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| Add an autofollow option |
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| Did auto run get taken out? |
| Add an autofollow option |
| Did auto run get taken out? |
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Originally Posted by JGTheSpy
This is my first time playing since that first E3 test. I'm definitely having a blast.
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| I was pretty confused through the pre-searing area. I don't think I even placed any attribute points until level 6 or 7 when I realized that my spells were sucking. It's not impossible to figure things out but I found myself asking my guild a LOT of questions all night. |
| I got into GvG fighting a couple hours in and it was amazingly entertaining. The only thing I think it's lacking is some sort of entertainment in the guild halls when nothing is going on. When we were all waiting around for a couple more people to show up, it got pretty boring. I really wanted some 1v1 or 2v2 skirmishes against guildmates while we waited. |
| Finally, the post-searing area bored me to death. I didn't really like the E3 test last year because of the zone and I still don't really like it. It's just so bland and confusing. |

| Anyway, awesome work with the game. I'm really enjoying it and can't wait to see it kick the ass of all those mindless grindfests out there. |
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Originally Posted by LordFu
Please, please, please allow numbers in Guild Tags. I'm begging you. I don't want to be one of the half dozen DIE guilds. I need to be D1E.
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Originally Posted by SoTzuMe
Please, please tell me the design for the character creation interface is placeholder art? The new functions and every mechanical element are flawless, I mean just the art and design itself are really out of place. It is jarring to go from the naturalistic bluegreen and golden brown tones of the opening to the harsh contrast of strong reds against greenblue in the pvp vs. pve selection screen. And the sinewy, almost high tech lines of the backgrounds are more suited to Star Wars Galaxies than the unique fantasy look we've come to love about Guild Wars. The actual character creation screens are a saturated screenshot under an ambiguous and unfinished looking metal blob with none of the filigree and delicate fantasy ornamentation we see on all the introductory interface up to the point of character creation.
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Originally Posted by IAmMarauder
Something I thought of: a button or command to say whether you are looking for a team or not. Maybe an icon can appear abovwe your head or something?
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Originally Posted by Everous
but erm...hundred blades is elite?...I really don't see...how 1 extra attack, which for sword users means what...35-40 damage max can be an elite skill. Some illusionary weapons characters are gonna have to reconsider their choices...
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Originally Posted by Alex Weekes
As has been pointed out, Hundred Blades was an issue with combos. It's not just one extra attack - it's potentially an extra attack on your main target and potentially 4 (or more) free attacks on other enemies if you know what you are doing.
This made Hundred Blades an awesome skill to combo with Illusionary Weaponry or any damage add skills (eg Conjure <element>). It's also an excellent skill for powering up your big Adrenaline attacks; a single attack can net you 2, 4 and sometimes 6+ strikes worth of Adrenaline. As noted by others here, if you look into the details you'll see that the skill itself received some buffing up as well. The weapon damage on each hit is no longer reduced, for example. Play around with the skill, let us know how it affects your builds. And ... might I suggest that IW users try Cyclone Axe as an alternate? |
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Originally Posted by Everous
Cyclone Axe isn't possible, axes attack considerably slower than swords, and I'm sure you know that IW is all about the speed. I don't actually have a pass so I can't "play around" with hundred blades as such. All I can do is sit and hope they made the right decision.
Heres my take on it, basically theres two main reasons why Hundred Blades should not be elite. 1) Yes it lets off attacks on all angles, and you can hit 4 people with 2 attacks each, making 8 strikes total. But to be honest, its not about how much you hit, but where. For a warrior, all you'd get are 4 annoyed guys staring at you. I'm assuming cooldown has not been changed, and even if the cooldown is 5 seconds, I would still say that those extra two attacks do not go a long way. The swordsman is very much focused on 1v1 combat, with the inclusion of nice burst attacks and conditions. To put is simply, after you do your 80 damage to everyone around you...what then?...Theres nothing to follow it up with, and I daresay the enemy is quite capable of healing at a rate of 10hp a second...negating its usefulness. 2) What we're getting here, is a variation on an AoE attack thats quite toned down. This is not what fighters are all about. Their job is to deal out high DPS to one character or to soak up high quantities of damage. The Hundred Blades skill simply does not synchronise well enough with their job to be considered in a Guild vs Guild match where everyone is specialised. 2 more attacks per 8 seconds to 1 guy and perhaps some bystanders was worth a skill slot in some builds, if only because they had nothing else to put in there...but I don't believe it deserves an elite status. Also this shuts off possible builds by making Illusionary weapons impossible to use with it...while obviously the conjure stuff still works. Elementalists are much better equipped to deal out this kind of AoE damage, I'd feel much more comfortable if I had a nuker dealing out Rodgort's Invocation than some warrior with Hundred Blades. Invocation deals more damage...and isn't an elite. Rellok's comment about taking flourish as an elite in order to take advantage of Hundred Blades is a demonstration of one of my points. As a basic attack it had certain combos which were very interesting, for example flourish and Hundred Blades meant 4 hits on everyone next to you. Thats some good nuking. But none of that is possible now. It is true that Hundred Blades was not perfectly executed before, but making it into an elite also makes it completely out of place. Perhaps it could have been toned down. As an elite, its completely out of place. I'm not saying its a bad skill, but look at the other elites such as Illusionary Weapons (creating entirely new playing styles), Water Trident (coupled with arcane echo is devastating)...or even Energy Drain that can give you 18 energy while taking a Warrior/Monk out of the game. Next to those, Hundred Blades seems weak, if the developers are ABSOLUTELY intent on keeping it as an elite (which IMO is a bad choice) then at least beef it up more, and actually make it dependent on the Swordsmanship skill. MY FIX Simply making it dependent on the Swordsmanship skill would fix a lot of the feeling that it was overpowered. Previously you had ele and mesmers bringing along swords and using it without any skill in swordsmanship. Something like giving it a 60% chance that any guy standing next to you is struck twice, with the percentage chance increasing by 3% with every level of swordsmanship. Suddenly people find that as a Mesmer Primary or an Elementalist, they must invest in swordsmanship to compete. This would make the skill harder to use, deter the people who want to simply exploit it for cheap shots while keeping open the strategic choices, and keeping the builds balanced. |
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Originally Posted by Zrave
Also, as of the last chronometer test, axe and sword were identical in speed, at 1.33 seconds each.
