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Ghertu.7096

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  1. Number of people ITT not understanding this is satire is kitten too high.
  2. While I'm not exactly on board with OP's opinion on pulls, this post got me thinking how you kinda expect that being in a fortified position would be a combat advantage, and in GW2 WvW it's usually not.
  3. Also this art currently serves as Beastmastery spec background/icon in Ranger's specializations UI.
  4. I always felt like quickness and alacrity take important game elements too lightly. Maybe in some olden RPG, like Star Wars: KOTOR, where you give your character orders and watch them execute, attack speed is just another passive statistic, like armor points. But in GW2, which leans into action games turf a lot, characters are controlled more manually, so speed of your actions impacts flow of combat by a great measure. A gamedesigner is supposed to make sure it's not too slow and not too fast, which is hard enough by itself, and in GW2 we have two speed modes for each action – with and without quickness. And cooldowns are even more important. Maybe in context of purely damaging abilities and tough bosses it's just another statistic that affects DPS, but there are other kinds of abilities and encounters. If the cooldown of a defensive skill is too short you can become permanently invulnerable, if it's too long you can't use it reliably. If a cooldown on a crowd control skill is too short you can stunlock enemies, if it's too long, again, you can't use it reliably. And, again, balancing each cooldown is hard enough by itself, but in GW2 each skill has two cooldowns – with and without alacrity. A common argument against just removing quickness and alacrity entirely goes as "the game needs roles alternative to DPS, if dealing damage is all you can do in this game, since perfect balance is unachievable, there is always will be one or two builds that do it better than others, and everyone will play only them, finally, there are players who don't enjoy doing DPS rotations but still want to do group content, existence of boon support roles guarantee that every profession, spec and kind of player has a job". It's valid, but boons provided by supports not necessary should be something like quickness and alacrity. And there is no need to make new ones, it can be good old might. What if they restrict might access across the board and make players build their characters to provide might for their group? And it doesn't even have to be boons. What if they restrict vulnerability access across the board and make cracking enemy armor into its own role?
  5. Isn't this exactly what we got? Like they added new gear prefixes that are stronger than vanilla gear of the same rarity?
  6. Things you're talking about are results of either bugs or oversights, not intended design. You could glitch the AI so a boss would stop moving and attacking, turning the encounter into a sort of an idle game, but it was not planned by the developers to be like that. People here, as I understand it, complain that today ANet designs PvE encounters to play like a sort of an idle game conciously and intentionally.
  7. When I say "clunky" I don't mean "mechanically weak", I mean "annoying to use", like inconvenient controls.
  8. They say "a bad apple spoils the bunch" and ANet only sells stuff in bunches. My general problem with GW2 design approach is that even if one skill in a bundle (be it a weapon, a profession mechanic, an Engineer's kit or a Revenant's legend) feels clunky to use, the whole thing feels less enjoyable to play, and almost every skill bundle in this game somehow contains at least one skill I find clunky. Also, they put themselves in quite narrow design confines. They decided that an elite spec should has at least one weapon, a new profession mechanic, one healing skill, four utility skills, one elite skill, all of the same skill type, three minor traits and nine major traits. Doesn't matter how creative they may be, no surprise that at some point they started to struggle to come up with ideas to fill all of theese checkboxes.
  9. Oh, that explains a lot. Today was the first time I tried Scourge and I didn't know this patch reduced the shades uptime and I didn't know what it was before hence I never played the spec before. So I was like "People really enjoy this? I mean, the forums made it seem like the spec is pretty popular. Must be a vocal minority." By the way, I thought the whole idea behind "pre-place an AoE then choose what it does later" was, well, that you can choose later. If you need to hit F2-F5 instantly after hitting F1 they as well could be just normal AoE skills with separate targeting.
  10. Southsum Cove could potentially solve a problem with the Commander's unexplained departure from the Pact in the Season 1. Something like "Commander, taking down Zhaitan was no easy task, the Pact suffered casualties. In the next few months we'll be mostly evaluating losses, reparing equipment restocking supplies and looking for new recruits. In the meantime you could use some rest. There is a nice quiet island resort just the south of Kryta. I already payed your travel expenses. Do not argue, we need you in your full strength when we go against the next Elder Dragon. – Trahearne"
  11. There are games allowing you to customize your character's gait animation and I wonder why that thing is not getting monetized often - I know some people who would pay to see their toon running like Naruto. Btw, don't know if it possible to be implemented into GW2 code-wise.
  12. You listed some useful applications for those kits, I give you that, but the thing is... I wouldn't keep them in my build just for those. It's more like I could equip bombs and nades for a minute once a day for some particular occasion then swap back to whatever utilities I had. And this is kinda tedious. Though I'm sure engineers are not alone in that: every profession has a few skills like "I need it once a year, but when I need it I need it". Maybe the 10-slots skill tab wasn't a great idea from the beginning, dunno.
  13. So, there are two professions unable to swap their weapons in combat: Elementalist and Engineer. They have their attunements and kits instead. Though while attunements are mandatory profession mechanic, kits are optional, you can run without them. What am I getting to: I recently tried to make a Scrapper build utilizing a hammer and gyros as the main sources of damage and realized that I'm basically playing a Warrior who can't swap weapons.
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