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Martzi.7341

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Everything posted by Martzi.7341

  1. Well, my friend, yes, but actually no 😄 My base idea was to make the "1 minion only" to nearly the same as ranger pets (swappable, multiple options to choose from etc...) BUT your idea may be even better! Going down on that way 1 base minion (the dead rat f.e., something puny thingy) AND the active side of the thing could be to use a minion skill (utility skill) to transform it into something harder/better/faster/stronger (yepp, Daft Punk song kicks in XD) like golem/bone field/flesh reaver. AND death magic master tier traits could alter the behavior of the utility skills, modifying them to transform the lil dude instead of flesh based basic transformation to a risen/awakened/shadow alternate (for example: Flesh Golem -> Risen Abomination/Awakened Abomination/Shadow Aatxe). there could be ranged/melee power/condi offense/defense/support transformations (wich reminds me of elementalist atunements, but on the minion instead of the player). Just give us an Agressive/guard/passive control over that 1 minion and I'm fine with sacreficing my utilities for this. 😄
  2. Minions def need a whole rework: - make them more intelligent BUT bound to a more active playstyle (shuting down afk farming with it) : summoning them/using their abilities could cost Lifeforce, making them temporary just like in GW1 - make it 1 minion only at the same time (undead pets like ranger pets, possible allowing more minions to get like rise/awakened/shadow creatures etc to collect) - creating new a stat that boost only minion stats named f.e. "domination", totally separating player and minion stats to prevent overpowering them (appliable idea to ranger pet too) - Death Magic should focus more on empovering minions /changing their functionality, adding option for more playstyle too (bot: utility skill modifiers, mid: weapon skill modifiers, top: shroud skill modifiers) - a dedicated weapon that affects minions in range of enemy target / affects enemies in range of friendly minion target / affecting minions specifically in the area of the skill area (imo should be staff, marks would be perfect for this, similarly to elixir mechanism) Minions might be hated in WvW/PvP, it's anoying as an opponent (maybe as an ally too), lackluster in PvE and I get it why, BUT: - still the theme of necromancer comes from manipulating/exploiting death, undead minions are part of it - could be a fun mechanism if implemented correctly - (many gonna hate me for this) Mesmer Clones/Phantasm, Mechs are this annoying too, still less cry born of them, even if mech has the same simple AI and much more mech and clones have much more competent power creep under the roof. Dont like it? Dont use it. Hate to play against it? We have to learn to counter/tolerate your classes bulshit, it's your turn to learn ours. Let us have our kitten bro.
  3. Honestly, I like this change. If PvP and WvW has problems with it, hopefully the devs will (if they do so) tone it separately, in PvE its fun and good as it is now.
  4. What a shame... this was one (if not) the most fun part of the mastery. Sad they made this decision, it made leveling for veteran player a bit more interesting again. Hope they'll rewind this change.
  5. We had the opposit problem: we needed the Elites to spawn. So the solution: you have to run the event twice: once with a small group (we were 3) to kill the elites for the 2. item in the collection. then do it again, but now with 5+ ppl to spawn the champ for the 3. item. Still questionable method for a collection from ANet, but atleast doable...
  6. Ancient Kraken armorset male version is still bugged, only boots has colorable lighting/mist/smoke/whatever it can be called effect, all other remains gray with any coloring (dye chanel 4).
  7. Hy all! I'm here with a very little question/idea for all of you. Am I the only one who feels the Gen3 Legendary palette incomplete without a Soo-Won (and a Void) thematic set? I mean she was an elder dragon after all, whose power got merged with Aurene (even they had telepathic conversation among themselves), so it would be logical/seéf-evident to have a set for her too. For the Void, ok it's a bit out of line, but after having Void infusion, this could be added to. Maybe unlocking all variant of a weapon type (f.e. Greatsword), one could get the Void variant to (and by collectiong all Void variant, a Title too, just like with all other existing facets). Thoughts on this? Personal wishes on the topic?
  8. All the exotic EoD encient armor sets has a dyeable glowing effect, but the Ancient Kraken Armor set (heavy) has some problems. While the female version changes effect color correctly uppon dyeing, the male version allways stays on the base smokie/whiteish/pale color and only changes color on head and boots piece. some screenshots(my owns and from the wiki) https://imgur.com/atfEjFQ https://imgur.com/Yo6uroZ https://imgur.com/ItLJjER https://imgur.com/sRr8KYF
  9. I'd love to see the guild hall full of NPCs, full of life. It would make it more useable for roleplay too.
  10. So @Rubi Bayer.8493 , based on these: where is my awesome, non-lackluster "big heavy weapon" user power GS Reaper? Or does only the golden children of GW2 deserve this fairness?
