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TheMaskedGamer.5708

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Everything posted by TheMaskedGamer.5708

  1. My main feedback is 3 of the skill that I feel need to be adjusted or fixed. Skill 2's animation doesn't seem to track the enemy well. It looks like you're flashing a laser pointer everywhere besides the target you aimed it at, so that needs to be adjusted. I think the Skill 3 Symbol just doesn't last as long as it could to allow the guardian to combo off of swapped weapons. I'd think maybe 5 or 6 second duration would be a better amount of time to allow for more time to take advantage of it. Skill 5 has different levels depending on how long you leave it charging. To me, if you decide to fire the weapon early, I think the cooldown should reduce on the weapon. Full charge shot should take the exact time it has currently to cooldown, but depending on how early you fire it, it has a different cooldowns. Here's maybe how I'd do it. Level 1: 12 second cooldown Level 2: 16 second cooldown Level 3: 20 second cooldown I did notice some bugs with Skill 5. At level 3, I'd have shots that just pass through the target and not hit on impact. Other times, the knockback is inconsistent, where at one point an enemy was knocked back towards me instead of away from me, or worse, the knockback doesn't even work or activate.
  2. I am so excited to hear that the New Player Experience would be looked into. I appreciate the return of Season 1 with small twists or adjustments to make it work. With that being said, I do have some recommendations to make the beginning parts be improved somewhat, even at the cost of somethings that a certain part of the community may not like. 1. Remove the 10 level gates. I like the idea of the story to be used as the means to direct new players into new maps. The gates create a few issues. - New players are forced to do map completions to get anything done and to progress the story. I don't like the idea of players that are more interested in following a narrative have to be doing this. I prefer them to be free to make those decisions on their own. - This can add a tinge of difficulty for new players to expect if they ever decide to explore those new areas. Not as a punishment, but as a means for them to push forward and improve themselves skill wise or level up some more. -Part of me feels that the gates were implemented to restrict or further limit players from one particular thing that happens every week. Level 10 Key Farming. If the gates were there to limit that, I'd say just remove level 10 keys entirely from the reward panel. It may not be a favorable thing for the farmers, but I'd do it if it means that there can be a more healthier and open ended experience for new players. 2. Make additional adjustments to Level Scaling. The content in the core game is a little too easy. A lot of it has to do with the scaling not really doing a good job to balance mobs to be more challenging. Not doing this could make players suffer a massive whiplash when they reach expansion content. 3. Make Season 2 Accessible for all players (Remove that gem gate.) The main reason for Season 2 to exist is to be the bridge that connects GW2 Personal Story and Season 1 to the Heart of Thorns Expac. That bridge is pretty important and the story takes place in areas that are already accessible to everyone. It does not make sense from a gameplay standpoint to have a story that takes place in an already accessible map to be locked behind gem purchases. Not to mention that the Season 2 rewards are not that rewarding at all. Seasons 3, 4 and the IBS are all content that are worthwhile purchases given the amount of value they can provide players with. Good places for gold farming, getting specific materials and even a decent selection of weapons and equipment. Season 2 really offers very little in those areas. I think it would not hurt to make Season 2 free for all so that all players, especially the new players , to have the fullest experience of the core game. 4. Add Hearts to mid level maps to teach mechanics (Copy and paste Seitung Height Training Area.) An idea from WP and a few other content creators. To me, mechanics like Boons, Conditions, Break Bars, and Combo Fields, should be taught to new players sooner rather than later. The Heart in Seitung is a really good example of an in-game way to teach these mechanics. However, I feel that this type of heart should be implemented in the core game somewhere. Gendarren Fields being a example of a good location for this. I hope these ideas have been thought out in the studio and are at least somewhere on the table. I want these improvements before GW2 gets released on Steam. It may help in keeping players more invested in the game as they explore the world. Thank you for listening.
