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Member Since 20 Jan 2012
Offline Last Active Jun 26 2014 06:17 PM

Posts I've Made

In Topic: What do GW1 players think of GW2?

19 September 2012 - 07:39 PM

While I am liking Guild Wars 2, I must agree with a lot of the naysayers.


Couldn't the game be a bit harder...?

View Postthehotsung, on 07 September 2012 - 06:05 PM, said:

I'm left wondering who are these rabid GW fanboys that attack anyone who bash their precious games, because it sure ain't GW veterans?  So how can you be a fanboy if you aren't GW veterans, considering that majority of us are disappointed with this game?

Now that I got most of everyone thoughts, what changes do you think is needed to improve Guild Wars 2?

There are 3 factors that would improve GW2 by a lot in my opinion.

1. Get rid of downscaling.
2. Get rid of weapon skills and bring back duel profession and the old guild wars 1 mechanics and combats
3. Bring back holy trinity.  

As for PVP

1. Guild Hall, Guild vs Guild Alliances
2. Guild cape

PvP? A redesign would be nice.

In Topic: What needs testing during the next server stress test (Aug 9th)?

19 August 2012 - 06:54 PM

View Postshaolinwind, on 14 August 2012 - 05:18 PM, said:

Actually - I was referring to the 'mana system' mentioned. Enough drinking mana potions in other games.  They are >> that way ;)

GW1 worked without mana pots.

I'd prefer that over mana potions, really.

In Topic: What needs testing during the next server stress test (Aug 9th)?

14 August 2012 - 10:43 AM

View Postshaolinwind, on 12 August 2012 - 08:35 AM, said:

No thank you. I'll take the short version ;)

Personal taste may differ, but I think it's pretty unarguable that a longer duration coupled with a longer recharge allows each cast of a combo field to actually affect a battlefield in a meaningful manner, with a longer recharge to prevent mindless placing - reshaping the battlefield like this shouldn't be without any real cost.

I may be conflating a subjective ideal with design here, but I think it's much more interesting gameplay to throw down a field that lasts a good amount of time, and having to play with that in place; than to throw down a field whenever you need to chain a skill into the field, and there are actual reasons behind that - the reasons having already been stated. Saying "no ty lol" doesn't change that.

In Topic: What needs testing during the next server stress test (Aug 9th)?

10 August 2012 - 02:53 PM

View PostWildclaw, on 10 August 2012 - 10:13 AM, said:

Duration of combo fields

Dark 8,8,8,8,3
Ethereal 5?,6,7,10,9
Fire: 5,10,6,3,?,8,3,(6,4,8,4,6)
Ice: ?,10,(5)
Light: 5,5,10,4,4,?,?,4,?,10,10,6,5,8,10
Lightning (4,4)
Poison 5,?,?,5,4,?,15,?
Smoke 3,5,?,?,7
Water 15,(2,9)

The values within paranthesis are the elementalist ones. The ones I couldn't quickly find a duration on, I wrote as ?. Looks to be a really good variation in duration from my perspective. A few short ones, but also a few really long ones.

I don't think most of those are long enough, see.

That's why I said it's difficult to do - very fast combat plus no explicit resource system.

View PostForest, on 10 August 2012 - 10:27 AM, said:

I think it's much worst then that. In team play, I set fields in strategic spots hoping they are triggered randomly by allies' attacks.... Even if they see the combo field, they are usually not going to be able to react quick enough to use it effectively.

On the other side of the coin there are classes that have an insane about of finishers like a thieves or a phantom duelist stacking boons like regeneration over 2 minutes in seconds.

This is exactly why I think we should have long field durations coupled with longer cooldowns. Longer field durations allow allies (and enemies) to react to them, and gives combo fields more of a role outside of gimmicks, something to chain shit into immediately, or something to throw down hoping allies accidentally makes use of them.

In Topic: What needs testing during the next server stress test (Aug 9th)?

10 August 2012 - 09:23 AM

View PostWildclaw, on 10 August 2012 - 09:13 AM, said:

Are you serious?

A staff elementalist with Evasive Arcana can produce 7.5k AoE healing in 2s by himself using Geyser, while simultaneously dealing significant AoE damage to nearby enemies.

Or how about Frozen Ground. A single blast on it gives AoE frost armor. Compare that with the actual skill that produces single target frost armor and has the same cd as Frozen Ground.

And don't even mention the might stacking with fire fields that any competent elementalist will be doing like mad. There is a reason why Arcane Wave is so popular.

I don't think it's an issue with how powerful the combo fields are. Rather, it's a problem with how they affect gameplay.

Right now they're used more like GW1 Assassin attack chains, where you use one skill with the explicit intention of using another skill or two that benefits from it (or needs it, w/e). This is always going to exist, however it's designed; but it would be more interesting if longer-lasting combo fields allow for actual plays on positioning, rather than "press 4 before 2".

This is a bit difficult to do, given a very barebones resource system and how quick combat currently is.