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Blue Topaz.5409

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  1. You need to specify what type of content you want to do with it and what your build is attempting to achieve. You don’t specify either really in your post and your question is a bit too vague to be answered with some sort of definitive statement if we don’t know what you’re trying to accomplish with it. Herald by itself is versatile and synergizes with all core traitlines fairly well, so it’s less about “what synergizes well with Herald” and more about what you want out of it in whatever content you’re playing it.
  2. the problem is here with the classes I play Even though I'm using all the cc skills How can these thieves escape? for example > ele focus air 5 ele water focus 4/5 revenant staff 5 warrior hammer all skill cc f1 etc How can they escape elsewhere within 1 second, even though we use such skills? If I were a new player np https://ibb.co/ncS4mL1 < sample picture I'm just wondering about this how can they get this far?Thank you sir part of your problem is the fact you're running Jalis. Run Shiro and you can at least try to keep up. Also Staff 5 is a horrible CC to use on thieves; don't even try
  3. Limiting it to 1 infusion per character isn’t the way. There’s a vast difference in level of particle effects between infusions with some giving “a lot” like the Queen Bee vs Ember Infusion which only changes skin color or Poly Teal which only changes overall color scheme. There’s a lot of possibility for creative color schemes and combinations that don’t have much or any particle effects at all. Taking that away would be unfortunate as it would reduce player choice further.
  4. It’s not “borderline harassment” to change reward structures. Like holy kitten. Believe it or not Anet doesn’t just sit in their office and plan changes simply to harass you. Also kp is easily fake able. So it’s fairly worthless anyway. I find “be exp” gets good teammates 95% of the time anyway
  5. Title. I know "+7% damage" usually refers to power damage only, but wasn't sure if it was different in this case since it seems to be more of a blanket effect
  6. Why not? It goes against how they’ve structured the game previously and is a heavier burden on casual players, which is the target demographic for living world story. Casual players should not be forced to complete expensive collections, particularly cosmetic collections (which is what the weapons collections in No Quarter are), to achieve story mastery since they’re likely lacking in mass amounts of funds to begin with and are also more likely to need to spend that gold on actual gameplay upgrades like ascended armor or high tier mounts which actually have function. Ah yes. The “casual players” card. Exactly why must the episodes mastery achievement be completed? Why can it gradually be worked on? This is an MMO; not a single player game so there will be long term content. Why must things be constrained to how things have been done before? Imagine if we applied that reasoning to everything. Imagine the progress.... er, lack of progress we’d make. That’s your opinion. By the way, the story masteries are still very accessible to “casual players”. The episode mastery achievements don’t have to be completed. You personally decided that it has to be. The mastery achievements don’t have to be completed right away (within a few weeks). You’ve personally decided that they must. You’re assigning your own personal preference on how something should be. This is also just all your opinion. Trying to discredit another player's opinion by saying "this is all just your opinions and preferences" while not acknowledging that you thinking this system is fine is also "just your opinion" is disingenuous. The mastery achievements don’t have to be completed. That’s pretty much a fact as no content is locked behind them. It’s a personal preference as to whether someone decides to do them or not which I have said as much already. All things done in game are, as you say, personal preference though. That doesn’t negate arguments for/or against certain game designs.
  7. Why not? It goes against how they’ve structured the game previously and is a heavier burden on casual players, which is the target demographic for living world story. Casual players should not be forced to complete expensive collections, particularly cosmetic collections (which is what the weapons collections in No Quarter are), to achieve story mastery since they’re likely lacking in mass amounts of funds to begin with and are also more likely to need to spend that gold on actual gameplay upgrades like ascended armor or high tier mounts which actually have function. Ah yes. The “casual players” card. Exactly why must the episodes mastery achievement be completed? Why can it gradually be worked on? This is an MMO; not a single player game so there will be long term content. Why must things be constrained to how things have been done before? Imagine if we applied that reasoning to everything. Imagine the progress.... er, lack of progress we’d make. That’s your opinion. By the way, the story masteries are still very accessible to “casual players”. The episode mastery achievements don’t have to be completed. You personally decided that it has to be. The mastery achievements don’t have to be completed right away (within a few weeks). You’ve personally decided that they must. You’re assigning your own personal preference on how something should be. This is also just all your opinion. Trying to discredit another player's opinion by saying "this is all just your opinions and preferences" while not acknowledging that you thinking this system is fine is also "just your opinion" is disingenuous.
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