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Oxstar.7643

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Everything posted by Oxstar.7643

  1. Nooooo, no no no... no. Currently legendaries are a visual proof of effort, and you don't get to pretend you did it by paying cash for it. If it did happen then the description need to state clearly, or in the name, that its bought
  2. I'd like to offer the following perspective. If players can teach players what they need to know or details being derived from the wiki, is it worth the time and cost for ANet to make tutorial stuff that goes in deep detail? You have to weigh benefits against expenses in the end.Please note I am not taking sides here, nor do I purport to know what the situation is. I just want to put the question out there.
  3. Regardless, the fact of the matter is that if every weapon was available underwater and worked the same way then it would not do anything to giver underwater combat its own identity. That is not the way to improving it. If they WERE to add every weapon then they would need to function differently.Also, not everyone dislikes it either. That the "majority" does is something I've seen trumpeted around a lot, but if you really want people to pitch in then you should probably start a poll. As it currently stands, it's a different experience from land. That should not be lost. But improved.
  4. So you want them to add HUNDREDS of new skills? I'd rather they start with the utilities that can't be used, give it more of its own identity, and THEN think about more weapons.
  5. So in your opinion, lack of polish indicates not caring? That's rather sensational considering there are more important things to deal with wouldn't you agree?Nobody wants to fix/tweak older stuff because it is a drudge work. Or because it's not as important as other things. I agree with what astralporing said. If you constantly say that there are more important things then a lot of little thing accumulate to become actual problems. Except information that is available for players to learn about the game NOT being in the game isn't a problem. Games have worked like that since the being of their existence. You shouldn't have to go open the wiki just because the game doesn't explain how things work well enough. And just because its a common thing doesn't mean it isn't a bad thing. Are we talking about learning how to play the game or talking about details like stats, etc??? Seems to me the OP is focused on issues about the details, not learning to play. The game doesn't teach you to play it? I beg to differ. The game doesn't provide all the details about certain aspects of the game? Sure, but that information is available, just not ingame ... just like how games have worked forever with written manuals, etc ... If the Wiki or other sources don't explain the game well enough, that's got nothing to do with whether the information is or isn't in the game itself. Explained well enough to play it right. Playing it optimally is a matter of knowing all the details, and those you can usually learn from other players, so no, I do not think literally every single minute detail has to be explained in the game, though for some, that would certainly be nice. Anyways, you brought up the context of small details = information, I'm unsure where this context even came up, but that's what I answered to.To me personally, little details means many things, like corpses clipping into hills up to their feet and npc's floating in the air. To some people, things like that snaps their immersion, and immersion is good for any game that has a story to tell and an atmosphere to set. In general, details matters. It comes up because the OP is partially complaining he doesn't get that detailed information in the game ... and I'm arguing it shouldn't need to be there. There are a few reasons for that, but I think they are sufficiently covered already in the thread. The OP isn't actually complaining about 'game polish' like corpse clipping or floating NPC's ... I don't get why that's come up as it seems unrelated to the original complaint. Because, we were talking about details and polish. Things like corpse clipping and floating npc's falls squarely under that.As for the OP, I can't fault him for not wanting to look stuff up on the wiki. I also cannot fault the developers for not having a vast compendium with all the mechanics and details in it. Like I said - things like that are nice. I would not MIND having that myself. But, I'd rather see the time go to fixing the glitches, bugs, clipping, floating, and so on, and developing new content.
  6. So in your opinion, lack of polish indicates not caring? That's rather sensational considering there are more important things to deal with wouldn't you agree?Nobody wants to fix/tweak older stuff because it is a drudge work. Or because it's not as important as other things. I agree with what astralporing said. If you constantly say that there are more important things then a lot of little thing accumulate to become actual problems. Except information that is available for players to learn about the game NOT being in the game isn't a problem. Games have worked like that since the being of their existence. You shouldn't have to go open the wiki just because the game doesn't explain how things work well enough. And just because its a common thing doesn't mean it isn't a bad thing. Are we talking about learning how to play the game or talking about details like stats, etc??? Seems to me the OP is focused on issues about the details, not learning to play. The game doesn't teach you to play it? I beg to differ. The game doesn't provide all the details about certain aspects of the game? Sure, but that information is available, just not ingame ... just like how games have worked forever with written manuals, etc ... If the Wiki or other sources don't explain the game well enough, that's got nothing to do with whether the information is or isn't in the game itself. Explained well enough to play it right. Playing it optimally is a matter of knowing all the details, and those you can usually learn from other players, so no, I do not think literally every single minute detail has to be explained in the game, though for some, that would certainly be nice. Anyways, you brought up the context of small details = information, I'm unsure where this context even came up, but that's what I answered to.To me personally, little details means many things, like corpses clipping into hills up to their feet and npc's floating in the air. To some people, things like that snaps their immersion, and immersion is good for any game that has a story to tell and an atmosphere to set. In general, details matters.
