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Antycypator.9874

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Posts posted by Antycypator.9874

  1. Custom outfits.
    — Turn your current armor skins into actual outfit by spending Transmutation Charges (or maybe new added item), so it can be stored in outfit tab.

    Skiffs.
    — Let us stop little faster. It's much better to reduce speed from max to 0 in maybe 3 seconds, not 10.

    Sound Options (Effects Volume).
    — Separate volume of our own effects from other players effects and chatter. It's too messy during high populated events.

    UI Options.
    — Screen Border Effects: Toggle on/off.

     

    • Confused 1
  2. The king of Open World will always be necro.
    Huge Health Pool? Check.
    Big damage burst? Check.
    Self-sustain traits with none or little damage lose? Check.
    Easy quickness? Check.
    Can have minions to make game even easier? Check.
    AoE? Check.

    Since Parasitic Contagion isn't a Grandmaster Trait, you don't have to choose between this and Lingering Curse anymore.

    • Like 2
  3. 5 hours ago, Lan Deathrider.5910 said:

    How about all quickness durations in excess of 2s get halved and in exchange the old attack speed increase of quickness gets brought back?

    I wonder how many actions can a player do in 3s with 100% more attack speed, but situational, non-permanent boost sounds much healthier for this game than literally living with quickness.

  4. There's no point of nerfing classes, or buffing enemies. Just fix goddamn boons, because they're causing players to do at least 2x more damage.

    1. Quickness — I see two solutions here:
    * Nerf action speed from 50% to maybe 33 or even 25% — Quickness is very common across all professions, everyone can generate it, sometimes without investing in Boon Duration. If it's so common, then make it weaker.
    * Reduce the amount of quickness across all professions. If we want to keep 100% boost from Quickness, then it shouldn't be permanent. Use quickness to burst stuff, don't make it a part of our lives.

    2. Alacrity — could use a little rework.
    * Again: reduce the amount of Alacrity in the game and make it shorter, but stronger.

    3. Might — too powerful for being so common.
    * Simply nerf numbers: stacks or just stats.


     

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  5. Dagger is absolutely the winner if it comes to off-hand elementalist weapon in PvE. Dagger is more damage, better support/healing and mobility than Focus — only Breakbar damage is little worse (Focus: 500, Dagger: 432), but Dagger skills are at much lower cooldown, so dagger wins anyway. Flamewall is good only against stationary targets, otherwise it's an useless skill, even WIldfire (Warhorn) seems to be much better (larger AoE, longer burns).

    There are two things that I don't like about warhorn: damage reduction for Lightning Orb, and lack of condi cleanse on water skills.
    Maybe if Dust Storm had interval reduced to 1 second.

  6. I have a charr thief (medium armor) and I'm actually proud of making decent looking outfits with all those very limited skins. Everyone who played Fashion Wars 2 as a medium/light armored charr probably know that 80% of skins are oversized trenchcoats with clipping tail, don't match with each other or just floats (shoulders).

    • Like 1
  7. That 3 seconds before trap can be triggered makes them situational, which means (for PvE) they're useless against everything weaker than champions.

    It's almost bad as Chronomancer's wells, because everything is going to die or walk off before final pulse.

  8. I doubt if GW3 will be just a copy of GW2 on new engine, with better graphics and new storyline/characters. What's the point? Try convincing old GW2 players to throw away all the progress they made just to start GW with better graphics. MMORPG is far from being the most popular genre, so creating another open world action RPG game seems risky.

    Maybe GW3 is happening, but as a completly different game — maybe it's a mobile game (mobile games are profitable, accessible to literally everyone). Maybe it's hack'n'slash? They're easy, can be loaded with microtransactions and work on different platforms.

    • Like 1
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  9. PvE perspective:

    1. Most fun: Deadeye, Holosmith, Scrapper, Harbinger.

    2. Engaging: Catalyst, Weaver. Willbender, Dragonhunter.

    3. Pretty fun, but not for too long: Untamed, Renegade, Reaper, Mirage.

    4. Enjoyable only once a week: Bladesworn, Reaper.

    5. Boring: Herald, Scourge, Vindicator, Mechanist, Firebrand, Tempest, Virtuoso.

    6. Not worth playing cuz X spec is better: Daredevil, Chronomancer,

    7. Unplayable: Specter, Druid.

    8. [Special place for core professions]

    9. NPC gaming: Berserker, Spellbreaker.

  10. 10 hours ago, DanAlcedo.3281 said:

    Ohh no. Mechanics that force interaction. 

    I would prefer unique mechanics, tied to specific enemy type, not a set of random side effects forcing players to go ranged, or missing 50% of hits because you have to stand still (in a movement-based game, someone made a good point). This is lazy design — make regular mobs bigger, with more HP and just slap 2 random mechanics that don't even fit them.

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    • Sad 1
  11. Exotic equipment is perfectly fine for Open World stuff, Raids, Strike Missions and low level Fractals. The difference in stats between Exotic and Ascended is something around 5%.

    Ascended equipment is required for T2+ Fractals because you need Agony Resistance (infusions).

    Legendary gear is literally the same amount of stats as Ascended, but with free skin and stat change — it's mostly QoL improvement.

    • Like 5
    • Thanks 1
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