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hugo.4705

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Everything posted by hugo.4705

  1. Indeed, just a tengu combat tonic and it's done woop.
  2. Big thanks I love it. Black , gray and red sweet.
  3. Like PoF I really hope there will be all new profession specializations as Npcs that can be found around cantha to learn some lores about the specializations.
  4. Found it, you go in account, settings, it is "theme" you click on it and select option gw2 dark. Trying it right now I love it.
  5. Same never found it but i m interested too
  6. I would like some bruisers like skills that can do close combat but also ranged. Dunno what the skillls will be or if the specialization icon means anything... but what I still continue believing is that the symbol do represent a suit or a golem mechanic. But well dunno what to think after harbringer, it has a flask icon but don't throw flasks, one of the biggest joke I saw. Engineer had a lot of ranged weapons, rifle , pistols, even shield 5 is thrown a la captain america. Whereas Hammer offer close combat, to me scrapper is support/healer. Holosmith is Dps and I like the spec because beyond being melee if using sword, the photon forge is kind of ranged. So well, it is half / half. Ranged rifle and pistol, close combat hammer and sword. So ranged or close as next specialization I don't really care. But what I care about us the next engie spec to have a good memorable mechanic. If someone tell me scrapper or core as example, what I think about is useless turrets and annoying weak gyros. Whereas holo, I do think of holograms, light beam, light arena and blades. So yeah, expect energy charges, golems, plasma, dragonjade magic capacitor or something epic. Even robots minions i'm okay with. The jade engineer artwork on eod page is very high techy. Surely capable of manipulating constructs and force fields?
  7. Masteries are so far skiff/fishing/siege turtle. 5 in total. I bet one will be about dragon jade somehow using its energy like ls3 special skills. And another one about culture, unlocking merchant. For skiffs, I don't see a lot of possible ways for skiffs mastery: -Stealth skill , -increase speed, -unlock weapon for skiff like a cannon, -increase number of passengers. For fishing? -New cook recipes, -More efficient bet to capture bigger fish, -Superior fishing rod that can't break. Siege turtle? -Unlocking gunner place, -Upgrade weapons, -Unlock more weapons skills. All those sounds interesting. But in sale time it is sad that guilds, since HoT, 2014 are rotting, remaining unchanged. No new upgrades, no new guild missions, no more guild treks, no more guild bounties, no more guild puzzle, no increase of decoration cap, no scribing 500. And so I really hope one of the remaining features/masteries would lead to at least, unlocking scribing 500. And in better case, new guild treks and bounties in cantha. This content have been rotting for too much time.
  8. Well there is an issue about those rings that appear on zach others... they should have in center the symbol of the combo they are for: thundervolt for lightning, bomb for explosion and so on... it is a mess currently, they stack on each others and you don't know what is what. However, I am very thankful to anet for the second addition: CC skill highlighting themselves when the foe has a defiance bar. May just need an arrow pointing at it as tutorial/ if the first time like during first tutorial instance. But that's nitpicking, ut is already a cool QoL addition those highlights.
  9. After playing more the Harbringer; I think the specialization should focus on one theme and not melting several elements together that have nothing in common. What is the theme of this elite specialization? Anet should know which one it is: 1- It is an Alchemist. The elixirs are not drunk but thrown, are renamed potions, create AOE fields that give condis to foes who pass through and boons to the user who pass through. The weapons skills give additional conditions. There is no shroud acrobatics / martial have no link with alchemy, stupid to use those, but a tool-belt like, F1-F4 skills that consist of Self-Skills like Adrenaline syringue (EG: Give Quickness-Fury-Stability-Might) , Pain Killer (Remove all condis on you) , Healing flask and Stealth Mixture (Give some stealth). Well you get it, in sum condis aoes and potions. See https://www.diablowiki.net/Alchemist_Skills . Pros: Elixirs can stay and weapon skills need a little tuning, exploit well the alchemy/alchemist aspect, specialization icon is kept. Cons: Shroud and its skills is completely removed and new skills with new icons have to be created, 4, as F1-F2-F3-F4, no blight. Specialization name is changed to Alchemist. 2- It is an assassin. Then the drunk elixirs makes 0 sense and have to be changed to something else: Thief like, stealthy moves, throwing a mixture in the face of the foe, throw a jade shard, pulsing aoes. It keeps martial moves and shroud, but it makes the necro not a necro anymore and more of a thief. Very bad idea to follow. Pros: Shroud is kept. Cons: No more elixirs, specialization icon doesn't make sense anymore, no more elixirs, no more blight mechanic. No alchemy theme anymore, may feel like a thief bis. 3- It is a plague doctor/ jekyll and hyde style. Most of skills, including elixirs that are now injections consist of self inflicting ton of conditions to become more powerful and throwable condis flasks. The blight mechanic is conserved but appear with very long duration/infinite duration conditions stacking on the player instead of removing health. Once enough blight is accumulated, the player can use the blight icon that will deplete the bar like engie photon forge, during that period, weapon skill/utilities gives addition boons/ inflict more conditions. Heal skill aka "The Cure" clear all conditions and blight. https://www.ign.com/wikis/darkest-dungeon/Plague_Doctor Frankly, just follow this to redesign. Pros: Alchemy like theme is kept, more conditions on you = more blight = you are more powerful. Spec icon can be kept. Cons: Shroud is removed, now a photon forge like bar. Renamed Plague Doctor. 