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Craywulf

Member Since 20 Aug 2009
Offline Last Active May 22 2013 08:37 PM

#2202176 How big do you think/want dragon "expansions" to be?

Posted Sirius on 15 May 2013 - 09:54 AM

View PostmadmaxII, on 12 May 2013 - 11:50 PM, said:

The perfect expansion would spend like 80% of the resources to fix and rebalance all the existing stuff. Imbalanced professions, malfunctioning traits, clipping armor, dungeons, PvP/PvE separation taken seriously, zerker meta ....

Umm... that's not an expansion, that's something they should be doing anyway. Wouldn't be surprised if they introduce it with an expansion, but charging you for an armor clipping bugfix would be eyeroll.


#2199998 New Profession: Dark Knight

Posted Haruka Zahm on 08 May 2013 - 08:25 PM

This looks very little like the death knight from WoW, but it does look like a mish-mash of guardian, thief, and necromancer from GW2.  You have some really neat ideas for skills, but you may want to work on them more to differentiate the skills and playstyles from what we already have.  Is this a dark knight or a death knight?  Lots of the skills you listed have to do with death/undeath and not so much darkness or shadow.


#2199756 New Profession: Dark Knight

Posted Raii on 08 May 2013 - 09:32 AM

It's like mix of Guardian/Thief and Necro. Feels repetitive and reductive.


#2171392 New Profession: Dark Knight

Posted ZCKS on 26 February 2013 - 10:33 PM

View PostZylo, on 25 February 2013 - 03:08 AM, said:

Just sort of reminds me of a necro concept in heavy armor. With Guardian weapons.

This.

The game does not need death knights.

What the game needs in terms of new professions is

1: Some type of shamanistic/druid architype that takes on aspects of different animals for different tasks. (the base ideas are already in the game used by different NPC's & used in different quests that have you transform.

2: A monk - far eastern style.  By this I mean shaolin monk that combines martial arts & use of chi not monks as they were in GW1.

3: A Samuri, Heavy armor wearer, does not use shields but can use all swords, 2 handed weapons & bows. Specializes in control (IE cripples, weakness/stuns etc...) for the set up & burst for quick kills.


#2169934 New Profession: Dark Knight

Posted Cevilo on 25 February 2013 - 05:46 AM

I like the idea, Death knight in WoW was the only class I really cared to play. But I honestly don't feel that this particular class has room in the Guild wars Lore. The big thing when Guardian was announced was arena net tried to make it neutral as possible, that the power of the guardian is not from a divine source, and not of the holy nature (such as a monk in gw1 or a Paladin/Cleric) generally when the "Dark knight" concept is brought up it's represented in an Evil manor or an Antihero, who eventually comes to fight on the Good side (in this case against the Dragons)

Another issue with your concept is the "aura's" thing, it's all ready on the Elementalist, they have many "aura" abilities.

Finally, from what I've seen of arena net when they try and come up with a concept of a class they want it to be original, not "well it's a mix of x and x" I'm not saying it's going to be 100% original, but they don't want 3000 classes with different names and similar play experiences. I'm personally working on a concept of a 3rd heavy armor class as well because you know, it's just fair to have 3 of each armor class >.>

keep working on yours :]


#2169909 New Profession: Dark Knight

Posted Zylo on 25 February 2013 - 03:08 AM

Just sort of reminds me of a necro concept in heavy armor. With Guardian weapons.


#2169891 New Profession: Dark Knight

Posted Trei on 25 February 2013 - 02:13 AM

You are missing the Throw Batarang skill, Summon the Tumbler ability, and a utility belt.


#2169895 New Profession: Dark Knight

Posted Kam8T88 on 25 February 2013 - 02:28 AM

Sounds an awful lot like a Death Knight... maybe go back to WoW?


#2169906 New Profession: Dark Knight

Posted Eon Lilu on 25 February 2013 - 03:02 AM

Sounds like a guardian with warrior damage and stealth....

Sounds OP..


#2200530 The Temple of Lyssa Exploit - License to Troll!

Posted Trei on 10 May 2013 - 05:21 AM

View PostArcade Fire, on 09 May 2013 - 05:33 AM, said:

Why does it bother you how people choose to play the game?
He said - People exploiting the games mechanics for profit (MF leaching, Event Exploiting, Karma exploits etc.) I have nothing short of utter contempt for though.

Exploiting.
That's not playing the game.

It bothers him and me as well probably because we possess a certain basic degree of ethics and morals towards even something as seemingly insignificant as games and entertainment.


#2199537 New Gem Store Items

Posted Mordakai on 07 May 2013 - 09:06 PM

View PostEl Duderino, on 07 May 2013 - 08:56 PM, said:





You'll note I said a SIMILAR cash shop, not a cash shop in general. The cash shop in GW1 and GW2 are very very different.


You're right.

So far, the cash shop in GW2 relies on cosmetic items and slight boosts.  

GW1 actually sold content not available any other way in their store! (Bonus missions, which had unique stories of defining GW1 characters).  Pissed off a lot of people....


#2199544 New Gem Store Items

Posted Lordkrall on 07 May 2013 - 09:14 PM

View PostMordakai, on 07 May 2013 - 09:06 PM, said:

You're right.

So far, the cash shop in GW2 relies on cosmetic items and slight boosts.  

GW1 actually sold content not available any other way in their store! (Bonus missions, which had unique stories of defining GW1 characters).  Pissed off a lot of people....

AND you also didn't have a chance to pay for it by playing the game, but you rather HAD to pay with real money.


#2199519 New Gem Store Items

Posted Mordakai on 07 May 2013 - 08:42 PM

Simple solution if people want stuff to disappear off of the store:  don't buy it.  I doubt Anet would keep making town clothes if no one bought any..


And, again, those NOT buying these things should be grateful somebody is.  Even if you hate all the Holiday stuff, fractals, new PvP map, Super Adventure Box, and Frost & Flame:  they still exist, in part b/c of people buying stuff with cash.

I have more money than time, so I have no problem spending real money on virtual goods...  I've had a meal out that cost more than all of my GW2 expenses total.  When it costs $10 to see a 3 hour movie, complaining about $60 for a game you can play for years seems silly to me.


#2197915 Is the concept of a living story a good or bad thing for Guild Wars 2?

Posted Feathermoore on 02 May 2013 - 11:37 PM

View PostMazingerZ, on 02 May 2013 - 07:54 PM, said:

snip

No need for it not to be scripted. I prefer it is scripted actually because the devs can focus on developing a better event and story/world evolution. If the players can actually have an effect, the devs have to plan for both scenarios which would increase the chance of a mediocre event.


#2197827 Is the concept of a living story a good or bad thing for Guild Wars 2?

Posted Feathermoore on 02 May 2013 - 07:44 PM

Interesting idea that is being poorly executed.

The living story would be amazing if it really changed the game and stuck. If players had stories to tell after it was over. If outposts/towns/forts were destroyed by the story and then stayed destroyed or if he landscape was visibly scarred from the effects for good then the world would evolve. Old players would be able to say "Yea, I remember when there was a town here. The dredge came and wiped it off the map with a big drill. Everyone tried to work together to save the town, but we failed." New players would be all "Man that really sounds cool, I can't wait till something happens again so that I can be a part of the world."