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Orpheal.8263

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  1. What a question.. sure id do, its in fact the region i'd love to explore the most next and wish for to go next to with the next expansion, far much more, than the yet unexplorable regions from EOTN.We are waitign for it for 6 years now, Cantha is overdue.. Zhaitan is no more a danger and can#t stop us anymore from crossign the sea to reach Cantha.. the only iussue that might stop us from doing so is the deep sea dragon, which would be essentialyl then part of the expansions story that we finalyl get to learn more about it and its minions ....
  2. Want back LS1 as well too, that it stil lisnt back in the game is also a big thorn in my eyes for years... ANet should give this game finally PHASING basicalyl via Chronomancy with the help of asura technology, using Asura Gates practically as Time Portals to travel between the present and the past forth and back as we wish to reexperience this way old content, that slowly gets phased out, as tiem in this game progresses and the living world concept keeps on changing constantly the existing content to create unique event moments for a certain time, which then become somewhen later replayable by traveling back in time to a Time Phase of a Map, where the events were still running and the canon of this game didn't progress further. Phasing is in essence already adding to the game just the old versions of a map as own parallel Sub Indstances, to make it possible for the player to change between the primary Main Instance of a map, which represents the present and x amounts of various secondary Sub instances for as much as different Time Phases anet wants to have for a specific map zone of this game, to which players can then jump travel between, like switchign districts felt for playing GW1, where easch map also hads basically douzends of sub instances based on the total amount of players that were on the same map, because that was back then Anets way to make sure, that everyone could be on the same map, despite not needign to be together also in the same district version of the map, which was of this system at the same time its curse, as like it was its blessing, based on it, if you wanted to stay together with specific other players, or not... The content is still there, its not just suddendly all erased and needs to be worked on fresh from scratch, its content that needs to get only overworked here n there a bit, to fit again into the game in a way, that the player gets in the end the feeling and impression, as if this content would have never been missed in the game, which is why certain parts of that content require only to be reworked into instances, instead of open world content, unless anet is willing to give this game true Phasing, to simulate like mentioned this way time traveling in the game...With Chronomancerts being in this game, tehre exists no argument anymor,e for why we shouldnt be able by now to use time Portals with the help of Asura Technology and their gates, which do look already like perfect Stargate Copies to travels through time and space, just without protective irises to block off incoming harm from one side traveling to your side of the wormhole.
  3. OP: The word you are searching I guess is called TOUGHNESS, not robutness xD Aside of that .. Condition/Boons need to be completely rebalanced, and reworked, thats the only real way to solve the whole problem. Reduce the Effect Spam by bringing down these 28 Effects of Condtions and Boons together DOWN TO 16 by reducing the effectzs from both sides from 14 to 8 and we will be a HUGE STEP closer to combat balance in this game and removal gameplay mechanics for conditions and boons becoming able again to handle all this effect spam mess that Anet fabricated with this game since HoT. After that remove finalyl buff food from WvW, this stuff has nothign to search in WvW, Buff Food is PVE content!!! and should be also PvE only content, because as pve only content would make that also possible to give the game much better, more interesting, more fun and more diversive Buff Food effects, without having automaticalyl to fear and worry about those effects making WvW literally unplayable ... Resistance needs to get removed a boon and turned instead into a new own defensive DUAL EFFECT ATTRIBUTE with the effect of decreasing the Condition Damager you suffer on and improving the player's Break Bar Efficiency, so that you become signicantly harder to CC, to give this game also finally an end to its obnoxious cc spam fest gameplay in WvW!! so that players have with this attrtibute finally a way to make themself become more immune to Condition Damage, which Toughness doesn't reduce amd become more immune to CC effects, so that they dont last on you so long and you also cant become so easily perma stunned, like it is possible right now, due to resistance increasing basically with a more powerful becoming Player Break Bar your chances, that you cant get immediately stunned again ,after you have been cc'ed.This way becomes Resitance a much more meaningful and inmpactful defensive attribute that will be important for players to have in competitive play like PvP or WvW, forcing players to put points into there, if they want to increase their survivability, leaind this way automatically in less points beign used into DPS attributes, so that players will deal automaticalyl lesser damage, if they have then to put more points into their defensive attributes, if they want to survive longer. This