4- It is a gunner. Elixirs are replaced by vials that are thrown by the pistol appearing in the chest armor as utilities and shot on foes. Fast recharge, apply conditions. Shroud is now kits, Gun and Vials based skills like a storm of corrosive bullets shots, charged shot that create a line of parasite/plague/bacteria; acrobatics jump and moves again, involving bullets or throwing jade shards. Pros: Alchemy like theme is kept. The pistol/ shooting theme has a bigger meaningful place. Cons: Shroud is removed, now being an engineer like kit featuring vials and several dynamic skills. Need to be recreated. What I would choose? Frankly, my choice would be between 1 and 3. But going more to the Plague Doctor (3). Why? It keeps the blight mechanic, elixirs are now flasks, flasks that I should remind you, appear on your artwork https://wiki.guildwars2.com/wiki/Harbinger#/media/File:Harbinger_concept_art.jpg on the belt with several others. The hat medallion could be a sample of "The Cure" and be the heal skill that cleanse all conditions. It is a waste to not have throw-able flasks whereas the artwork have them. Self inflicting conditions to unlock a devastating aura bar that deplete with time during which you deal more conditions and gain more boons is better than another regular shroud requiring life force. I don't speak of damage tuning or anything, I let the specialists speak about those, I am speaking of overall theme, and currently, it is several rushed ideas glued together: Some elixirs, Some martial arts, Some guns I tried Harbringer with Grieving stats, ferocity-might-condi-precision at Tarir Meta, kept dying during pre event, didn't liked a lot the specialization overall because feel like a draft. And the HP reducting thing is just complety skritt! Better as self-conditions.
  10. Still hoping for an Exo-Suit Skyscale ! Just bought the Requisition supply drop 9th anniversary. So will surely pick Exo-Suit Roller-Beetle. But really hoping for Exo Skyscale in the new mount licence to continue my exo mount skins set! 😄
  11. So.. imho this elite spec feels like it is a mix of several unfinished ideas. 1-Firstly, what purposes for those basic icon looking elixirs? It feels strange to use elixirs as blight sources instead of, I dunno, shooting them on group to make conditions growing range aoes? -> this can be better as mechanic, you shoot those elixirs on hround create poisonous/chill/fire/torment aoes, if the harbringer pass in those, it gain boons, if a non harbringer pass in those, it gets conditions. 2-Secondly, is a shroud, that has as only purpose to reduce your health and increase blights with time useful and interesting? No need of health decreasing shroud. -> No. This specialization don't need a shroud. It needs a holosmith like Heat Bar but with corruption/blight instead of heat. The current five skills of shroud would appear as F1-F5 above that blight bar. The more blight you have, the more devastating and powerful skill you can use. Using one of those F skill remove the corresponding amount of blight. Let's say: F1= 5 blight, F2 = 10, F3 = 15, F4 = 20, F5 = 25. 3- What is high risks for high rewards? I see none. This is what would be high risk for high reward: Each weapon skill inflict to the harbringer never expiring conditions. Elixirs AOES give boons as long as harbringer stay in those. With condition/blight, Healing skill is a corrupting skill giving you more conditions. The only way to clear conditions is to use my Blight energy bar I said in 2, using one of its skill remove all blight and conditions. The more conditions you have, the more boon you have: quickness, fury, might.... any boon apart health regeneration and condi damage protection. Like fractal says, no pain, no gain! The user would be afflicted with condis, losing health because of them but gaining also advantages like accessing five powerful blight energy bar skills. Having more condis and blight on you could increase the efficiency of elixirs, more condis on foes and boons on you... Microsoft Paint illustration: https://imgur.com/UgzwOi5 Reddit post to see better:
  12. Sunqua Peak is surely beautiful and each boss fight do feel unique. But it is one of the longest fractal out there. Most of the fractals can be completed very rapidly, in less than 20 mins: Thaumanova, Urban battleground, Cliffside, Chaos, Solid Ocean, Snowblind... With nice group compositions and knowing the mechanics in most of case can make you gain time. However, the final boss of Sunqua Peak is very annoying. Beyond the aoe spam, what bother me is the fact it is just a fricking Health sponge. The last boss of Sunqua Peak doesn't remember you anybody? Yes High Priestress Amala in Twilight fractal. The final boss is built exactly the sale annoying way: 1-Has multiple phases, which with differeng attenument. (God / element) 2-Each phase consist of AoE spam on your screen at a point not knowing what is happening and what the game want you to do. 3-Some mechanics to spice even more like nedding to kill secondary foes, jumping above a shockwave or hidi.g behind a rock. Even Nightmare fractal is clearer with Arkk literally screaming at you "go under my shield" with in same time the big orange warning aoe on ground. It is hard to add more pointing arrows pointing at rock shields and other vital mechanics outside of attacks? But the biggest annoyance is the health pool. Why just why? Each time it feels like I have been in the frqctal for one hour. Anet, can you divide Sunqua peak final boss health by 2 in all Tiers? Can you make the skills pools diffetents with more or less help depending on tiers? T1/T2 should do 0 one-shot attacks. No volcanic giga explosions. Less tornadoes, fireball etc aoes. Everthing in T4 sure, but not in T1 and T2. Btw, you can also divide water spirit rock boss health by 3, no fun losing time just hitting a rock pile.
