Jump to content
  • Sign Up

PsDh.2471

Members
  • Posts

    19
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

PsDh.2471's Achievements

  1. This topic is purely to branch out new ideas that could be implemented in fractals going forward. Personally I miss the element of randomness in fractals - sure the instabilities are there, but honestly the majority of these instabilities don't do much to change up the fractal encounters. If the instabilities don't give me enough challenge, then perhaps the fractals themselves can be changed up a bit. Hence a thought came to mind: Imagine a separate tier or a fractal in its own category. This fractal is a bit special as it is comprised of three boss encounters, where each boss is the final boss from another existing fractal. To illustrate - lets call this fractal "Unstable Chaos Fractal": Number of Instablities: 3 Agony resistance needed: 150 First boss: Randomly selected final boss from any of the fractals between fractal level 87 - 91. First time going into the fractal the group might meet Bloomhunger. Another time entering the fractal the group might meet Molten Firestorm and Molten Berserker. Going from 1st boss --> 2nd boss is a portal🌌. Second boss: Randomly selected final boss from any of the fractals between fractal level 92 - 96. First time going into the fractal the group might meet Captain Mai Trin. Another time entering the fractal the group might meet Legendary Archdiviner. Going from 2nd boss --> 3rd boss is a portal 🌌. Third boss: Randomly selected final boss from any of the fractals between fractal level 97 - 100. First time going into the fractal the group might meet Ensolyss. Another time entering the fractal the group might meet Sorrowful Spellcaster/Ai. Reward: I dunno... A barrel of rum and a gift-card to your local ramen noddle stand πŸ€·β€β™‚οΈ This is of course heavily inspired by the "Chaos Fractal" that has multiple fractals merged together to form a single fractal. This is by no means what I think they absolutely should do for fractals - for one thing the Agony Resistance is another topic entirely, but this might inspire the developers to think outside the box!.. Maybe?.. I dunno.. πŸ˜… Anyways, what are your thoughts? πŸ˜ƒ
  2. Not sure I should post this, but here goes... I noticed that when I went to https://www.guildwars2.com/end-of-dragons, went to the bottom to select which package I would like the link when pressing "Pre Puchase Now" had the following: https://buy.guildwars2.com/store/gw2/en_IE/html/pbPage.eodstore/themeID.5036338300 whereas where I was sent to when pressing the button was: https://buy.guildwars2.com/store/gw2/en_IE/html/pbPage.pathoffire/themeID.4785548100 Changing the "pbPage.pathoffire/themeID.4785548100" to "pbPage.eodstore/themeID.5036338300" solved my issue. Hope this works, and doesn't cause more trouble :S
  3. The skritt will rise up and use an improvised Boo-Boo-Matic Wheeze Calculator the Priory thought they had hid in one of Ogden's drawers. Powering it up to 6000% (because skritt logic) the blast vaporize Steve (whose name turns out to be Steven Cgal) and the Northern continent of Cantha. Angered, the Ghost of Togo and Mhenlo emerges and tells the skritt they are bad rats for destroying the 1000-year old snack shop Togo and Mhenlo frequently visited in Kaineng Center. The skritts then use the Calculator one more time ending reality as we know it. But it was all a dream and you wake up in your respective Home instance ready to tackle Zhaitan once again... The end?
  4. While I do agree an event that encompasses an entire map like Dragon's Stand is something I would hope for, I do not enjoy the last bit of Dragon's Stand. The Mouth of Mordremoth is cool in design, but the fact that you swing a greatsword like a toothpick at it and expect the Mouth to be slain by poking at its chin... The Deep Sea Dragon would deserve a lot more than that. To be fair it did seem the Developers were trying to get us to slay the Mouth atop the giant tree, but sadly it was not meant to be. I'll be honest: I've only enjoyed villains such as Scarlet, Caudecus, Lazarus, Balthazar and Joko. In terms of size I've also enjoyed fight against Wyverns, Samarog, Slothasor, and Keep Construct. Fight like Tequatl, Shatterer and Drakkar seems less of a fight and more of a +50 players trying to give one boss a manicure. It does not interest me that much. If they had made the staggering animation of Tequatl such as when it got hit by the canon it would lie on the ground and we could hit its stomach instead, then yeah, I would enjoy the fight more! Small tweaks here and there could make a world of difference. I cannot imagine a fight against an elder dragon that would interest me as much as fighting Balthazar again, so perhaps its better to fight something that is tangible. Like the champions of elder dragons. A last note: I did enjoy playing the last episode of Champions. While it was not the outcome I expected, I also did not hate it for what happend to Primordus and Jormag. Just my thoughts and honest opinions :)
