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Hugs.1856

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  1. In pve open world, power berserker with greatsword is really fun and satisfying to use. For start, I'd recommend: Strength mid-mid-midDefense bottom-top-bottomBerserker top top top utilities : blood reckoning, shake it off, signet of fury, outrage and headbutt. To kill stuff, you go signet of fury, berserker mode, f1 great sword, healing skill, then f1 again. Finish the job with skill 2 or 3. To survive, weakness from the defense line is great and there is a good synergy between rousing resilience and the combo headbutt /outrage. It's also fitting to berserker that you survive by hitting stuff (F1 gives back some health if you are hitting multiple ennemies due to adrenal health and might makes me right) As you get better, you can swap defense for discipline(Middle-bottom-bottom) and drop shake it off for a physical skill and go for strength bottom-middle-top.
  2. For fractals, I use mantra of potence and the one cleaning conditions. Last utility depends on the fractal but is usually a consecration (with the virtue trait that reduces consecration recharges): hallowed ground for stab most of time, purging flames for addition condition cleanse and wall of reflect for projectile. These effectively act as a one side firebrand tome 3. And apart from sirens reef, I can't remember a fractal where I'd need a faster recharge of tome 3 over the comfort of not worrying about rotation.
  3. There's a lot of things to do but it's not presented in an engaging way. Going through the achievement panel or the wiki to know what steps to take to obtain a certain skin / gear / achievement can feel tedious. Then there's the horizontal progression that almost forces you to set your own personal goals. Basically if they take the idea of the dailies but present them in a more engaging way with goals that can last more that 15 minutes, that could help players struggling to set up their own goals or who are put off by the Ui of the achievement panel.
  4. Nope : all non arcdps users have now more loadouts than before plus the new template features. Before we had 1 loadout per game mode and 0 template. Now you have 3 loadouts to handle as you wish across game modes plus 6 templates. What is lost is the auto swapping between game modes and how legendary gear resets, if you swap out of a gear template. That should be the first thing to fix in my opinion. The naming also adds to the confusion : loadouts are not templates and a build is not just trait and skills, it also includes gear. For skills and traits, they should have make a tutorial : use 2 of the 3 free loadouts for the skills and traits combination you use most often. don't use different loadouts if the change is minimal (1 or 2 skills and traits). Do it manually on the same loadout in that case. use the 3rd free loadout to load in from the Account wise template storage panel, where you would have stored the builds you play less often. If you just play with 3 sets of skills and traits, then just use thar 3rd loadout for your 3rd set. No need to use the account wide template storage feature. No they are not. They are two per character (unless you spend gems) and require manual switching when playing different game modes. Unless there will be separate templates per game mode, this so called "feature" is nothing more then a cheap gimmick to siphon gems from players, for an already existing feature. And makes the functionality way worse (auto switching >>>>> manual switching). Not to mention, we will have to manually re-do builds across at least a dozen of characters, that we already had setup before. Anet needs to remove build templates, and fix this s*** show before implementing it again. This is just not true. For skills and traits, the combination of the 3 loadouts per character plus the 6 Account wide templates make it so anyone not using arcdps is better off in terms of number of templates / loadouts compared to before. There just is no way that this new feature could have forced you to re-do builds across characters. On the other hand, losing the auto swap per game mode is definitely a step back. The perfect system would have been account bound skills, traits and gear templates, linked together with the same auto swap per game mode as before. If Anet still wants to go with the loadouts route for whatever reason, then only monetizing these loadouts (Both skills/traits and gear) while keeping the account bound skills and traits templates free would have been much better received - even with the current limits of the system.
  5. Nope : all non arcdps users have now more loadouts than before plus the new template features. Before we had 1 loadout per game mode and 0 template. Now you have 3 loadouts to handle as you wish across game modes plus 6 templates. What is lost is the auto swapping between game modes and how legendary gear resets, if you swap out of a gear template. That should be the first thing to fix in my opinion. The naming also adds to the confusion : loadouts are not templates and a build is not just trait and skills, it also includes gear. For skills and traits, they should have make a tutorial : use 2 of the 3 free loadouts for the skills and traits combination you use most often. don't use different loadouts if the change is minimal (1 or 2 skills and traits). Do it manually on the same loadout in that case. use the 3rd free loadout to load in from the Account wise template storage panel, where you would have stored the builds you play less often. If you just play with 3 sets of skills and traits, then just use thar 3rd loadout for your 3rd set. No need to use the account wide template storage feature.