game needs finally for better class balancing dual effect attribute, to give this game more defensive and suportive attribute effects,m which can also help in reducing some obsolete boons, like Quickness, like Vigor, if those get rather reworked to become instead secondary attribute effects, which affect a character's attack speed or, endurance regeneration efficiency. rebalance finalyl better the efficiency of Vitalitys, increasign the amount of HP each Vitality Point gives, would also drasticalyl help on balanmcign this game, making finalyl Vitality more important and impactful, if finally 1000 Vitality wouldnt be only lousy loughable 10000 HP, but instead 25000 HP !!!This way would finally last battles also longer ridiculous 1 hit kills would become sigificantly less likely so that battles make again more fun for all!! Remove attributes from gear, so that the attributes aren't bonded anymore to endless gear grind just to receive your optimal wished attribute setting, makign battles in WvW also more balanced, if players dont have to grind for gear and get upscaled their to max level like in pvp, so that everyone has there maximum stats, without the need to grind for any gear just to be able to play the build you want Rebalance the base health values of all classes insividually, instead of still used the 2012er outdated 3 class type health system, which pigenonholes the health values of the classes way too much ,than is good actualyl for the class balance, where individually balanced health values for all classes would make much more sense.Under the current balance for example makes it absolute no sense at all, that mesmers, especialyl Mirages, have significantly much more health than thieves, thousands of endless spammable clones, can become also stealth, dodgy as like thieves ect and all this only, because threy have lesser armor values, but can completely negate this out by having tons of boons permanently, whiel the thief has no own access to many of the defensive boons, like stability, protection, resistance ect. Conditions in and of itself alone are absolutely not the ROOT PROBLEN.The real root problem of this game is its 6 years long ignored completely outdated combat system mechanics, which aren't at all anymore in harmony with the taste of the game, and its added content that anet implmented over time to the game, which are all not part of these outdated gameplay mechancis and the overall initial game balance state that the game had at the begin for which thoser new added effects, e-specs ect were all not designed for around.. Anet follows sadly the thinking a it seems, that they can permanently add new mechanics, new conditions, new boons ect. to the game, without ever thinking about it, that they need also to change and adapt and to rebalance the old initial gameplay mechanics they are using from the games combat system... You cant add permanently new mechanics to a combat system and expect from the old mechanics of dsaid combat system, that they keep on running always perfectly fine and balanced together with all the new added mechanics, as if nothing has been changed or added at all.When combat effects get too much and everythign gets to spammy, then its wiser to REDUCE the amount of effects to compress the amount of effect spam to the lessest number possible, to help this way making balancign the game again easier, than to continue addign always only new things to the problem... This is like somebody making himself a coffee who keeps on adding then after that permanetly more and more sugar to the coffee, that knows not when the point is reached, where you should better stop adding more sugar to the coffee.Somewhen is simply the point reached, where you have no drinkable coffee anymore, but just only a cup full of sugar that you can't drink anymore ...
  4. This is no argument, and you know that.Why are people always under the false opinion, that only because a game has an online component, that it has to force everybody to play always together...It is a MMORPG, which stands just only for Massively Multiplayer online Roleplaying Game which means nothiung else but just only, that alot of people are playing online the same game either together, or against each other, or for themself alone, while others can be around you in the same game world, without that you need to interact with them, nor are you, or should you ever get forced by the game to do so. So, by your words.. this is a MMORPG - not a FPTMMORPG for actually a "Forced Play Together-Version"... Who are you even to decide over me, how I should play GW2 and why should I be forced as player to endure the chore of searching for several hours for other players, just so that I can play the content of the game i want to do, if this could be simply just solved by a Companion System.It is my decision. NOT YOURS!And as part of my own free decision, it should be normal also for a game like GW2 - once the demand for such a feature should become stronger, that Anet should add it to the game as a quality of life improvement to help playing the game' content, even when parts of this game have become over time harder to play and totally deserted due to missing player activity, that expecting from the playerbase to search for multiple hours for other players becomes ABSURD...Because meanwhile in that time that people waste for searching for other players, could you have done the game content you want to do already with your own compansions eventually sucessfully, before in certain cases has joined even only 1 single person maybe your LFG ...