  5. Having looked through the New Player Guide (post on forum found here, and the "New Player Guide" on guildwars2.com found here) I immediately spot a few things I would like to see added to this manual. Build/Equipment template: While build/equipment template could be considered advanced in terms of gearing and making your character, having a note (small or large) describing this feature would be beneficial. Defiance bar/Breakbar: Dodging is mentioned. The essence of the combat likewise. Defiance bar... glossed over. Why? Sure, it happens more often later in the game, but core Tyria still presents bosses with this feature. A mechanic that becomes almost essential later on. New players should absolutely get a feel for this mechanic. Wiki: It's a rich website filled with information. And the best part is you can type "/wiki" while in-game and your browser opens up the Wikipedia page. Also you can specify what you want to search for: "/wiki crafting" opens up the wikipedia page on the topic of crafting. While forum is mentioned as a place to get information, I would like Wiki to get a shout out as well. This is just my opinion of what could be added to the guide. The New Player Guide is without a doubt a step towards the right direction in terms of introducing the game for new players.
  6. I frequently encounter individuals with questions about when an event will spawn, or where do I find this NPC and so on. If I don't know the answer I usually answer "Have you checked on wiki?". What follows are them getting annoyed or angry because "I was too lazy to answer their question"...Honestly, people - and the devs too - needs to realize how great a resource wiki is! Correct me if I'm wrong but the only place I see the "You can type /wiki to get to the wiki page" is on the wiki page, not in the game! Well, this is just my opinion, so take it with a grain of salt ;) I <3 the new tutorial achievement category, and I hope they continue to expand upon it!
  7. This may have been noted before, but I'll list some QoL improvement for guild decoration: Being able to tilt guild decorations.Being able to downscale guild decorations by, let's say, 50%. For instance, the new Peppermint Platform is HUGE and I would like to make smaller versions of the same platform.A new UI that allows you to control the tilt, direction and scale of the guild decoration. Default for size of the guild decoration would be 100%.The adventure UI and being able to place checkpoints for racing in the guild hall. I'm not asking for reward part in doing race in the guild hall, just the checkpoints and the same UI you see in any adventure.There is flexibilty with these points. Tilt in guild decorations doesn't mean we get a full 360 degree rotation, perhaps just make it from 0 to 90 degrees with increments being 15 or 30 degrees. Same can be applied to the scaling of the guild decorations.
  8. I do begin to struggle with the idea of new landbased mounts (aside for perhaps a burrowing type mount or unicorn riding rainbows). Future mounts could be underwater-related, but that would mean we need to be drawn towards the ocean and who knows if that'll happen in this saga or after... Another possibility could be to look at profession-specific dismount ability tied to the new mount. Say the mount is an elemental and it's dismount ability makes a ground stomp. Additionally a warrior could get 30 adrenalin, a mesmer could get 3 illusions spawned, a thief could do a stealth-field, etc. Just an idea :)
  9. Personally, I'm more curious as to how the dismount ability will work in Diablo 4, and if they got the inspiration from GW2 (not sure about other games having the dismount ability). In turn, I hope Anet will get inspired by the early visual representation of said mechanic in Diablo 4, because it looks to be profession-specific. And I wouldn't mind a profession-specific dismount ability for an upcoming mount in GW2 :)
Γ—
Γ—
  • Create New...