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Feduddle.5209

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Everything posted by Feduddle.5209

  1. PLEASE give us some sort of icon/buff indicator for which bullets we have active!!! It's literally impossible to see your active bullets with all the visual clutter in the game!!
  2. So I got an email from GW2 regarding the upcoming twitch prime rewards for GW2, the first of which being a End of Dragons Emblem Outfit! Wooo! But then I got to thinking: I will never actually wear it anyway, because the rest of the outfit is dull and unappealing to me. There have been multiple outfits in the game with a neat logo shirt, but all of which are paired with the same boring outfit pieces. Since ANet seems keen on putting out more of these logo emblem outfits as the game continues to grow, I think they should consider adding these shirts as armor skins in the wardrobe rather than keeping them as exclusively part of a bland outfit. I really like the shirts and some of the purchases have historically even gone to a good cause, but I'd never wear them because the rest of the outfit looks pretty tacky in my opinion. If this was just one outfit I'd say whatever no big deal, but since they're slowly adding more to the game I think the developers should seriously consider adding the shirts to the armor skin wardrobe so that players can mix and match their armor with whatever logo shirt they'd like.
  3. Shortly after I started playing GW2, my computer died and I was stuck with an old laptop. I found out that you could link GW2 with GW1 and quickly got into GW1 while my computer was in the shop for repairs. I instantly fell in love with the world and lore of GW1 and happily played through all 3 games + EOTN, occasionally playing with friends who'd join me for the nostalgia. I doubt I ever would have picked GW1 up if the accounts weren't able to be linked, and would likely have dropped GW2 for something else with better worldbuilding (GW1 worldbuilding is still superior IMO.) Btw I have over 15,148hours spent in GW2 as of writing this.
  4. Emboldened boon is definitely one solution to the raid accessibility problem. However I think ANet focused too much on creating an innovative solution to the problem, rather than the much more practical solution of just adding difficulty tiers to raids. - Easy mode for players to learn the raid encounters, with reduced rewards. - Normal mode - Hard mode, which could just be all the CMs active, with better rewards There are plenty of other ways to go about it, but this feels to me like an attempt was made to make an original solution, when better solutions have existed for this very issue long before GW2 raiding existed. This just feels like adding a time-gated entry point into raids.
  5. Skimmer. Sadly skiffs are only really needed for fishing. It would be nice if they added more in the game that requires skiffs, as they’re pretty enjoyable.
  6. Please no. I don't want to be forced into fishing mode when pretending to be a pirate.
  7. Yeah I just dropped fishing. Too much time spent for too little reward.
  8. I've been playing around with the new Dragon stats with Fireworks for an open world build, and am quite happy with the results. It's tanky, mobile, does decent damage, and maintains might/fury/protection. Here's the cool part. You have around 4k power, 90% precision, and 15% boon duration. With the Jade Offensive buffs added, you are pretty much unstoppable in open world, getting 25 might, fury, and ridiculously high power as soon as you enter combat while having the survivability to take on 20 Aetherblades at once. Definitely recommend as an open world Vindicator build. http://gw2skills.net/editor/?PmwAExzld0RMxsmaiLu5kTd1tneyLv91XkRugCiIiJ/1esF-zVRYBRNSYOc9nREygKUCK+CEwe42eLjaGB-w
  9. So here's the thing: I'm having fun playing Vindicator, but fun only takes you so far until you want to get into endgame content. In group content, Vindicator does about as much damage as a good Herald. While Herald offers unique buffs with the glint facet, increasing boon duration and giving lifesteal in addition to other boons for the party, Vindicator offers nothing but a few basic boons. Additionally, why play support Vindicator when support Renegade is a thing, offering lifesteal, boons galore, protection, might, and alacrity, while support Vindicator offers a just few basic boons and raw heals? The damage variant has barely passable damage and offers nothing in return. The heal variant offers good raw heals and a few basic boons but nothing else. Vindicator needs some unique desirable boon like alacrity or quickness, or much higher strike damage to make up for the fact that it offers nothing desirable to group content. I get that it's good in PvP currently, but PvP and PvE balancing was split long ago, so there's no excuse for Vindicator to be this bad in PvE.
