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Majic.4801

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Everything posted by Majic.4801

  1. I wholeheartedly support getting legendary items and achievements for chatting.
  2. Throw in the ability to customize them with crayons and I believe we have ourselves a deal.
  3. Rest assured, there are indeed nine professions if we remember to include "mule" as a half-profession.
  4. The biggest problem with the old dialog scenes was a lack of dynamism. The format of characters standing on opposite sides of the screen in front of a black background talking and occasionally gesturing isn't exactly gripping, cutting-edge cinema. Even the simplest of things like showing the world in the background or moving characters around on the screen instead of swapping them in and out of stationary positions would have been a vast improvement. Indeed, that might have even proven preferable to the current regime of multiple characters shouting incomprehensibly over each other while drowned out by combat or stuck inside a wall somewhere out of sight, leaving important plot points and mechanics effectively unexplained and players wondering what the hell is going on. Yet for all their chaotic incoherence, the lost-in-a-riot in-world dialogs of today may arguably constitute a step up from the wooden freshman drama club deliveries of old. But frankly, that ain't saying much. Here's to a bold, bright future where just about any change on this front would be an improvement. 😏
  5. I'm here to support "Head Canon" as the next unlocked Ranger weapon.
  6. Toxicity is in the eye of the beholder, which is why it's so important to carry emergency eyedrops around at all times.
  7. How To Turn The Guild Wars Franchise Around In Five Easy Steps The plan is simple: 1. Redirect funds through a series of shell companies, trusts and charitable organizations. 2. Shelter the proceeds in various tax havens, diversified investment portfolios and cryptocurrencies. 3. Use a portion of the funds obtained to build a huge, fortress-like estate on a large private beach in Brazil guarded by loyal henchmen and sharks with laser beams attached to their heads. 4. Retire as CEO after pinning the aforementioned disappearance of corporate funds on subordinates. 5. Enjoy the next five years of opulent, tropical bliss... and beyond! But this bright, ambitious vision for the future of Guild Wars can only become a reality if I'm the CEO, so I'm counting on your support at the next board meeting. Do not fail me.
  8. By definition, if anything in a multiplayer game can't handle multiple players, it's a bug. In a broader sense, anything any player can break in any game by playing it in any way they choose without literally hacking the code is also bugged -- which would include design faults that make it impossible for gameplay to properly proceed. So yes, the mini-dungeon is bugged and it's good that they removed it from the daily pool, but it isn't bugged because of anything players do, it's bugged because of what Arenanet hasn't done, which is to fix the bugs. I don't think we necessarily disagree on this point, just sayin'
  9. It's not a problem for players with 17 or less characters, but for those of us who have a lot of them (say 72 slots unlocked, for example), the current character selection interface is rather inconvenient. Granted, large character counts are what developers like to call "edge" cases, but it would be nice to see the game handle them more gracefully nonetheless.
  10. If they gave us the title "Sad But True" on our characters' 11th birthdays I would be displaying it on all of them and would never change it for the rest of their lives.
  11. The problem with this suggestion is that increasing buff and support skill ranges could potentially offer players more options than "stack on the boss!", lead to more creative, tactical gameplay and make sleeping through boss fights more difficult. Where's the fun in that?
  12. The Looks That Kill Thanks for bringing this up. I don't play Soulbeast because of this, and only because of this. While I don't have a problem with elite specialization modes being visible to other players in competitive gameplay like SPvP or WvW, where knowing them is quite important, there's no reasonable need for it in PvE. But aside from that, what makes Soulbeast unplayable for me is that the effect is just so obnoxious I can't stand looking at it. People can laugh if they want to, but if we didn't care about how things look, we would all be playing Kingdom of Loathing instead of GW2.
  13. The Engineer "Architect" Elite Specialization What I would love to see, but admittedly doubt I ever will, would be what could be called an "Architect" that specializes in building temporary structures as a primary mechanic. Architect Structures would be temporary immobile pets that could be built (i.e., summoned with a channeled construction animation) for both offensive and defensive purposes. Examples would include walls, turrets (stronger and more varied than the core versions), bunkers that players could take shelter in and heal or use special weapons, and the like. There would inevitably be a lot of overlap between these structures and WvW consumables such as catapults and ballistas, et al, but I don't think that's necessarily a bad thing, whether in WvW or PvE. During construction, the Architect would be relatively vulnerable due to channeling, but if interrupted, could fight off attackers and resume construction progress less any damage sustained by the unfinished structure during such interruptions. Managing that vulnerability through strategic deployment of different structures, as well as repairing and maintaining them, would be a key element of Architect gameplay. Like core turrets, there would be limits to how long Architect Structures would last, since there really isn't a strong need for yet another means of unattended gameplay (I'm looking at YOU, Minionmancers, camped all over the best farming spots for hours on end). Structure duration could be maintained through some sort of hard-to-bot maintenance action the Architect would need to take, perhaps a long, slow degeneration over time in addition to repairing damage, or reloading ammunition, etc. The upside is that a lot of the basic mechanics are already incorporated in WvW siege weapons, which have been in use for a decade in a wide range of situations, and which could be adapted into the new specialization with less expense than rolling them from scratch. The main downsides are that an Architect wouldn't be well-suited for highly mobile gameplay, which most of it is (though that could be addressed by allowing Architects to build temporary combat vehicles in addition to immobile structures), preventing structures from being used for griefing in PvE (blocking off resource nodes and interactables, for which the easiest and most obvious solution would be to make them non-blocking for players in PvE but blocking and attackable in SPvP and WvW), balance would be particularly nightmarish to establish across game modes, especially SPvP and WvW, and if not done right (on top of everything else, it would have to be fun to play) could potentially end up being a major trainwreck for the designers and let-down for Engineer players hoping for a better elite specialization. Still, knowing all that, it's hard not to dream of an Engineer that, you know, engineers stuff. File under "idle pipe dreams".
  14. Engineering Ain't Easy At the risk of being simplistic, I think Engineer's biggest design flaw is that it's clunky to play. The popularity of Mechanist, its fairly low skill floor and associated controversy seem to bear that out, especially compared to how relatively unpopular the rest of the profession tends to be. Even for professions like Elementalist -- often cited in this context -- the "piano-playing" actions-per-minute mentality is slowly giving way to more fluid and accessible gameplay. Although ArenaNet's profession designers have far more detailed telemetry and statistics than GW2Efficiency.com, I think both sources tell the same story about Engineer. With that in mind, I'm fairly confident that the designers have heard the message loud and clear, and that, as with other professions, future changes will reflect the preferences of more players and be geared toward making all professions, not just Engineer, more fun to play. It's not and won't be an easy road, but so far, the outlook is encouraging.
  15. I've been seeing the same problem for months. When the user interface elements are DPI scaled, the character previews are not properly scaled along with them.
  16. Turn banners into passive AOE auras and Warriors will never get kicked again.
  17. Sentry-skritt Bordekka. I have no further comment on this matter.
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