte either
  4. I think maybe Animal Crossing and Farmville are more your speed. Have an issue with video game violence? Don't play video games that feature violence.
  5. I like this. Not sure they could implement a different reload speed with a gunner with the way they have it coded, but the 6/12 split would be an elegant solution for ammo, and then just disable the guns for the driver when a gunner is aboard, that way driver and gunner aren't competing for ammo.
  6. Turtle QoL Suggestions Re-work or tweak the ammunition mechanic. Increase the number of shots regained through Slam from a measly 20% to 1 shot per enemy hit. (The Slam attack is painfully slow as it is, and there is nothing fun as a gunner about sitting and spamming #1 or left-click waiting for another round to load. It's mind-numbingly boring and leads to players hopping on, firing a salvo and immediately hopping off rather than creating an opportunity for actual co-operative mounted gameplay.) Increase the ammunition count to 8 or 10. (Two barrels, 5 shots? Really? Not only is this simply not enough for the gunner to have any meaningful gameplay before boringly waiting for the slow trickle of ammo, the damage per shot is pathetic, requiring a full salvo to down a basic level 80 mob - and it's not as if the splash radius of the shots is large enough to justify this.) Change the ammunition recovery to increase when moving slowly rather than quickly. (It's supposed to be a siege turtle - mobile artillery - not a drive-by van. The mechanics of faster ammunition when moving at uncontrollable speed not only does not fit the theme of a turtle, it makes it harder for the gunner to do their job and makes it harder for the driver to do theirs - often careening off cliffs or into walls and objects that make it hard for the gunner to see.) Instead, allow the speed mechanic to affect both gunner and driver in different ways. Slower speed = faster ammo for sieging. Faster speed = increased momentum and damage from the Slam attack. This would create some fun counter-play between driver and gunner. Allow the driver to fire the cannons! Allow the driver to fire the cannons when lacking a gunner, either at a reduced ammo capacity or reduced rate of fire. (Currently only having the Slam skill is just downright boring AF, made worse by the ludicrous amount of drift and the mechanic of regaining ammo faster the faster you're moving. This extremely poor design choice forces the driver to do one of two things: 1.) Participate in combat using a slow and pathetic slam attack whilst face-tanking -or- 2.) Run around slamming and skidding into everything hoping that a gunner will hop on from time to time and fire off a salvo. Again, it's boring plain and simple.) (I was genuinely surprised when it turned out that the driver couldn't fire the cannons at all, considering the cannons move with camera facing and will aim at the driver's target if lacking a gunner. The animation groundwork is already in place.) Alternatively, split combat and defense mechanics between driver and gunner. (If going this route, give the driver access to all defense and mobility skills, leaving the basic Slam as its only attack. This would at least offer some justification for choosing to face-tank and Slam if the driver had access to Hunker Down to mitigate some damage and Overdrive to get out of Dodge when things start getting dicey. Not to mention it's simply annoying to have a gunner randomly pop Overdrive when they're not the one steering.) Reduce the amount of drift. (We get it, big funny turtle goes "skrrrt". Amusing for the first few times, an annoying hindrance forever after.) Increase the walking speed. (Again we get it, big funny turtle is slow. However, turtle can still be slow without being ludicrously slow. Just give the turtle the walking speed it has underwater, especially considering it makes absolutely zero sense for the turtle to be able to walk faster underwater than on land. That's.. not how physics works, Anet.) Give the turtle the ability to swim! (It's a turtle, not a tortoise. Use whatever Jade-tech mumbo-jumbo justification you need to if necessary (such as bubbles out of the jets) but allow our turtles to do the thing that turtles do - SWIM. You already give them infinite stamina underwater, just make them behave underwater the way Skyscale does in the air. You can still allow the turtle to descend to the sea floor and walk around, but as soon as you activate the jets and lift away from the ground, you should enter swimming mode.) And last, but certainly not least: Add an option to enable/disable the see-through effect when close to a turtle. (This is a great feature, and considering the size of the turtles, it's a wonderful thing to have. Just give us the option to enable or disable it for when we don't want our shelly-bois disappearing. As of right now, it is nearly impossible to get a proper close-up of friends' turtles and makes taking memorable screenshots difficult. Have the option enabled by default, but let us turn it off when we want to.) Anyway, I'm extremely pleased to have the turtle mount and I appreciate the work put into them but I feel like there's a lot of room for improvement that can increase the QoL when running around in these combat mounts and make doing so fun and rewarding. Right now they're basically a meme outside of hopping on for 2sec to launch a salvo, then hopping off again to do any kind of decent dps. It's simply not fun to drive around for any lengthy amount of time with how pitiful the Slam and Cannon attacks are, how the ammunition mechanic effectively makes the turtle useless for most of combat and how the driver has nothing to do but steer or pray they can hit something with a Slam attack that is more likely to miss than not because the drift is so severe, made worse through the gunner's use of Overdrive in an attempt to speed up their ammo recovery rate. All in all, there's a lot of fun features here that are just working against one another rather than complementing each other and it makes what should be a fun co-op mount a one-and-done meme only useful for pulling out when an event needs it or for stack-cheesing on bosses and such.
  7. Jumped around on my other characters and the bug seems to be isolated to the Harbinger, specifically.
  8. Not sure if the bug affects other classes, but whilst playing a Harbinger w/ mainhand pistol, entering into combat causes a "muting" effect on all sounds, making pistol shots especially sound like they're muffled. Persists for a while even after "combat" has ended (combat meaning whilst the skill bar is marked by the distinct golden/yellow painterly outline). Not sure if the bug is limited to pistol specifically, but if you enter combat using another weapon, and switch to pistol, the muffling effect is still there, so it seems to be tied to combat. No skills or buffs seem to be causing it (ie: Deaths shroud, regen, etc.) as the sound bug persists even when these effects end.
  9. This. I am a Necro main and I can't even begin to describe how disappointed I am by all of these specs, but Harbinger and Specter in particular. Harbinger and Specter feel like they should be switched. Elixers and use of jade tech -> Thieves Torment against enemies, single-target barrier healing for self and allies -> Necro Barrier has always felt like a great "necromancy heal" it doesn't actually heal, but it allows self and allies "magic health" to keep fighting. Always envisioned this as dark magic fueling the body to endure beyond mortal limits, sort of like a living undeath. A magical class like Necromancer has no logic reason to be using jade tech and elixers when they have far more potent magic. Thieves, on the other hand.. A faction/sect of thieves manipulating jade tech for privateering use, fueling their firearms and drinks with it to amass potentially dangerous power? How is that not a great idea? The idea of a thief already plays well with privateer/pirate themes, and it's a pretty easy step to think that some may use jade tech to "enhance" their brews and weapons in dangerous ways. *shrug* I dunno. Other players can delve into the metrics of the skills and whatnot but thematically, this expansion's Specs are a gods-awful mess and make me feel like Anet has completely lost touch with its audience and the world of Guild Wars.
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