  10. As the title suggests, the jade teleporters found around the maps need map markers or some kind of clear map icon to let players know where they are. Currently, they're barely visible on the map, and it's difficult to even use the teleport network without preexisting knowledge about the maps and where each obscured teleport is hidden. I really like the jade teleport system, but a considerable percentage of players I've spoken to either had no idea the teleport network existed or choose not to use it because it's not very clear. Rather than using all these cool new methods of travel around the maps, they resort to only using mounts and standard waypoints because they don't know about the jade teleport network. I suggest the jade teleports have clear unique location markers on the map, and that the teleports open up some sort of jade network map when you interact with them so you can have a better visual idea of where you'd like to travel.
  11. Firstly, this is all my opinion. I'll make this quick. No spoilers. The story and maps are undoubtedly the highest quality content the game has ever seen. The story felt a bit rushed after Kaineng and the Echovald Wilds map/story was very bland, but overall it was great with an amazing fight sequence to end the expansion. The elite specs aren't as high quality as the older elite specs, but they're good at filling in the gaps left by the recent nerfs, mostly. Now the big issue: Masteries. Fishing - okay it's fun, like an easier version of fishing in other games with similar systems, but is a new gathering skill really worth it? Is this really a game-changing feature that we needed? Skiffs - again, they're really fun but we already have skimmers. Sure you can bring some friends along, but the only thing you really need it for is fishing. No cool boat battles on the open seas. Jade bot - it's nice, but essentially only buffs existing skills within the game. The zipline is really the only new thing it brings to the game, which is only found in Cantha for now. Arborstone - a nice as a base of operations tied to masteries. Nothing bad to say about it. Siege turtle - it's great, but mounts in general aren't new to the game. I absolutely adore these masteries, as I've always wanted fishing and sailing to be in the game, so I'm having fun with it. But I don't think they're expansion-quality masteries. HoT we got gliding. PoF we got mounts. EoD we get masteries that feel more like the supplemental masteries offered in living world seasons rather than total game-changers. EoD would have been the perfect opportunity to introduce either player housing or a new race to the game. I've been playing the game since the beginning, so I know it would be a lot of work and take loads of resources. I realize it would be asking a lot of the developers, but this is seriously the last expansion they can make relying heavily on guild wars 1 game nostalgia/lore. tldr: the expansion is absolutely amazing, but the masteries aren't expansion-quality. Missed opportunity to add player housing or a new race.
  12. Exactly my point. There's no point in running a support Vindicator in PvE when support Renegade exists, because Renegade is simply better with the unique support options of alacrity + khalla protection + heals + lifesteal. Vindicator gives nice heals but that's it.
  13. Vindicator feels much better to play this round. The damage-boosting dodge is much less annoying now that it no longer requires a whopping 3 bars of endurance. That being said, Vindicator brings nothing new to the table in PvE. There are better dps options out there, and the healing/support options are completely irrelevant considering renegade exists with alacrity. I have 2 suggestions to make Vindicator relevant in PvE. 1) Give Vindicator the ability to share the damage boost from the dodge to your party/squad members so that it would actually bring a unique reason to exist in group play. 2) Give the support variant the ability to grant desirable boons (like quickness/alacrity) or unique buffs to their party/squad, perhaps shared to nearby allies when channeling the urn.