  5. Sure, a scaling solution is the much easier, less costing surely and faster solution.. but a companion system therefore the far much more fun bringing, unique and interesting solution that would make playing dungeons alot nicer and adds as well to the game a little niche aspect for RP's enabling it players to play then multiple characters at the same time that are somehow related to each other either by blood or marriage or friend/partnerships. That all would not be possible with just a simple scaling system solution. A scalign system solution would basicalöly just only dumb down the difficulty of dungeons to solo player niveau and thats I find absolutely not the right way..A game should never be dumbed down , just so it becomes soloable... lets not give this game another injection of dumb downing like it got from Anets new player experience disaster which literally destroyed the whole starter segment experience of this game in one patch beyond the possiblity of any repairability, just because they thoiught, the game needs to receive this treatment, due to us players being in their view too incompetent to handle the game mechanics and the whole leveling process and character progression, how they were originally...while in fact absolutely nobody has had ever any issues with the original design and nobody EVER demanded here in the forums, that Anet should change something about it... A great way to make GW2 in itself more special compared to the other games out there and a companion system doesnt mean now so extremely much more effort, than tweaking and overworking the Scaling System of GW2.It is just a matter of UI work that needs to be connected to our account character data, so that we become able to choose them out and add to our created parties, like how it was done basically in GW1 with Henchies/Heroes, where the game also needed to know, which of them we have access to and the actual Command System to control the Companions, or to switch to them directly, like I'd love to see it working for the most interactive gameplay you could possibly have with such a feature to become able to eventually even perform this way unique Switch Combo Moves between the two characters from which you switch to from one to another to control the character self directly. (Kind of a bit inspired from SAO I admit, but thats just an anime, no real MMORPG that exists). In the end it is just only a matter of money.. how much willing Anet is to invest into a solution and the cheapest solution basically wins, unless the higher costing solution can convince ANet better with its pros it has, over its con of costing Anet more money to make the more expensive solution happen
  6. @Linken.6345 Yes, you can do that, for the expense of requiring alot more time to do them... alot more time, which casual players don't have.That the content has become doable by now also 2-3 people or solo is only the case due to the massively added powercreep the game has received over the last years... Without all this powercreep it would take even much longer time, than like 2 hours which have been mentioned here earlier before by someone else and doubt it would be soloable without all the powercreep of now Thats my point that I take into consideration why I do support making dungeon content easier, by adding basically a Companion System, so that peopel dont have anymore to waste alot of time findign first the neccessary amount of people, becoming again able - also as casual players - to do dungeon content in like maximum 30-45 minutes, which is not somethign you can do, when you need solo for the content to do successfully like already 2 hours, or if you have to wait like 2 hours, until you have found the peopel for a complete party or the 1 to 2 others to do it at least with 2-3 people, when the LFG for the specific dungeon you want to do is completely empty for like half the day and more, and most likely always at the times when you can go on to play GW2... GW2 used to be with its dungeons a game, which was extremely casual player friendly, beign able to do the dungeon paths all within like 30-45 minutes all.This is not the case anymore now, due to the dungeons having become more and more deserted and thats why i support the point, that Anet shoudl do somethign against this. A companion system woudl be in my opinino the best choice here. @"Illconceived Was Na.9781" Where in the description of MMORPG = Massively Multiplayer Online Roleplaying Game do you read in the meaning of "requiring the NEED of having to play together with other other players". There is no "need" to have to play always together with others, only because we play a MMOG. The MMO in this term basicalyl means nothing else, not more, nor less, than just only that alot of players are playing simultanously the same game.the term absolutely doesn't mean, that all these players must be always forced to play "together" ...A MMOG als also a MMOG, if you have alot of players at the same time online in the same game, while they all woudl be doing their own solo player content, like if everybody would play at the same tiem alone basically their personal Story .. we still have a MMOG.. bot nobody is forced to play their personal story with others. You can do everythign of it alone, if you want..However, this is not the case with dungeons. Dungeons are designed by anet as multiplayer content, which should be played together with other players tother, as thats the way of what anets expects us to do there...That there are now also skilled people which can do them solo too is something totally different here, because that are basically only either those people, which search for their personal challenge, or those people, which must die hard proof others, that they are more skilled players and can do things others, which other players can do only in a party (epeen-complex - the typical and always to be findable in MMOGs "I'm better than you-players, which than start bragging about their skills and how good they are compared to others in chats to get attention - and most likely also lots of block list entries xD...) Aside of this: A link please to proof this statement ??Can you show me the post, where a Dev officially gives the statement, that adding a Companion System, which would require basically mostly only work on the UI and the commands, is in fact under their view "complicated"...Anet has said this already so often, that adding things is complicated, and then they surprise us suddenly with adding these thigns, which have been so complicated - chairs - cough.Just saying, only because something is