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Doomfrost.5728

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Posts posted by Doomfrost.5728

  1. https://wiki.guildwars2.com/wiki/Boxing_Gloves

    I remember buying these first year of GW2's release when town clothes were still a thing (they were hand clothing) and then I remember that I had accidentally deleted them because I forgot they were on a character I didn't want and needed character space. Why it's taken me so long to make a request I don't know, but I'll probably just post here so this request will get buried and then I'll forget about it again (I seem to have a habit of doing that.)  Also support directed me here because I made a ticket wondering if they had any information on purchases made 10/11 years ago. Silly me.

    If they did find their way back to the gem store Anet would have my gratitude.

  2. Clever, rather than just blanket nerf the skills, they instead did a functionality nerf. Disguising a nerf by making it look like a re-balance. I'm not surprised either they've pulled of similar tactics even before Guild Wars 2. It's just their way of saying that they don't want banners in the game. 

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  3. I'd much rather banners be mounted on the warriors back (such as the banner backpack items that represent one of the charr legions) so that the banner would follow the warrior as they fight. You'd possibly only be able to field one banner at a time. But with this change you could make banners have more profound effects than just a passive stat boost. You'll no longer have to worry about placing it on ground and limiting your fighting range to within the banners radius or having stop fighting to pick a banner up in order to get the most out of it's cooldown.

     

     

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  4. It'd probably be a novelty tactic like the dune roller deployed at camps. Two seater of course. First seat defensive skills/close range radius attacks; second seat: Ranged siege attack that does ok damage and probably a ranged condition area field and a ranged area heal. The size of the model wouldn't be too big as to prevent vision impairment of smaller objects but big enough to be noticeable. It's presence wouldn't be too game changing as there would be far better options, but it's presence would add a little more variety to WvW battles.

     

    At least that's what I would aim for.

     

     

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  5. Maybe add a graphic option called "Mount transparency" that would decrease the models viewability as it gets closer to large groups. The option would be a slider to let the user control how drastic the transparency effect is.  RTS games do this all the time when units are obscured by large objects. I'm in favor of making sure combat readability is maintained in open world content. 

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  6. Shortbow, attacks could consist of poison spread, interrupts, knockback and short arrow volleys. Utilities could give access to preparations which would offer both offensive and support options.  I think giving warriors preparation skills would allow them control fights a lot better. Seeing a warrior set up a preparation and not knowing if they're going to activate it now or later I think would add a bit of tension to an engagement. Especially if it's a preparation that has a dual nature in both offensive and defensive application.

  7. Oh and btw, before I forget, remember with the mechanist that you're losing your toolbelt. So those powerful toolbelt skills that you got for equipping a turret won't be around to provide additional damage. Now if we still had overcharging as a utility...

     

    Furthermore I could do without self detonation in the first place. I'd take overcharging over self detonation any day of the week.

  8. Cool, then we should move the toolbelt skills to the utility slots since they're the ones providing the bread and butter. Here's what I'm sayin, toolbelt skills shouldn't outshine the utility they came from. Once upon a time those skills didn't even exist because instead turret toolbelt skills were actually meant to self destruct the turret and overcharging was a utility skill that was available once the turret was placed. 

     

    Controlled overcharges while still having the option to self destruct. It worked for fine, if you needed to move a turret either pick it up or if your enemy was wailing on it, blow it up in their face and put it somewhere else. Didn't need anything else. When they replaced that toolbelt mechanic by adding new skills, turrets became less the stars and more the background characters. 

     

    If they really wanted to move detonation into turret utility then they should have moved overcharging to the toolbelt slots instead, not create a new set of skills that outshine the utility they came from.

     

     

  9. On 9/21/2021 at 7:04 PM, Stalima.5490 said:

    You need to think about turrets in reverse, the toolbelt skills as your main function and the turret itself as the extra function, the turrets do often have fairly powerful toolbelt skills.

     

     

     

    I think it says something to how underwhelming turrets are when their toolbelt counterparts end up being the real bread winners in an engineers arsenal. 

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  10. There have been certain guilds that no matter how many times I decline their invitation, it doesn't take long that I get another invite from them. It's a tad bothersome and I would prefer not to have to go into my guild panel and hit the decline button. Is there any option in Guild Wars 2 where I can check a box that says, "Block all guild invitations"?  

  11. I would probably go further with my idea and remove the stat boosts entirely from banners and instead make them pulse combo fields periodically. A warrior actually controlling the terrain they fight on. Rather than rely on a small radius stat stick instead they use their mobility and combo finishers to determine when they need a particular buff or not. Plus combo fields are highly more versatile in what combo finishers you want to use. Would be interesting to see warriors darting through banners gaining whatever they need whenever they need it to gain the upper hand in a fight.

  12. I hope the thread title is understandable, but like the thread title states it's taking the Rev Legend mechanic and applying it to elements. Simply you select your two main elements and those are the elements you'd carry with you into combat and what your weapon and utility skills would reflect, outside of combat they'd be changeable. Switching between those two elements would flow similarly to how Rev switches legends. The added perk is you also get a dual weapon swap, so you'd get 20 weapon skills spread across two elements. Compared to base ele which has 20 weapon skills spread across 4 elements with only 1 weapon.

     

    I think this would fit nicely as an elite specialization and give elementalists a bit more control on what roles and elements they'd like to specialize in.

     

    Probably a bad idea but eh thought I'd put the idea out there anyways. 

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  13. Bloodlust should heal the warrior per application of a bleed. I don't know by how much, but to me bloodlust implies that the warrior thirsts/craves the blood of his enemies and gains a sense of vigor for each wound they apply. 

     

    Dual Strikes I'd rework to add an ammo counter to your offhand weapon abilities on weapons that classify as a main hand (Thus the name Dual Strike). Might be overpowered, but the possibility of a warrior performing two whirling axes, bladestorm's, Impales, Tremors, etc... within a short amount of time sounds fascinating to me. Of course you'd have to add a small cooldown between ammo uses so you couldn't use them one right after the other so it follows the mechanics of other ammo based skills.

     

    I'd also add +5 power to Furious Surge just to give warriors another route to gaining power.

  14. Quick question, generally just curious how people identify classes other players run. Does armor type play a role on how you identify a class or are there other visual cues that take greater precedence? I ask because with outfits existing and gem store armor pieces nowadays all adopting similar visual styles I would think that identifying class by armor is ever increasing by difficulty. 

     

    This leads to a second question. If Wardrobe had a drop down tab that gave you the option of selecting weight type (Light, Medium, Heavy) which would then open up the corresponding wardrobe of that weight class would such an option be desirable?

     

  15. Gunsaber in my opinion would have served better as weapon kit listed as an elite armament. Keep the weapon swaps, keep the burst, when you switch to the weapon kit your adrenaline bar is replaced by Flow. Switch in and out of it as desired. Just like the Engie mortar kit. Warriors would effectively get a 3rd weapon to switch to on demand.

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