  11. Ahay fellow Tyrians! No, I'm not lazy to continue the existing "old LA as GH" threads (nor stupid to not search for them). As much as I would vote a "HELL YEAH" if ANet asked me about it, I'd as YOU, the community about other Core Tyrian locations as Guild Halls. Locations lost to dragon attacks during personal /living world stories, or racial themed ones (as I mentioned above, no I wont list old LA here as idea of mine). - Claw Island (and thelittle ones surrounding it) - Krytan: Something inspired by pre-mord Fort Salma, Triskel Quay, Seraph's Landing and Eldvin Monastery. Or even based on Ebonhawke. - Shiverpeaks: Leadfoot Village (ok it's not in the Shiverpeaks, but its norn styled), Cragstead. - Orr: well, like anything in Orr with some pact style buildings (Cathedral of Eternal Radiance X Fort Trinity). - Ascalon: a mixture of old Ascalonian and Charr architecture. - Some of the old dungeons would make decent GH locations (AC, CM, TA, CoE). Share your toughts and ideas for other possible GH options! PS: Would be cool to read some ideas from dev's too. What would the "big guys" see in their own game 😛
  12. I'm proud of the community for the useable feedbacks, and grateful for the devs to listening to them. The changes so far seems great, I'm hyped to test the Vindicator, the Harbinger and the Untamed changes. One little feedback and idea: The change on the Unleash visual effect is great, and maybe could be great to do the same /something similar with the Soulbeast visual effect. It's a bit hard to create a dark/edgy style while merged and having a vivid spiritual effect on the character.
  13. The Spec feel agile, the greatsword skills are good in their class, the alliace legend feels a bit underwhelming/complicated to use and doesn't have many viability in PvE game modes, the F2 skill is to demanding to use (high energy cost). Overall the spec is versatile, allowes damage and support (or even hybrid) playstyle (mostly with older legends). 1 tiny trifle: the new dodge animation has 2 parts: standing up from the strike and pulling out the sword fron the ground, then swirling with the main hand weapon weapon. While the the first part understandable would seem weird during movement, the hand movement would not, so that part of the animation could (or rather shoul) be added to the skill during non-static dodge too (hella great animation).
  14. Enabling the Dx11 preventing OBS, Twitch Studio and Streamlabs to recognize the game, or turns the whole record to black/transparent.
  15. Greetings weary travelers! Be welcomed at the "Tavern of Tyrian Tales"! Hey! What a nice hat you have! Care to show to the waitress? No? Sad, she would really warm you up. Anyway, grab some ale at the bar, take a seat at the fireplace and listen to the tale of the old hermit. Half blind, half deaf, but honest and has some great stories. Do you have some too? Great! Share with the crowd! See that shady fella in the corner? Looking for someone for an adventure. Are you interested? Reserve a table at me (Elbritil.3817) at the bar, or leave a mail in the mailbox. ToTT is a (fairly) new social/pvx/rp/fashion oriented guild, welcoming for all (especially for new players) with the goal to help in the growth of the games community. PM me, or send a mail ingame!