complicated, doesn't mean automatically, that it is impossible ... when it goes after game developers, everything new sounds always first "complicated", so that they don't have to make any "promises", or cause hype for something, only because eventually it has been said to something, that its in fact eventually even "easy" to add, cause the player's minds are as easy to read as like a book.. the moment a game developer says, something is easy to make - players expect from devs, thats its done for the game... so it is in case of being a deverloper better to say in general first to everything - its complicated to do - so that you don't put fuel instasntly to the hopes of your playerbase for something, which you most likely don't intent to work on now. (if ever at all).It is all a matter of semantics and the way of speech and expression how you tell people something to get a message over and in regard of this game, devs naturally need always to be very cautious about what and how they say something to us, I know this should be nothing new to you and in general all of us by now after 6 years ;)However, this doesn't change my interest now on seeing a link to that dev statement onto which you put so much trust ^^
  7. This original plan was a discarded attempt to make it possible for sub-L80 characters to play with L80; it was replaced with downscaling/upscaling, which ultimately turns out to be more useful (since typically, once a game ages, there are more L80s wanting to play in sub-L80 content than the other way around). New... yes.Complicated? Absolutely not at allRequires it effort? Yes, like said, some UI Mechanics naturally need to be made, but it absolutely requires not to make new content, cause the characters that woudl act as companions woudl be already self made characters from the players, nothing that was made by Anet. You make those things look more complicated, than they really are.PvE needs no "balance" PvE is there to make just only fun. PvP and WvW, thats whwere this poor games combat system actually really needs balance, but that part of the game would stay completely unaffected by Companions, because these modes would stay 100% real players in parties only, because Ai helpers naturally have nothign to search in player based competitive game moves where only players are battling against other players. Yes, the Scaling System basically replaced the original Companion Concept, simply because it was an easier system that doesn't require any extra npcs to be made by Anet and is compared to that a map based mechanic that is 100% uninfluenceable by players and just works automaticalyl in the background of the game adapting the situations just only based on the amount of players being at a location at the time of when events happen or are about to start, so that it is abgle to adjust the values and stats of spawning enemies, so that they aren't too easily killed, to draw the time it takes for events to end long enough into the lenth, so that all participating people and those which may join the event later have enough time to deal enough damage to the foes, so that their participation counts towards gaining at event end at least bronze event rewards. But thats not the topic now..If the Scaling System would be part of the topic or even be usede as a solution of the topic now, then this woudl mean that the Scalign System would need to get changed in such a way, that the game scales down just simply enemies in Dungeosn so much ,that the content becomes soloable over time as much as player participation over time becomes less and lesser in regard of dungeons , making the situation for players only harder to find enough players...and its simpyl absurd of needign to search for hours for other party members, just so that you are able to do Dungeons in this game in a normal time that is appropriate for casual players - meaning that the content including waitign time for other players should not exceed the cap of maximum say 30-45 minutes. Everything that is above this cap is a strong signal to anet, that the game content has become so deserted,that changes are a must and players need to receive ways, with that they can speed up again the time it takes to make as casual players the dungeon content in an appropriate time span of up to maximum 45 minutes successfully.When you have to wait and search for several hours first, until you get enough players to play the content, how the content was designed by anet to be played, then this doesn't feel right to me. Nobody should be feeling forced in a game to have to wait and search for so long for other players to join your group, just so that you are able to do some game content in an acceptable time.It was already back in GW1 an absiolute absurd and unacceptable sitation, when you had to wait there for fours, until you had enough people to start a Mission there, or had enough peopel to start a PvP Map like in Factions, where were times, where is simpyl became impossible to do due to the inactivity of the people to do alot of the games content at certain times, where beign able to use heroes/henchmen for missions felt like a godsend, so that you became able to do these thigns at least alone, when absolutely nobody else is there and you have at that tiem also no friends on or guildies to help you out as well ... Your logic is flawed within GW2.. the more the game ages, it won't happen here that more people play also Sub 80 content, thats a dream bubble which absolutely doesn't reflect back the sad reality of GW2, cause so more people progressin the game, so older the game becomes, so lmore deserted becomes the old content in this game, because playing on the old content is by far not at all so much rewarding, than to play on the newer maps, the old maps offer absolutely no replay value at all.. once you are done with them, your done, you never have a reason to actualyl return to them, unless eventually for killing the world bosses on them. Would your logic be fittign, then would be the beginner maps constantly same as and actively played, aslike for example the much more rewarding HoT maps or Silver Wastes and PoF maps would be still so actively full, like on day 1 of release of the expansions, but thats by far not the case anymore.. you see absolutely NOBODY in pof or LW4 maps by now doing any story content anymore... all you see people doign in those maps only is farming the meta events or bounty hunt circle run farming... nobody cares for the story ciontent anymore, cause mostly all have done it already and those who are done with it espect now basicalyl from everybody else to do that content now solo, unless you find some friends or guildies to help you out... but pugs via using the LFG for spcific story stuff??? forget it ...unless you are very lucky maybe searching at the right time at the right location for somethign yoiu eventually find 1 person.. but findign via lfg a complete group together, feels already like getting a sixth in the lottery!! But that are by now only my own experiences on my server, naturally other people on other servers are still making perhaps completely different and more positive experiences still, so it iss something, that can't be naturally overgeneralized and pigeonholed here now ;)