  6. Start with ascended trinkets, get some food and utility as well. None of these is hard to get by and provide large bonus. But in wvw, winning or losing will mostly be due to skills and build rather than stats (and therefore gear)
  7. Had Anet just monetized gear loadouts, no storm would have been unleashed. But considering one of the the game's great strength is its flexible build system, having to pay to quickly swap traits and skills is hard to accept. You could even argue that designing the system as loadouts instead of template was a way to justify the monetization...
  8. A huge improvement for many but a few questionable design choices : 1/ no more automatic build swapping between game modes 2/ legendary gear resetting runes/sigils/infusion to inventory when you exit the gear loadout they are slotted in. 3/ no more quick situational swapping of a weapon on loadout A if that weapon is used by gear loadout B The core issue is advertising these as build templates when they have been designed as skills/traits and gear load outs. The only true templates we have are the account wide build storage. The other 2 features are loadouts and come with their fair share of pros and cons. Keeping the auto swap per game mode and developing build storage to factor in gear (without freeing up inventory space) would have been a far superior solution in my opinion. Plus it would have made monetization much easier : cheap account wide build storage / template with a higher limit than 24 but more expensive character loadouts (and only 1 loadouts available at start if Anet feels greedy)
  9. This poll may not be representative of the overall population but it's interesting to see the results. I guess Anet metrics aren't far off these results (in terms of broad brackets), hence the monetization.
  10. If possible I'd like the current system that automatically swaps traits, skills and gear For each game mode to be kept. It's an amazing little addition. Taking that away would be an extra annoyance to the build templates implementation.
  11. Two points : 1/ how do you define skill?2/ how hard should raids be? 1/ Having lightning reflexes with nimble fingers is a way to define skill, what you'd call mechanical skills. Having a vision of the combat is another aspect. Knowing the perfect timing of the mechanics is another one. And so forth. Some classes are more or less skewed towards a particular type of skill. I think it's a healthy Game design decision because it gives each profession a distinctive feel and caters to different tastes. If you feel (rightly) that elementalist puts too much of an emphasis on mechanical skills, then you should consider another profession more suited to your playstyle, perhaps warrior or necromancer. 2/ Since you seem to be talking about raids, then how hard do you think raids should be? I personally don't find anything wrong with pushing players to be good in all aspects of the game - mechanical, vision, mechanisms - for what should be considered as the ultimate challenge. Especially considering that since the power creep of pof and players getting more experienced, raids became much more accessible. So the "push to be mechanically good" is quite soft to say the least.
  12. Guild wars 2 is hands down one of the best value in terms of content per dollar in the entire entertainment industry. The amount of fun you can have right now, just buying Path of fire is incredible. Comparing it to mobile games cash shops is just plain wrong. Now. The dark side of this value for the money is a more aggressive cash shop than I would like to be. Aggressive in the sense it relies on loot boxes and heavy incentives to buy gems. It's a 2 edged sword and i'd be curious to see a gaming company find the perfect balance or maybe even completely reinvent the business model.
  13. It was actually one of the common suggestions in the form of people complaining about their multiple gear sets taking up half of their inventory. Actually thinking about it, this was probably a barrier for many players to play different builds. You almost need an extra storage bag per build currently, get bags that don't sort and go through multiple awkward clicks. No doubt it deterred a few people from playing different builds. So build templates will probably entice more people to try out different builds. But this implementation almost leaves Anet with no choice but to monetize that extra storage space and sets that low starting point of 2 free gear templates.
  14. I also find it weird to split gear and traits/skills. A build is by definition the combination of these 2 components. So it makes little sense to have to go to different places to load a single build. And the 3rd panel, the account bound build storage, just adds to the confusion in my opinion. I believe though that they are limited because that's the way the system works inherently and splits these traits /skills and gear "at source". My preferred implementation would be to just have the current account bound build storage panel, except that the builds stored also factor in gear and the limit is higher than 24. You click on the build in that left panel, it loads up everything. Clean.
  15. Only arcdps users who frequently load more than 2-6 builds on a single character will lose out with the new system. For everyone else, this is a double improvement : templates and inventory storage. What's really interesting though is how they implemented the system. No one asked for free storage or even thought that it'd come with build templates. From the stream, we know that they didn't dare touch the inventory code. So it's as if they had no choice but to go with this weird, cumbersome 3-panels Ux/UI : account bound build library, character build, character gear. I think this "Do not touch the inventory code " constraint is what caused the delay in implementation, prompted the monetization and led to that odd free storage gift.
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