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Kherae.2109

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Everything posted by Kherae.2109

  1. slight bit of hope for the issue with them moving forward with phasing out dx9, but...only a tiny sliver really. seeing Grouch mention that they are splitting bloom from post-processing (unless I hallucinated that) was a big step, though one that has taken way too long to show. I wouldn't be surprised if almost all of their rendering pipeline is a spaghetti coded mess that they had to mostly strip down to make the dx11 transition even possible. The hardcoded UI elements also suck. ESO has had chat colors solved for several years; you just pick the color you want the chat to be yourself. Of course, colorblindness isn't the only thing to consider, there's also photosensitivity. I can't do W2's escort encounter other than as backwarg because the ley lines give me migraines. and of course, there's that stupid level-up vfx players have. Did you know that if you use a plastic spider tonic and spam tomes of knowledge for spirit shards you can give people migraines because the flash fills entire rooms? Someone was doing that in the aerodrome. that put a damper on what would have otherwise been a good night of raiding. I am expecting they'll get to colorblindness settings around the same time they implement photosensitivity settings (so...probably never) but am hoping to be proven wrong on that.
  2. I can't agree with some of the decisions here: -The dedicated sniper (in other words typically long range) spec is getting its range reduced to basic engineer rifle range, while mechanist (who everyone sees is the new golden child) gets to keep 1500 range mortar kit, and rangers with longbows can still have 1800-2k range? -Guardians have shared 'cooldowns' in the form of tome pages...but the traits mention 'you retain X virtue while it is on cooldown', so not only do they have cooldowns on tome skills and page regen to worry about, they also have to worry about virtue cooldowns? It feels awful seeing that. Maybe if the cooldowns are something like weapon swap, okay. If they're what they currently are, that's going to be horribly painful and unwieldy. -ranger longbow didn't get a range nerf -warrior still can't be an effective healer -tempest still has to choose between auraheals and alacrity, and alac tempest still feels clunky (maybe make it fire alacrity when you START an overload? could help) -scourge (and necro as a whole) still can't apply alacrity (no, conversion does not count) -reaper's quickness trait is still self-only things I do like: -Death's Judgement piercing to hit the target -CC/movement don't break 'kneel' mode -buffs to power specs, including holo -shadow shroud damage reduction. It still needs a boost to the hp to shroud conversion rate (make it 1.0x please)
  3. except it is not strictly 'better', it functions differently. non-virt spawns a clone to attack the target, and can choose when to swap to it and immobilize the target, and the cooldown continues to tick down while the swap is active. Virt loses that bit of niche usage in exchange for a return teleport. If anything, I would like to see the skill range on non-virt's sword 3 increased somewhat
  4. @Rubi Bayer.8493 I sincerely hope there's more changes than these, because...well...tell you guys what: go look at the wiki pages for resolution and protection, and filter it to warrior only. Notice something? Zero skills granting it, self or allies. Warrior cannot grant them to allies at all. These are important boons. Also, where's the trait reshuffle so that shout-heal-boon warrior can exist? Where's the cooldown removal from soldier's focus? SF is a static 10s cd that is not affected by alacrity. It's a nightmare for warriors to play around.
  5. @Josh Davis.7865 I'm surprised you guys didn't fix the bugs with Draconic Echo and its interaction with Hardening Persistence and Rising Momentum, when you brought out the quickness stuff. With that trait both the actual upkeep skills' buffs AND the echos consume stacks of those 2 traits' stacks upon expiry, resulting in lost stacks. I even went so far as to update the wiki pages, a long while back, for those 2 traits.
  6. After reading through maybe 8 pages from the start, I'm just...gonna chime in with my somewhat limited experience. Besides GW2 I've played WoW, Rift, FFXIV and ESO, which have stealth classes. ANet's implementation of stealth, and by extension invisibility, is problematic. So here's a (likely unwanted) list of comparisons: GW2: stealth/invis broken by dealing direct damage (Anyone remember permastealth trapper?). FFXIV/Rift/WoW: stealth broken by taking damage or initiating an attack. ESO: it lasts 3 seconds and requires a resource to use, breaks on doing damage or taking direct damage. GW2: cannot cancel attacks easily, auto attack is notoriously annoying to stop and often attacks will fire whenever you use a skill with an enemy targeted. Next 3 games: Stealth/invisibility shut off auto attack. ESO: There is no auto attack, it's all manual. GW2: some sources of stealth or invisibility are instant and do not stop auto attack (midnight signet for example). GW2: stealth is something you can permanently upkeep out of combat. Other 4: Same thing. GW2: stealth is something you can permanently upkeep in combat. next 3: no. in the first 2, you do however have skills that let you re-enter stealth on a long cooldown. ESO: It costs a resource which has significantly lower regeneration in combat and thus cannot be kept up without sacrificing something. WoW/Rift: you have a window where you can't be revealed in the form of those long cooldown re-stealth abilities. ESO: You can just re-stealth right after. GW2: Hahahahahahah sorry were you trying to stealth? That shot that went off on its own half a second ago just broke it and got you revealed. (Turn off auto-attack, noob) Of course, I also saw mention of issues in Shadow Arts, and saw someone's comment that kinda struck home: What about specter? They have a trait that grants barrier to the target when you apply stealth...but it requires stealth to expire before it will trigger on the target again. Why aren't more traits like this? They could re-budget the traits around applying only when you first enter stealth, or when Revealed expires, stuff that requires more interactive gameplay. So...what I'd like to see changed: SA becomes more interactive, kind of like what ANet threw at Deadeye in its rework. (mesmer's prismatic understanding could use that, too, I guess) Invisibility and stealth traits that periodically apply effects instead only apply when applied to a target that didn't already have the effect (and are rebalanced around that). All stealth/invisibility effects to grant immunity to being cancelled (but not remove Revealed!) for maybe 2-3s, when first applied, following the prior mentioned condition. "you tried to hit something, you're revealed now" outside of above immunity window. more classes get reveals. some reveals (new and old) are unblockable/undodgeable/AOE as is thematically appropriate. All this said, my expectation from ANet: Nothing about thief changes meaningfully. people continue to scream into a vacuum like it has some meaning. Guardian gets buffed and elementalist gets nerfed (again.)
  7. elder scrolls online has recolorable chat text for the chat box. guilds, various zones, system text, EVERYTHING. Individually recolorable. Uses a color wheel or you can directly input numbers. GW2 really could use a feature like this. Let people set things to colors themselves. Nearly solves the entire problem with colorblindness...can't tell colors apart? change 'em to ones you can. I do that with my guild chats there, as it gets confusing when I struggle to see the guild tag sometimes. The color is dark and hard to read unless it's your active guild. Like...sure, I could add MORE chat tabs, but that's a clunky mess (especially with a small chatbox) and you miss out on things sometimes.
  8. I'm...disappointed by this nonsense. More-so now than I was earlier. I heard about the quartz after finishing newborn skyscales and it made me very unhappy. I don't like the quartz thing. At all. I really don't like the idea of daily time-gates. I play when I feel like it, not on a set schedule. I play for fun, not to grind. On that note, the story of many of the episodes was so unhappy, then a lead in to a "huh, wait what? Where..." moment? Barf in a handbasket. Not enjoyable. Not pleasant.
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