  8. All it needs anet to do would be the implementation of a Companion System, which allows to use your own Account Characters as Party Members and command them like herooes either, or switch play between them and yiur current played Main Character that is the Party Leader which that you logged in and whose story progression the game is following for the moment you are playing. That way would become most of all dungeon paths easily soloable, without that anet has to do really much about them.A feature, which would at the same time improve also the roleplay aspects of the game, if you could play this way for example together with related to each other characters, like for example a brother which travels around with his sister character, if you have two characters on your account with the same family names ...for exampleI know myself, I'd be making somethign like that, giving my main character another family member at her side, if I could play them both that way with a Compansion System at the same time, switching based on the situation between them both, while the Ai takes over in the moment the control of the character from that i am switching away to the other Character whose control I take over at the moment from the AI... that would be truly interactive and inoovative gameplay, that doesn#t exist yet in this way in any mmmorpg ive ever seen or know ... and it would be a clear imprvement over the basic hero system from GW1, which just barely allowed you only to command cheaply your heros and affect their builds, when when it woudl have been necessary, you couldnt just switcch between characters and take over the control self, when you'd know, in situation x would you handle it with character Y of your party self better, than lettign the AI do it and fail and what it should do, due to the situation and task beign too difficult and complex for the Ai to grasp and know, what it should do best in that moment, where a real player wouldnt be overwhelmed with, but easily able to handle the situation due to havign the required natural intelligent to know what do do, where a siomple stupid Ai does not have that and follows just only after its 0s and 1s and decides plainly after soem kind of algorythms which can simulate the most important thing that is required in having success - personal experience!! The situation that dungeons get more and more abandoned by players won't change and surely won#t ever become better, when ANet even self completely has abandonded that part of their own game and doesnt give it any form of support anymore to improve this content...So it is clearly understandable why people want this content to become soloable.. But for this does not need to be the difficulty of the content to get dumbed down, or rewards to be increased.All that is needed is only an improved form of the Heroes under a new Companion System.. Originally Anet even hat plans to give the game a Companion System.. under ANets earlier plans for this feature it was planned originalyl that players in PvE should all have 1 NPC Companion. But ANets plans on a Companion System beign part of GW2 got scratched and never found its way into the game.However, now are 6 years later after release. Alot has changed in this time, the games community is by far not so much active anymore in PvE, especialyl the older content, than 6 years ago when that content was fresh and new for everybody, so its just normal, that old content needs to become over time also soloable, so that it stay DOABLE, for when simply the time comes that you find no other players for the old content anymore, or searchign for other players becomes an ABSURD CHORE OF WAITING... Thats in fact the exact same reason, why there exists in GW1 Henchmen, so that people had at least the option to create a NPC Party for these kinds of situations where you want to do something, but just simply find not enough people at the time you want to do the content, so that you were able to fill up the empty slots at least with a NPC helper, -which is just a suboptimal help, but still better, than nothing, until ANet improved that system with the implementation of Heroes, which became quickly superior to henchmen, due to players beign able to let them use their own synergized builds to create optimal team setups to overcome this way aloen the power differences in PvE content, which were used to be there to force peopel to make up partys.However, the problem with Heroes in GW1 was, that Naet allowed there usage for everywhere in the game, which resulted naturally that players, who found out the most optimal synergy party build with that they were able to do from then on everythign alone, never saw a reason again to play together with other people, leadign to the point that GW1 formed itself more and more into a MMOSG for practicalyl Massive Multiplayer Online Solo Game, which is so ironical, that it is funny. That is why , despite GW2 needing absolutely the implementation of a Companion System as improved version of Heroes, Anet should learn this tiem from their mistakes they did with such a system in GW1 and don#t repeast the same mistakes with a Companion System here again by simply making directly from the start sure, that Companions this time won't be useable just everywhere, and if everywhere, then only in a very limitated way. Companions in GW2 should be only useable in instanced content and in general persistent PvE Maps, this means: Normal PvE Map ExplorationDungeonsPersonal StoryFractalsRaidsIn regard of Raids they should be only useable as Fill Ups of maximum 3 that only the Party Leader can add, so that a Raid Squad still needs at least 7 real players to begin the instance, making it this way a bit easier to get a full party together, than having to wait for gettting 10 real people together.In Regard of Fractals that amount of Companions is reduced from 3 to maximum 1, that the Party Leader can add, so there youd also still need to have at least 4 