  3. I would like to start with my compliments to the design of the final meta. I think that the final encounter is a fantastic fight. Mechanics for the most part have been well thought out and the story occurring is incredible. Not to mention the music and tension added in for good aesthetic flavor. With that being said, I do have some issues with some aspects that could use some additional refinement to help with making it hopefully a smoother experience for everyone. Here are the following suggestions: - The Break Bar requirements for the "Trapped in Whirlpool" mechanic have to be massively reduced. In its current state, it requires so much break bar damage to release a player trapped in there. At this point, players are better off leaving the trapped player to die and respawn as fast as possible than to actually save them. - There is a bit of a pacing issue with the fight that I feel just cuts too much time for the players to do anything. The wait time between phases or the phase transitions need to be reduced, that way players can progress to each phase faster. This should add additional time without touching the actual length of time for the fight. - Whether or not intended, players are required to have Charr Waystations ready to get the Electromagnetic pulse to get more Break Bar damage. If there are players that are brand new to the experience and have not done Icebrood Saga, such luxuries are not going to be available to them. This then directs me to point out that the Break bar requirements for the boss itself are a bit too massive. I would recommend either having the break bar phase last longer to give players more time to break them or reduce the amount necessary. - This one is debatable, but there is a small RNG element at play when tackling the boss. The boss tends to move in a very unpredictable manner that can be jarring to determine where the boss will transition next to. There were many close calls in fights I've been where we were close to finish the boss off, but then moves without rhyme or reason, sometimes twice or 3 times in a row. Thus making the boss practically invincible for a significant amount of time. An additional aspect of the RNG is the amount of Break bar sections that are introduced or in some attempts that do not happen. It is clear that if the break bar appear more often, the chances of success rise. If they rarely appear or not appear at all, the success rate heavily decreases. There has to be a way to make these phases appear as expected instead of waiting for a chance for it to arrive. I hope this constructive feedback is considered and I wish you all a good day. Thank you for bring great content so far and I can't wait for more.
  4. The cinematic cutscene of the Story part in Deepest Secrets has an audio issue. The Voice over worked, but any additional sounds like music, ambient or even other effects are muted.
  5. I'm not sure if this is a population issue or if there is a chance that the sharding of the map instances are not working as intended. I've been through the maps and it feels like there aren't that many players around when you are within the map. It could be the scale of the maps separate a bunch of us, but it's odd. I do see LFGs attempting to fill their maps often, so I'm assuming it's not the lack of players, but that we are not being put together properly to play.
  6. I'm happy to hear that others took notice. Just waiting for arenanet to see it. I hope they are aware.
  7. I remember characters would have their legs adjust to uneven surfaces in the environment. That would include stairs, hills, or uneven rock cliffs. Nowadays, the characters would lean in place, looking like they are going to fall on their backs, faces or sides. I wouldn't call this game breaking, but it does kind of ruin a bit of the immersion of the game when the character looks like they are about to fall off places everywhere. Here is an example picture of the situation when walking upstairs https://imgur.com/a/0Cd6THb
  8. I would like to suggest that beside the weapon-arms changing when you select the one line of traits only, the rest of the mech can be customize. For the frame, you can have your Mech colors swap between different metal colors. And for the cores, multiple colors of Jade. (Yes, Jade can come in multiple colors besides green.) I will provide my suggestion here: Mecha Frame: Conductive Allow - Frame/Body is Gold Mecha Frame: Channeling Conduits - Frame/Body is Bronze or Copper Mecha Frame: Variable Mass Distributor - Frame/Body is Steel/Silver Mech Cor: Jade Dynamo - Jade color is Red Mech Core: Barrier Engine - Jade Color is Lavender Mech Core: J-Drive - Jade Color is Green
  9. I wish to report a bug that involve the Scepter Autoattack. Every 3 hits, you generate a clone. For the Virtuoso, 1 Psychic dagger instead. However, it seems that once you reach 3 daggers, the Autoattack no longer continues to generate more daggers. It caps off at 3. The Scepter 2 works fine.
  10. These are all my mains in the game in a group style photo. Was a long while when I made this and I'm very proud out it. Not the best thing, but my personal best so far. I need to get my photoshop rust off for a new project soon. Feel free to provide any feedback.
  11. What would you change? What would you want Desert Borderland to be more appealing or overall an objectively better map?
  12. Greetings. I'm very curious about the community's perspective about the Desert Borderlands after 4 years of its existence. From what I can tell, it is still considered an unpopular map. Very convoluted, slow to navigate (Although Gliding and Warclaw may have resolved some of these issues) and so on. Considering what I've experienced, almost no one or very few enemy worlds would touch Red team's borderland. Seemingly giving the red team a free pass of points cause no one wants to play in it. I wish to as a few questions to get a better understanding of the current mindset of today's players regarding the map. Please answer as thoroughly as possible: When it comes to your current WvW experience, how often do you play in the Desert Borderland Map? Do you enjoy your time playing in the map if at all? What makes playing this map enjoyable/unenjoyable/both?(Positives and/or Negatives) Has the additions of Gliding and Warclaw made things better when it comes to traveling in there? What makes Alpine more appealing to play in than Desert if you do not like Desert? What make Desert more appealing than Alpine if you like Desert? If there are any positives or interesting implementations to the Desert Borderland that you like, what are they? If there are any, would you want to see these be added to Alpine or apossible Green Borderland? Would you want Desert Borderland to be reworked or redesigned? If so to what extent? Small redesigns or a full rework/remake? Please explain. If there are any lessons that Anet could learn when redeveloping or making something new for the future designs of borderlands (if they ever do), what would they be? Here answer with any additional thoughts or opinions on the matter at hand. Looking forward to learning more. Kind regards,TheMaskedGamer
  13. If you purchased a new equipment tab or build tab, are these account- wide addtions? (Ex. bought a 4th equipment tab that all my characters now have access to.) Or are these additions character bound like Bag expansion? I want to know what items affect characters only or if they work across the account.