  7. Point being that I'm glad holosmith works so well for condition builds. I consider elite speccs being flexible enough to be viable for multiple weapons to be imortant. One dimensional speccs is not good, neither are cookie cutter builds.
  8. So in your opinion, lack of polish indicates not caring? That's rather sensational considering there are more important things to deal with wouldn't you agree?Nobody wants to fix/tweak older stuff because it is a drudge work. Or because it's not as important as other things. I agree with what astralporing said. If you constantly say that there are more important things then a lot of little thing accumulate to become actual problems. Except information that is available for players to learn about the game NOT being in the game isn't a problem. Games have worked like that since the being of their existence. Actually, that is a common complaint across many games for many people. You shouldn't have to go open the wiki just because the game doesn't explain how things work well enough. And just because its a common thing doesn't mean it isn't a bad thing.
  9. But having a skill on low CD that does so good burn damge lends itself extremely well to condition builds, wouldn't you say?
  10. So in your opinion, lack of polish indicates not caring? That's rather sensational considering there are more important things to deal with wouldn't you agree?Nobody wants to fix/tweak older stuff because it is a drudge work. Or because it's not as important as other things. I agree with what astralporing said. If you constantly say that there are more important things then a lot of little thing accumulate to become actual problems.
  11. Idea.Can we just go full Mechanicus and have the turrets become weapon arms that we attach to ourselves? Like running around with a robot arm on your shoulder that can fire a laser or block projectiles every now and then. They would still be turrets, but rather than them being deployed on the ground, they could be deployed on ourselves, with their overcharge intact. The detonation could result in for instance lauching your arm at the enemy for an explosion or something like that.Heck, that might even gel well with the new elite specc, if it becomes a mech specc, which seems to be what many people who voted in the other thread wants.
  12. I made some edits after you posted, sorry. But I think we are on the same page here, in light of this elaboration? I think so. I maintain water combat needs to have things that sets it apart from land combat. That said, there can absolutely be variants and differences that smoothly transitions from land to water. Water skills for every weapon tho, hundreds of new skills are probably much too high of a goal.
  13. I think the argument for the lock load & burn build is that you're not losing enough condition damage for it not being worth the extra defense and raw power.Also, if it wasn't mean to be good at condition damage then I don't think holo forge's 4 would deal so much burning.
  14. I'd rather they make unique things for the skills currently NOT usable underwater.For instance, flamthrower could use phosphor, or superheated water. And Kalla's warband is just disabled entirely under water. A biy weird imo.Get to work on bringing the entire utility skillset into the water first, and make it its own thing. THEN start defining underwater combat further.
  15. That's not what I mean, no. I was only trying to say that if you count grenades as a weapon, which again, it is, in everything but technically speaking, then hammer is not the best ranged weapon. The new elite specc getting a ranged weapon is okay with me. After all, turns out that at least for condition builds, hopping your blowtorch up to 20k burn damage beats the tar out of sword, plus the poison and confusion you also get out of it. Elite speccs working just as well without their poster weapon as with is important.
  16. And what you are suggesting would not make it its own thing with good executiuon and unique facets. It would make it watered down (pun intended) land combat.No thanks. I agree there is a lot of room for improvement, but not what you are suggesting.