people. In Dungeons and Personal Story you could add up to 4 Companions, so that you can play the Content completely alone. Having Access to Companions would get unlocked via gaining Levels.Level 10 = Unlock 1st Companion SlotLevel 25 = Unlock 2nd Companion SlotLevel 40 = Unlock 3rd Companion SlotLevel 60 = Unlock last Companion Slot Companions would be not useable naturally in PvPWvWand they be automaticalyl replaced the very moment a real player joins the party/squad to literally replace them...So if you are going for doing a Lvl 70 Dungeon for example, you have made your Party up and put in 4 Companions into your party and created then a LFG for your Dungeon Run and somebody joins on that LFG Search then your party, the first added Companion of your party will get instantly replaced by that real player, the next time someone joins again, it will be the second added Companion that wil lget replaced by that real palyer and so on in this order, which will go on this way, until you start the Dungeon instance or you naturally remove your LFG Search first so that others have no chance of joining your party that way anymore, unless you invite somebody to your party by yourself, which will then also replace automatucally a Companion of your Party, unless the party is at that moment not full. Adding a Companion System is not really a huge effort, because its not adding any new content, like it woudl be the case of addign henchmen, which need to be created by Anet - as companions we are already using our self made characters, so no effort for Anet. The effort in such a system is basicalyl only the UI works that is required to make it possibly to add our own characters that are linked to our account into our Party. That connection between our account and our characters needs to be transformed into a system mechanic, that lets the game recognize our account characters as added Party Members that are then taken by the AI under control like heroes, until we give them naually commands or switch over to them from our Main Characters we play at the moment of the Character Switch. And the only effort would be adding the unlock mechanic for Companion Slots, but that shouldn't be really difficult to make and add to the game. PS: here the original stuff about Anets Companion Planshttps://wiki.guildwars2.com/wiki/Companion By rereading that Article I remember even, that ANets plans were originally having Companions even not count as Party members to fill up slots, but work as some kind of extension similar to how pets work for Rangers.But under my personal concept of this, I don't see them as extensions, they definetely should count as equal party members that take up their own slot, so that we don't need to get debuffed for usign them, but their usage needs limitations. They are not extensions under my concept, but rather you can see them as NPC Allies that you can just simply command like a true Commander should have his loyal legion of soldiers on his side towhom he/she gives commands. allies and frieds to whom you have full trust. Persons who would die for you literally and which are with you bonded in a strong way, that you can perform with them things, which are possible only with them (Character Switching/ Switch Combo Skills for example).
  9. my words, my words, totally agree ;) PS: oh and if you want to see a GS thief concept that isnt an anime clone or unfitting wannabe samurai. go look upon my Raider Concept shameful sidenote ^^That concept shows the gs using thief more like a brutish thug/bandit with martial artistic swift gs moves to have an alternative over Shortbow/Main Hand Dagger Mobility while having an upgraded Initiative System for more fearsome stealth attacks, but in a strongly limitated way that affects your Initiative, so that it doesnt get brainlessly spammed.
  10. the only class that ever should receive a Ritualist Spec is the Necromancer - Ritualist as like Necrmancers are OCCULTISTS, they belong together, commanding ghosts or undeads is basically the same, just that ghosts are still souls that are bonded by emotion to this mortal world, until they can do what bonds them to the world to find their peace so that they can finally rest in the mists... thats also why the ritualist ghosts were all based on negative emotions, like pain, sorrow ect.
  11. Thats not the question of this thread, how realistical it is ;)For me has this bad designed class under its current design absolutely no future and it woudl be better in my honest opinion for the third soldier class, if Rev woudl get completely replaced with a new class with differente E-Specs, which are by design in line with all other classes that have free choice on healing, utility and elite skills, without all this legendary stance nonsense which makes eactly this at the moment not possible for this class, while all other classes can do that by design from begin on and Anet just failed with Rev in their rush to make this class hyper unique to give them the most basics that all classes have just for the sake of ensuring, that the class is unique and different in hope, this will raise HoT sales - very bad decision The rev is in its current state nothing half and nothing full with no real identity. This needs to get changed. Theres nothing the rev does, what other classes couldn't do too (and that eventually even better, if designed just right with their skills and traits in regard of class roles).At the moment are revs nothign else, but just boon bots still, which is also the only reason why they have spots in raids due to them giving essential perma boons while being in their near .A functionality, which I personally woudl rathe expect from a guardian, than the rev, cause the guardian should be more of that kind of boon group supporter, than the rev, cause hes in fact the defensive and supportive soldier class, not the revenant. So in this case the rev is even stealing identities of other classes, like the guardian, or in certain cases even the thief. Good designed classes don't have it neccessary to steal on the identities of other classes, they shine with their own unique identidy and gameplay that shares the basics, but still gives the player the experience and feeling of playing somethign different, which just doenst copy other classes, or takes them somethign away that woudl fit by design and theme better to other classes than them. However, basically I can agree with you what you said - "realistically" seen is this thread and those of that type for all other classes pointles,s nothign what we write down here will lead to any changes we wish for - ever.