  16. Reading all these comments about pros/cons of buffing Reaper, place of Reaper on the palette of professions, searching through multiple threads about this topic, here are my toughts, insights and (at the end) ideas. So, what merits Reaper has from PvE perspective and what relevancy these have. - 35K dps (sustained, not peak) -> reliable in any scenario, big room for errors, easy to keep it up (+). - selfreliance -> good, but irrelevant in raid scenario (0) - low to no mobility -> definitely downside (-) - selfishness (nothing to give to the group over the beaf if has on its own) (-) - LF reliance -> works perfectly in target-rich environment, on single target, it falters (-) - countless chill application (without any effort) -> good occasion to get something out of it (+) ANet stated that Reaper should be a slow but deadly monster. Moreover, Reaper traitline is a power focused one, except Deathly Chill. As Teapot also stated, the important thing is to make the encounter easier (and I tend to think the same). Someone pointed out, that the peak dps professions play a "high risk high reward" play style with a potencial of 40K dps, but the average players does not get so high, and those numbers are tested on golem (mainly). Concluding fron the above, these are the relevant perspectives: - the 35K dps is a fine mid-tier, considering how sustainable it is (no need for buff on this part). - more mobility would breat the style of the spec, so that's a no again. - LF reliance again is part of the specs uniqueness (again a no). The remaining aspects are the chill application and selfishness. And there is the only non-power oriented trait that bugs me since it lost it's uniqueness, when they changed it to its current state. It feels so alien (to me) in this spec. On bringing something to the table, everyone gives something to its gourp mates, like a gift. Spirits, Empower Allies, Alac, Quickness etc... So, why could not be Reaper a bit different? Instead giving a gift to the team, we could give opportunity. Here's my idea for a viable rework that would make the trait more spec coherent and the spec itself more welcomed in group content. There is 2 variant that came in my mind. 1) Deathly Chill: - Striking a chilled foe gives the Reaper 1 icicle, stack up 3 times (5 sec cd). At 3 stacks the next strike of the Reaper againts a chilled foe detonates them, causing (a unique debuff)) Deep Freeze to that and adjacent foes (up to 5 targets at once). Deep Freeze: - Target with this debuff takes 15% (5% in PvP/WvW) more damage. (20 sec duration) 2) Same but on Chilling Nova proc, instead of striking a chilled foe. (40 sec Deep Freeze duration) This would cause the loss of Reaper's Onslaught, meaning trading personal dps for group utility (group dmg) in a unique way. Wont cause problem in solo content (open world) or small scale content with fast phased encounters (fractal), where Deathly Chill would be suppar to RO (wich is the current best option) hence the encounters are too short for staching (takes up 15 sec on case 1, 32 sec on case 2). On the other hand, this mechanism would provide team utility coming from active participation, planed rotation like alac/quick, not like spirits and Empower Allies passivity by existing. Maybe something like this could give an aspect to Reaper in group content without making it broken on any part.
  17. The problems I was facing many times is that:1: If I use a cultural armor skin on an ascended armor, other character with different race cant wear it.2: (connecting 50% to the first one) Two character with the same armor set cant have different styles, only using outfits, wich takes away the option for creativity. Solution/sugession:1: If an account has the cultural armor of the same type and tier unlocked in the wardrobe (f.e. Human heavy T3 & Norn heavy T3), make the armor with cultural armor skin equipable for other race, just switch the skin to the equivalent counterpart of that races cultural armor. Keeping the system corrent, applying a cultural armor skin should cost more tm charges (something around 5/armor applycation).2: As we have build template storage, we should have custom outfit storage. We could save a complete armor set as outfit, modify if (for a price of 10 charges/piece). That would cost 60 charges to create one, modifying it 10/piece (armor type restriction and race restriction on cultural skins). Basicly everyone would get 1 slot for free and could be expanded via gem store (just like build templates). This could solve both problem, so if I have a Human in full T3 heavy, i could give the armorset to a Norn and apply its cultural as outfit. Players get options for creativity, ANet get option for one more gem store item to sell.
  18. Make older (before capes) backs dyeable too, or atleast those wich has a glider variate to be able to make unique matching glider-back combos (other than base coloring)
  19. Realy small thing, but imporving the legendary weapon skill effects. The most stuning and epic skills doesnt get the legendary effects (Ranger Barrage) and sometimes it comes out akward the skill isnt modified from the effect (Guardian symbols: holy-style blue-ish/white-ish with Twilight's dark blackness/redness), or simply does nothing special (Shooshadoo -> Guardian Shield of Absorption / Warrior Shield Stance). They are asesome looking, but compared for the price and prestige of such weapons, not only specific skills should get the effect, but all of them (or atleast all those, wich has the most visual potencial, like Ranger Barrage). On the shields its underperformance to only have it on projectile skills
  20. As much I find the idea great, that would realy mess up the fragile balance of the game. The mastery idea however could be used a bit other way: unlocking 1 other professions traitlines and weapons for the character (necroguardian or mesmerranger). OC only the original classes espec couldbe used, but could variate weaponskills with the seconagy profs weapon skill (reaper gs2 to guardian gs2). In traits 2 primary class traitlines and 1 secundary (spite-zeal-reaper). That could make interesting combinations. BUT the idea demands 1 hardline, what my community thought about amy times: ALL traitlines is working like the espec (u have shout and gs with necro if reaper is active, so axe and signet is awailable only if spite is active). more clear builds and opportunity to dual classingplayer could choose its secondary class with a medium lenght storyline permanently like with the orders of tyria arc in personal story
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