  17. They can make it fun with a revamp.No, they can’t and they don’t have to. Just leave it like it is. So leave ít boring when ít can be fixed?? It will stay boring and the majority of players don’t like underwater content. So why waste resources on something only a very small minority enjoys? That doesn't make any sense. By this logic, no game needs any new content because it is fun and thus will always stay fun. The idea behind a revamp is:Problem: This content isn't fun for a lot of peopleSolution: Make is fun for a lot of people. Just making all skills work underwater would be a huge boon.Another good idea would be to make underwater weapons work above water. And make all above-water weapons work underwater. Once that is done, then other things can potentially be added. That alone would be less effort (comparatively) for HUGE gains. IMO, before underwater content is even touched - that needs to be done anyway.What you are suggesting would kill the identity of underwater combat. Big NO on that. If the pain point is that you can't just ignore weapons made spcifically for nautical use in favor of using the same two weapons always then I would say that is the real problem - not the game, YOU.That said, I do agree they should make all skills usable undeerwater, although this would require a lot of works to create variants that works underwater.For instance, bombs becomes charges, turrets are held in place with a balloon, the flesh golem becomes a shark, and so forth. A fait amount of work both visually and with the code. And if every weapon worked underwater you'd need new animations, that's more work. If they then also wanted to give every weapon underwater skills then we are talking HUNDREDS of new skills. That is a crazy amount of work. All to downgrade water combat to essentially land combat but with omni-directional movement. That would, imo, make it WORSE.
  18. Defeating a deep sea dragon without actualy going into the water yourself sounds incrediby blind thematically, and it would also ignore a larger portion of the game that could only stand to gain from being improved.
  19. Grenades are a weapon in every sense but technically. Maybe I was unclear.
  20. Mechanically, they're not. Weapons don't require you to give up a utility slot.But even if we include them, as others have said they're not particularly good to use. If they're not traited, they move slowly, and they are all projectile based, meaning they're heavily countered in blob fights. Not to mention that they're all ground targeted, with no auto-attack. Traiting for the weapons you want to use. Yes indeed, this is what happens in this game. Also, I'm tired of this give up a utility slot for a weapons "argument".Engineer is a class that is about combining various weapons skills from both your kits and weapons into chains appropriate for the situation at hand.Kits are not MEANT to be a replacement for your regular weapons. They are supposed to provide you with additional flexibility and utility, which they do well.If you want to swap to a mode which you can just stay in and use the same skills then play elementalist instead, although weaver actually operates on the same line of thinking. I'm really not sure what you're trying to say across your comments. Do you think kits and weapons are the same (because you have said they both are and aren't)? Do you think engineer doesn't need any more ranged capabilities? Also, if a kit doesn't take up a utility slot that could be filled with an elixir or gadget, then what is it taking up?It would be helpful to know your thoughts on what sort of weapon the next engineer elite spec should get.EVERY utility is a choice. You give up something for something else. It's really a moot argument. Kits are a core thing of engineers and they are just as good as the rest of the utilities, depending on what you are building for. You're giving up one utility for another. Every class does this. Also, kits are not technically weapons, even though in function they are. But, like I already explained, they are not meant to be used as primary weapons, but as weapons you swap to to use skills and then swap to something else. I'm honestly unsure what some peoples issue with them are. You don't HAVE to use them. Elixir based specc engies for instance are still strong and good.
  21. Your girlfriend may just have to accept that aesthetic is not something you can just instantly have your way with. Necromancer has a dark aesthetic on its skills, that is just the way it is. As for apparel, there are a LOT of colors and skins in this game. You can deffo make a necromancer that looks very light and fluffy if you want.Elementalist has a shaman-y feel to it, and since she apparently likes druids who can kick some butt, that wouldn't be far off. A druid who pwns rather than heals is really just a shaman.
  22. Mechanically, they're not. Weapons don't require you to give up a utility slot.But even if we include them, as others have said they're not particularly good to use. If they're not traited, they move slowly, and they are all projectile based, meaning they're heavily countered in blob fights. Not to mention that they're all ground targeted, with no auto-attack. Traiting for the weapons you want to use. Yes indeed, this is what happens in this game. Also, I'm tired of this give up a utility slot for a weapons "argument".Engineer is a class that is about combining various weapons skills from both your kits and weapons into chains appropriate for the situation at hand.Kits are not MEANT to be a replacement for your regular weapons. They are supposed to provide you with additional flexibility and utility, which they do well.If you want to swap to a mode which you can just stay in and use the same skills then play elementalist instead, although weaver actually operates on the same line of thinking.
  23. War mode is a toggle and optional. You dont need to have it on. You don't need to have it on for this game. Like we've pointed out, the balancing alone would be a nightmare. For a feature most seem to not want.
  24. Grenades would like a word. Or are kits not weapons now?
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