  12. I would completely redesign this whole mess of a class and replace it basicalyl with a new better designed class with E-Specds, which actually fits to the overall class design of this game, with a Class, that has free choice of Utility, Healign and Elite skil llike all others, access to the racial skilsl, like all others. Removal of those legendary stance nonsense and rework those legendary stance into Mist heroes for PVP Stronghod and in PvE for beign Revenant there as PvE only unique profession to Rytlock.Replacement for the Revenant/Herald/Renegade would be then the Mercenary/Templar/Vagabond Mercenary Class Mechanic: Combat StylesCombat Styles woudl be unique to the Vagabond Class and its Elite Specializations,Combat Styles are actually basically Battle Stances, with that the Vagabond can switch out in combat his Weapon Skills of the Equipped Weapon to a different Set of Weapon Skills based on either the used offensive, defensive, or supportive Combat Style.This means basically, that the Vagabond and its Elite Specializations will have under this class Desing with every Weapon they can use 3 different Weapon Skil lSets they can use in combat. It is kind of similar to the Elementalists attunements, but not based on Elements, lesser in amount, which is why this Class unlike the Elementalist wil lstill be able to use a second Weapon Set and comes together with the Weapon Switch Cooldown, while Eles have between switchgn Attunements no cooldown, unless you switch them too fast.By theme and style are Vagabonds basically a mixture out of the revenant style, dark paladins and death knights.. so basically kind of the opposite to guardians in style and theme, whereas warriors kind of are the neutral side between those two. Basically what would come out of it, if you would merge revenant, warrior, and Necromancer/Reaper together, that kind of design style would the Vagabond and its E-Specs Templar and Mercenary represent as third soldier class. PS: or if that little similarity to Eles isn't wished, then let combat styles change the utility Skills to 1 of 3 different effects instead of changign the weapon skills out, but a change on weapon skills would make the class in the end more versatile, than only a change on the utility skills based on the used combat style. Elite- Healing and Utility Skill Types:The Mercenary would use as Skill Type Signets, Stances, Shouts, Counters and OrdersTemplars would use as E-Spec the own Utility Skill Type SealsVagabonds would use as E-Spec the own Utility Skill Type Hexes Explanations:Counters would be utility Skills which help the Mercenary to react defensively on enemy attacks to turn the attacks against the enemies selfOrders are special Utility Skills which force the Mercenary to do something specific without having control over the character meanwhile, but if its done successfully, grant significant Buffs for short time.Seals are special Skilly of Templars, which enable them to stop their enemies from doing something specific, like sealing away the ability for a moment to dodge roll.Hexes are special condition creatign skills, which can't get just as simply removed like normal conditions and have negative effects over time therefore on you as well, liftign the conditions from the foes only, if oyu remove the Hex and therefore get rid of your negative side effects s well. Weapons:Mercenaries use: Daggers, Swords, Axe, Mace, Shield, Shortbow, Torch, HammerTemplar adds GreatswordVagabond adds Staff That is kind of the basics what I'd do with revenant, without going now further deeper into the massive details about Skills and Traits
  13. Fact is, Ronin are no Samurai anymore, they are just Ex-Samurai. Yes, some of they became criminals/thieves...but not allAgain, this is Tyria, not Japan.. we also don't have here any Ninjas or Shinobis. If you want to play a Samurai/Ninjas, FF14 is your best choice then, but GW2 is a game, which isn't based on asian culture... we haven't even yet at all Cantha back again...Even in GW1 didn't exist in Cantha any kind of Ninjas, Samurais and that kind of stuff. There we had Assassins only and thats just the international known term for Ninjas basically which comes from the arabian older real origin, not the asian ones. Everything speaks from ground up agaisnt it that this game will ever get to see any kind of Samurai/Ronin Spec for theives.. It is just better to come up with something more original and new/unique as a thief concept, if you want so much to have Greatswords for Thieves.It shouldn't have by design better anything to do at all with Samurai/Ronin and be instead something more creative that is not bonded to asian real world cultures. In principle speaks nothing against a Thief Spec, that makes usage of Greatswords, if the result ends up as something unique, which makes the Greatwords look elegant and smooth in their hands and not heavy and clunky, like in the hands of a Warrior or Guardian, which seem to move slow with them and in no way elegant and agile, which are things what I expect from a Thief to be.. there is any kind of huge heavy clunky weapons totally counterproductive, if the gameplay, animations and mechanics don't make the result look like the Thief just handles a 2h aword same as easily and swiftly as like a 1H sword in either one or both hands.. and even that we can'tdsadly do yet, when it is something which should belong to be baseline to Thieves to be able to dual wield swords, which is for me personally something that I would always priorize much higher, than to see thieves wield such unfitting huge clunky weapons like those by Anet made huge af greatswords, unless Anet really would give us Katanas as new weapon type, then thats somethign different, cause those are not unlike ANets typical clunky greatswords too big, they look smaller and more elegant to perform swift and smooth strikes with them which you would expect from a Thief (Samurai).But that this will happen is even much more unlikely, than the chance that this game will ever receive Samurais, cause Katanas would mean even more effort to Anet, just to give this game some historically correct Samurais which have skills and animations which look also good and fitting.It would end up so terribly bad looking, to see in this game a Thief ending up as Samurai, holding a katana skinned greatsword with the terrible holding animations of the greatsword and using with it then super slow and clunky looking skills of warrior gs niveau xDThat would become the greatest terrible immersion breaker ever. Then better something that is new and has no bonds to any real word cultures...
