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bettadenu.5483

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  1. I'm super glad someone understands why I made this post. I'm somewhat taken by surprise and at the same time i'm not with the amount of people disagreeing with me. Dry Top is a perfect example. It's verticality, in my opinion, makes it frustrating to play. Having a flying mount is a massive game changer
  2. Again you are confusing me. I have never said get rid of either mount nor verticality, I am stating that the verticality is so much that you need mounts to enjoy the content. If you start designing EoD from a verticality perspective then the player has to grind out previous expansions in order to enjoy the current one. This directly translates to grind and then enjoy, rather than enjoy first and then grind for a bonus feature. It means the player absolutely has to get flying mounts or springers and their respective mastery to progress and have fun. Stricly speaking, you do not need it to progress but the path taken will (in my opinion) be less fun. Verticality is absolutely fine, but too much of it is not okay. (For that same reason that too little is not interesting). Also I never said people or myself refuse to fork 25 dollars, I never brought up pricing or the will to grind and get the masteries. I said that in order to fully enjoy these mega vertical oriented maps you absolutely need mounts that tackle this problem locked behind a big collection, time and decent gold gate. I believe that it is better to allow the players to fully enjoy the map first before being frustrated that area's you really need to be in are hard to reach or unreachable. I am mentioning a problem that I believe is there, some may agree and some as yourself disagree.
  3. I have no idea how you came to this reply. I never said mounts are not good, I am saying the verticality makes the game less enjoyable if you do not have access to the mounts and their masteries. If they decide to make Cantha vertically oriented as much as previous expansions, it does make the mounts a requirement or you're going to have a bad time.
  4. Hiya, I am a returning player and have been an avid fan since Guild Wars 1 and early GW2 beta's. I'm going to keep this short without mega walls of text to explain the issues that I am seeing. Mounts and not having them and in particular the Griffon and Skyscale make the maps that we see today more like a chore than enjoyment. I felt like I absolutely have to rush to get the flying mounts in order to not get frustrated with the extreme verticality throughout the maps. This goes for all of them since Heart of Thorns has been released. The verticality is so abundant to the degree that if you do not own one of these mounts or hell, even gliding. You are going to have a bad time in Guild Wars 2. This is my personal finding and you may have experienced it differently. The level design is fantastic and I feel like a vibrant world has been created, however, sometimes there is just so much going on in the screen. This goes for events, meta events, hearts, special events in your HUD. It can get over crowded quick. Things like bouncy mushrooms to jump on and updrafts for your glider take away a lot of the beauty that I see when I look at the maps. They (again if you look at point 1) are a filler for making people overcome the insane verticality in this game. Map meta events and in particular the Dragonfall one have so much going on that it's basically a rush and go or get left behind. You have no idea whats going on when you are new to this and you absolutely need mesmer portals to even keep up. For Path of Fire I enjoyed the story as lore, but found the order in which progress through maps and how we tackle them weird. I found myself going back and forth all over the place to do the story rather than in a single line up to bottom or left to right. In Guild Wars 1: Nightfall we went in a pretty easy and not so confusing pathway from Istan to the Desolation. You knew where the beginning and the endgame would be and that is miles better than what we are presented with today. My feedback for End of Dragons is to seriously take a second look at your verticality and playable areas and where players have to progress through. I know from Guild Wars 1 that both Kaineng and the Echovald Forest will probably see massive amounts of verticality. Please do not push new players through agony. Not all players have Heart of Thorns or Path of Fire and the ones that do might not have the mounts. (I do have the Xpacs but did not have the Griffon or Skyscale, I am a WvW oriented player). If you put the same amount of obstacles through Cantha as you did in the previous expansions, you are hindering the fun and enjoyment that players could have in order to create locked gates and repetitive content that players may very likely not enjoy. (I thought the collections were cool until I had to do similar routes multiple times over for just slightly different collection items). Fun and enjoyment better not be locked behind masteries. All in all I would say Guild Wars 2 is still a big giant in the MMO scene and I regret not playing it more over the years. I always complained about the direction it took and have been wrong in some cases. However in my opinion, to the above named points I do not think I am wrong. Please consider my findings going forward. I do not expect radical changes or any at all, but keep in mind that verticality is cool, but often not fun.
  5. Title. I rarely post on forums but I would like to be more of use for my team in WvW. I've recently come back to playing the game and Thief is my oldest and most played character. I feel like nearly all of our abilities are narrowly designed into a single use. My groups don't want me in zergs and I can only pick off stragglers outside of the main blob. Doing that is extremely hard in massive fights such as in Stonemist. I find that a mix of venomshare and staff Daredevil works to a playable degree to help out the main blob, but pales in comparison to the powercreep of other classes. With the upcoming expansion I've read rumours that we will have more group play spec which is amazing, but doesn't change the fact that core Thief, Daredevil and Deadeye to a certain extent is selfish. In my perspective venoms outside of immob and basi are really not worth it, unless speccing massively into condition damage and duration. I would propose that instead of using charges they are a timed buff that have a chance to apply it's effect on hit. Resulting over time more venom output but less instant on demand effect. I also feel Skale and Ice Drake venom are not on par with the other venoms. In my opinion there is great opportunity to give the Thief unique and niche utility to bring to a group where some venoms can either rip boons and or prevent affected targets from receiving (or a certain ripped) boons. As well as steal % healing received through the use of venoms. I.e. target affected uses healing skill and heals for 20% less and you receive a % of that amount. affects both healing from skills as well as passive healing effects. I feel acrobatics could have way more team oriented play where the Thief could share endurance regain to allies around him, (fatal) damage mitigation or very short evade frames. Basically themed to survival not just for the Thief but for the group. Daredevil Staff feels extremely weird to me on Staff #2, #3 and #4. The animation on Weakening Charge locks you into the funky spin that feels unnatural to me to use in my opinion. I'd personally advocate for the the animation lock to disappear and be able to move around freely. Take the reflecting missiles out of the base attack rotation and add it to weakening charge so you can use this skill both offensively as well as defensively. Debilitating Arc is such a small funky arc in front with a super small and short evade frame roll back that I wonder how many people really use this and if they do give me advice on how to succesfully use this. I'd like to see the either roll further back or give it a larger, possibly cascading arc forward. On my wishlist for the next xpac is that our new elite spec we have more interaction or a broader scale. Rather than a superior version of a base traitline and our new assets of skills both as utilites as well as weapon skills are not a linear single use kind. More complexity for a higher skill level and bigger reward. What are your thoughts? Just throwing some wild ideas out there without any game balancing in mind.
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