  14. I have one big question that I'm not sure you'll answer given that it's still early, but I feel it's better to ask now than later. The one question I have is if the option to turn your Guild into a WvW Guild for the system is an option you can toggle on and off? Reason I ask is that I have a PvX Guild, a guild dedicated to playing anything in the game. Now it wouldn't be much a surprise to see my guild dabble in WvW, but I'm curious as to how the "turn your guild into a WvW Guild" works and if this is a permanent change to your guild? The way I'm interpreting this information is that this action is a permanent one. And my worry is that if I come to that decision to do so, what effect will if have with your systems? Especially if I sign up for something that may not be an exact priority for my guild.
  15. Here is my constructive and honest opinion of this Mount Licensing matter:Personally I do not like the RNG or random element of receiving the mount skins. To me, this feels like a cheap method of having consumers spend more of their cash than they really need to. Worst of which, it's pretty close to gambling, which I don't support. The Black Lion Chests are pretty much kind of acceptable since its the only system like that in the game, but I cannot accept another system like that. I know for a fact that this method could potentially bring in more money for you, but to me this feels a bit anti-consumer. Sure, people can argue that this is all entirely optional, but you have to admit that this is off putting cause there are no other (especially in-game) methods of obtaining skins in the game, and people do want to standout because that's kind of how we play the game. I honestly wish that Mount Skins were sold like Glider Skins. Giving us the ability to choose what Mount Skins we want in the end would in the end make people happy and it would be a considerate move on your part for the community at large. This couldn't be a decision made by everyone in Anet for sure, so whoever made it should reconsider this method of getting the skins we all want. If this is the best offer you can come up with, I'm terrified of what other methods you wanted to take mount skins. I propose that you make a slight increase of the gem price depending on the type of mount (Ex. Mounts with less lighting effects and such 500, shiny, obnoxious looking mounts 700) you want. I'd pay a little more for a choice than pay less for something that is out of my control. I do question if my idea has been thought about before this was implemented. Did you ask this question: "Would players want to pay less in the short term for mount skins but remove our ability to choose, or rather have us pay a little more to get what we want, like the Gliders?" Cause if you want an answer, I'd go for the latter. To me: Player Choice is more valuable than having things be randomized to cheapen our purchase. Guild Wars 2 is a game that didn't follow most other MMO trends, but rather try to evolve what exists and even strive to make it their own thing that stands out from other MMOs. Trying to emulate a lootbox system doesn't seem right for a company of your reputation (whoever is in charge of this decision). It's been criticized to death how these lootbox systems just ruin games for everyone and encourages gambling and I cannot support that. I'm sorry. I won't buy into it. Fix this soon, please. P.S. 2000 gems for one Jackal skin....really? Maybe 800, but not that despite what it can do. I'm sorry. I can't support that. P.S.S. Couldn't at least 5 or even 10 of the more subtle, less effect heavy mount skins be unlocked through in-game collections? Couldn't we earn those than buy them off and just have the more effect heavy skins to purchase in the store?
  16. I can understand a bit of the struggle. I have each of the 9 classes myself. I also have at least 3 extra slots. Have one for general key and Transmutation farming, but I honestly didn't have the intention to get more unless I get kick out of making more for either roleplaying purposes or for a more interesting endeavor: to make another set of 9 per generation of elite specs. I wanted to make a new 9 for the HoT ones and later make another 9 solely for PoF Elites. But sadly, I can't afford the extra slots since I have very low income at the moment to do what I want. But yeah. It all depends. I'd do it for RPing and for Fashion Wars. And also for the pseudo method of build templates so I don't have to constantly switch armor sets on a daily basis for different things. Until we get build templates, this is a more expensive yet semi-satisfying method of template switching...by switching between characters. XD
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