  14. Before you talk about Samurais, I suggest you to educate yourself first what exactly Samurais are, because if you would know what Samurais are, then you'd clearly realize, why exactly they make for Thieves absolutely NO sense at all.But I will make it easy for you and tell you the reasons, why Samurais make no sense: 1.) Samurais are WARRIORS/ GUARDIANS (if basically translated by word directly from Servant/Protector what Samurai means directly) , no Thieves, which are led by a Shōgun, which comes close as rank of a military "commander" of the Samurai.2.) Samurai is a real world term that has no meaning to the lore of Tyria, because it has to do with asian/japanese culture, Tyria is not Asia/Japan!!3.) Thieves are POOR, Samurais in the real word were of aristocratic status!!! They were simply said noble warriors/soldiers. If there ever would have come out, that among the Samurais is a poor thief that steals from others, they would throw that person instantly out, or just kill that person for putting dirt on the name of the Samurai and their codex of honor, for that is one o the highest honors to protect their land, their emperor and its folks people, not to steal from them....4.) Thieves are no Soldiers, they are Adventurers, so Samurais make for our Class Type no sense at all, they make in fact more Sense for Warriors, if ANet would eventually come to the idea to add Katanas ever as a new Weapon Type for a Samurai-like Warrior-Elite Spec5.) Samurais are praktically only MEN, in the culture of Samurai exist nearly no females, they were forbidden to become Samurai, because it its against the Codex of Honor of Samurai to have women among them. There have been exeptions yes, but they were absolutely not the rule.6.) If theres a Weapon for Thieves as "Samurai", that fits better, then in fact the Longbow, not the big bulky western Greatswords, cause Samurai were well known for their skills (Kyuudo) with the Longbow, they were very skilled and feared mounted archers in battles using their long/big Yumi Bows (Dai Kyuu) while riding on their horses into the battles, having from horseback naturayl a better position to perform killing shots either into the heads or hearts of their enemies. However, points 1-5 make this point moot, Warriors have already longbows in GW2, Guardians also too, and Anet didnt use the chance with that Weapon for Samurais, they gave us instead the crap that is called Dragon Hunter ...7.) Samurais are based on family clans.. this kind of inner political structure doesn't exist for Classes in the game at all.Do I have to continue? I guess this alone shows more than enough, why Samurais as class make no sense and only because other games like FF14 have Samurais, doesn't mean that GW2 must have them too, especially not as part of a Class where they make absolutel no sense.If done as some kind of Warrior/Guardian- E Spec it would make at least sense, but Anet didn't make usage of that potential and I'm pretty sure, that they had their reasons for this decision to give neither the Warrior nor the Guardian a fitting Samurai-Spec yet.The only chance that is left for those 2 classes is like said, if ANet would decide to add Katanas as a new Weapon Type and make actually the only one single greatsword skin that looks like a katana actually really a katana in the game... with its own animations, own skills ect. that are different of the big bulky western greatswords and would fit better to a martial artistic Samurai Warrior...
  15. The weapons that do fit to Thief are aside of what they have already Offhand Sword, this should become just baseline, its total stupid that Offhand Swords is not part of the Core Thief Weapon repertoire, but dual daggers is... a thief who fights with dual daggers, should also easily be able to wield dual swords. rolleyes Aside of that should receive Thief Longbow, cause thats the weapon of a true RogueTorches or MH Mace, cause thats the weapon of a true Saboteur, I prefer Torch over Mace, cause Stun Thief is boring, Thief needs access to Burning!!Chain Whips/Sickles, cause thats the weapon of a true Infiltrator/RaiderChakrams, cause thats the weapon of a true AssassinFocus Artefacts, cause thats the weapon of a true Stalker and which mastered Shadow Spells, not this garbage that Deadeye provides ...Claws/Cestus, cause thats the weapon of a true Ascetic (Shaolin "Monks")Crossbow(s), cause thats the weapon of a true SeekerRifles should become a Core Thief baselined weapon as part of fixing the underwater combat system, merging obsolete Harpoon Guns together with Rifles, that way would they replace the obsolete Deadeye with the Longbow using Rogue then which woudl fit as a E Spec alot better into the game, than the Deadeye, deasdeye also absolutely doesnt fit thematicalyl to PoF, Rogues do fit better to PoF Aside of this no other weapons should thieves have.. No nonsensical unfitting greatswords, no unfitting shields, no unfitting warhorns, no unfitting hammers, no unfitting axes, no unfitting polearms/scythes and such crap. Classes in GW2 should use only weapons, which fit to the theme of the class, are historically correct and fit to the role of a class while filling up gameplay gaps of the Thief, which aren#t covered yet by any of the existign weapons.
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