  14. Sooo Harbinger basically has more ways to actively get rid of blight than to gain it. Blight is literally the main mechanic of the specialization, so why are we being given more ways to get rid of the main mechanic than to gain/benefit from it?? I get that a good number of players didn't enjoy the high-risk high-reward playstyle of the previous iteration but this is just a bandaid-fix which literally works against the core mechanic of Harbinger, especially considering how blight was already nerfed to be more casual-friendly. It's already super tanky now and is literally able to facetank most bounties solo even with full blight. Please either commit to the core mechanic or consider making a different elite spec for necro. Also, the halloween mummies on shroud skill 5 are still present, and look tacky as hell on an otherwise great looking skill.
  15. Just a suggestion for Specter - when in a large group of people (squad subgroup with more than 5 people, or just not in a squad) I believe the shroud heal skill upon exiting should prioritize downed players close to your location over non-downed players.
  16. Okay so I'm not an engi main but I have probably a little over 500 hours on the class. I also mainly play PvE. First of all, the golem looks nice and has cool animations. That's really the only good thing I have to say about the Mechanist sadly. The lack of toolbelt skills really hurts the class. My suggestion would be to either buff the stats of the engi when the golem is unavailable (similar to soulbeast merge perhaps,) or to give mechanist access to toolbelt skills when the golem is unavailable. The golem is pretty terrible in PvE. It's very unresponsive and will often ignore orders. The weak breakbar is pretty bad, and the golem would honestly function better without a breakbar period. The mace is okay. It's not great, doesn't feel fun to play, but doesn't feel bad. Weapon swap would also be nice on Mechanist taking into consideration the many toolbelt skills that are no longer accessible in Mechanist. I guess don't really care if the class is fixed or not, because I don't play classes that rely on derpy AI to function well. Bottom line is, Mechanist takes away too many things from Engineer without offering enough in return. Engineers deserve better.
  17. I hope they fix this soon! I absolutely adore the slingshot with its plonk plonk plonk!
  18. To preface, I am a long time PVE player of mainly glassy classes who has always found necro to be a very easy profession to play. I do plenty of group content including raids, fractals, strike missions, etc., but my main interest is making builds to solo group content such as fractals, dungeons, and bounties. My first impressions upon seeing the Harbinger were that it looked terrible with lazy reused animations and a weird combination of potions plaguedoctor and kung fu that probably wouldn't be good. Boy was I wrong... mostly. These are my opinions on the Harbinger. Harbinger is an adrenaline rush of a specialization, a true embodiment of risk versus reward. It's easy to suicide if you're not careful with corruptions, and it requires active condition management in order to be effective. I threw together a build to solo a few bounties and wow it felt good to play. It wasn't too tanky like scourge, had better sustain than reaper, and was much more rewarding to play well by maintaining maximum blight stacks as often as possible. I then took it into group content with a proper damage build along with some friends, and we were able to go all out on damage with a proper support character in the party. We even had around with boon harbinger which was another pleasant surprise. Overall, I love the playstyle of harbinger. I see a fair amount of people complain about how Harbinger is too hard to play with its new shroud mechanic being too unforgiving. Well I hate to say this, but maybe this elite specialization just wasn't made for them. It's a very high risk high reward playstyle that plays very differently from other necro specializations. The pistol feels great, the new shroud is loads of fun especially with the added mobility, and I will definitely be playing around with different builds for Harbinger in the upcoming expansion. Lastly, the visuals. The visuals were terrible. Harbinger is all reused animations from other professions, and it really showed. Blight and the shroud visuals felt cheap almost as if a filter was just slapped over the character model. My biggest problem with the class was the visual design for shroud 5. Mummies?? Really??? The jade pillars in the animation are really cool, but the mummies are obviously just cheap Halloween assets slapped on and it really takes away from how cool the skill really is. Please get rid of the mummies. They are extremely tacky. If this game actually supported modding, I would gladly go so far as to make a mod to delete the mummies. Necromancer deserves better animations than this. In its current form, Harbinger visuals are on par with spooky Halloween decorations sitting in the yard of that one neighbor who gives up halfway through decorating. In summary, Harbinger is mechanically fantastic, but visually terrible.
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