  13. Make Festial of Four Winds tokens and Baubles tradable. Out of all the festival currencies, those are the only ones that can't be obtained out of the festival period. Candy corns, snowflake, zhaitaffy, magic essence on the other side can be easily obtained. It is the big issue, you can't craft SAB or Festival of four winds decos during the whole year, have to stock when festival comme back. So please, make them tradable, this way I can craft zephyr bridges and lanterns every month of the year. 2 solutions: 1-Baubles and Festival tokens are tradable on tp 2-SAB and labyrinthine cliffs are open during whole year.
  14. Guardian "Retreat!": Guardians never retreat, so this shout skill has been renamed "Advance!" The voice acting has been updated appropriately to say either "Advance!" or "Charge!" at random, for a little variety. @Josh Davis.7865 Somehow have time for stupid things like that for guardian but none to fix Engineer turrets? They are clunky, not optimized. Want to see more turrets build. Bring back overcharge skills, give them boons. Faster shooting rate modify the conditions inflicted, make their shot pierces! This guardian change wasn't needed, there are more skills in the real need to be fixed since 4+ years. Hello engie turrets. i don't speak how bad and useless elexir gun and tool kit feel.
  15. Nothing to say. Happy with engie balance notes. Photon forge self disabling when mounting and more boons for scrapper. I say yes. 😄
  16. Can https://wiki.guildwars2.com/wiki/Stone_Summit_Cannon be acquirable in game? The stone summit cannon skin has been added with forged steel release, appear in the skin wardrobe in bank but can't be acquired. This has to be fixed.
  17. The art: https://imgur.com/cUCI6Ai The page: https://www.forfansbyfans.com/feature/guild-wars-2-fan-forge-info.html Someone of my guild said what it could represent, i cite: "that actually looks a lot like Raisu Palace (Emperor's Palace) back in gw1" Any thoughts?
  18. .... the spec icon.... btw it surely has flasks because they use elixirs, see youtube necro video psst on its belt. https://www.reddit.com/r/Guildwars2/comments/p2clvc/guild_wars_2_end_of_dragons_elite_specializations/
  19. A mesmer spec without clones yes. Don't remember since when I wanted that. A necro spec that is about self inflicting pain to gain power and is a kind of alchemist second time, big yes. I made an asuran expansion concept 3 years ago about a similar necro spec. Work the same, is just called fleshreaver and use sword instead of pistol. You can check by yourself, part 4: here Very impatient to see the engineer spec. But seeing that the flask is necro, then, who is the bullet? Can it be an elemental bullet? Is ele the diamond on fire? Good questions. Pretty sure tve samurai mask is thief. Will see. So far don't regret eod specs and impatient to see more, good job. Will definitely make a new character for Harbringer. Amazing.
  20. More style of commander tags. I would buy instantly a Foxmander. Or a Wolfmander.
  21. New cultural armors. At least two new tiers for each Race. Human- Charr- Asura- Norn- Sylvari Still can't believe that no sylvari one have been added with HoT and no human one with PoF. https://wiki.guildwars2.com/wiki/Krewe_Leader_Ambr this one from npcs is still not made into an asura armor. Along several norn shamans sets, some sylvari and norn npcs armors too. It is a path to follow for post-EoD or during EoD, more cultural armors. 5 tiers instead of 3.
  22. Yup re entered the code I received originaly, it works now. Thanks for fixing it.
  23. This is a real legendary set, even the arts if they need: https://www.reddit.com/user/Achromant/ let's stop arguing, a set with all weapons looking the same without unique heroes story behind isn't legendary. Enjoy having those poor non legendaries weapons but this isn't up to their quality standards they used to follow for HoT or PoF.
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