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Originally Posted by Everous
The base attack speeds are the same yes.
But at the last Beta Weekend I attended I noticed that there were far more swords offering a + attack speed enhancement. I'm not sure if this makes a difference at level 20, as I may have found an axe that offers the same. But it sure makes getting to level 20 a lot easier for someone relying on illusionary weapons. |
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Originally Posted by Zrave
I think that hundred blades is fully deserving of its elite slot. The fact that it can compete with frenzy for extra damage with no detrimental effects shows you its power, nevermind the potential for hitting more than one person and hitting a windfall of adrenaline. The fact that people will continue to use Hundred Blades is a testament to its power.
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Originally Posted by Everous
Using frenzy you can get in 56.3 shots per minute. Using hundred blades you can get in 52.6 shots per minute (or 60 if it dosen't interrupt the standard attack), with the old system it was only 75% damage. Considering the standard sword does 45.1 shots per minute...thats an increase of 5 hits worth of damage per minute (or 10 per minute if it dosen't interrupt standard attack). As a stand alone skill as I've said before, it dosen't fit in with the warrior repetoire and dosen't do enough damage to be considered used alone.
The windfall of adrenaline is redunant, as PR have said, the main reason behind this change is the devastating illusionary weapons combo. With illusionary weapons you didn't gain adrenaline anyway. |
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Originally Posted by RealityDesign
Levels 1-10 the arena is fun because it's a way to gain experience if you enjoy PVP.
At level 20 however, the arena is fun for a few hours but becomes pointless and boring after a while. Now I know most of you would just say, "OK noob, if it's so boring go do the tournament or do guild vs guild." That is definitely an alternative, but I know when I was playing in the arena my team and I had some runs of over 40 straight wins. After about 15 we starting saying, "Man, this is just too easy...I hope we get a challenge." By win 30 we were saying, "Holy crap, 30 wins a row?? We should be getting paid for this LOL." Now, wouldn't the arena be a whole lot more fun if you got some kind of a reward? I can assure you that it wouldn't have been boring nearly as fast for me or my team if we had earned something (even something as little as a gold or two). Gold, a ranking system, even something that just tracked your stats in the arena (wins / losses, damage done / taken, saves / combacks, etc.) would make it more worthwhile. The tournament is fun, but more often than not you get grouped with a bunch of idiots that don't know how to play the game. Guild vs Guild is also fun, but only if my 7 other good players come on and play with me. I am just looking for a way to have fun by myself or with a friend . I also think it would be a lot of fun to have an arena type of match where you can select your team mates. Not all of us are lucky enough to have 8 solid players on 24/7 that we have developed good teamwork with. I know for me, I have 3 friends that are always on with me and we are always trying to get on the same arena team. Sometimes 2 of us get lucky and get on the same team, and we have a whole lot of fun, and generally win 30-50 matches in a row. The combination of a 4v4 organized team battle and a reward system for consistantly winning in the arena would really make the game a whole lot more enjoyable, atleast for myself. As for what the reward is, here are some suggestions: 1) Gold. Everyone needs gold. Set up a system where winning more matches nets you more gold. Something like 1 win = 1 gold, but 5 wins = 10 or 15 gold. It doesn't have to be a lot, just something to make it feel like there is a point to playing after your 30th win a row. 2) Skill points. From what I hear, after winning enough in the tournament you get a skill point. Make some kind of rediculous goal here like 25 wins in a row gets you fame, and x fame gets you a skill point. 3) Random drop. After each victory everyone in the group gets a random drop. Consecutive wins increase the chance of getting a rare item. For example, after winning your 30th game in a row, the odds of you getting a skill ring or a rare sword would be significantly higher than your first win. 4) Special skills. The only reasoned I played DAoC for almost 3 years instead of a few months was the PVP reward system. A good reward system is crucial for pvp to be worthwhile and work in the long term. In DAoC they had realm points, killing players got you realm points. The better (higher ranked) players got you more realm points. X realm points got you a new realm rank and realm skill point. With x realm skill points you could get a special skill that made you more effective in battle. If this game had skills you could only earn via the arena or tournament it would be awesome. The ladder for guild vs guild is a great alternative to a reward, but it doesn't account for the tournament and arena. You could also design some kind of an organized single or double elimination tournament. The idea being that say 8 or 16 groups of people all put in an enterance fee and the 1st, 2nd, and 3rd place teams recieved a prize based off the enterance fee. Single elimination would be the easiest, and would just run like the playoffs in any professional sport. I'm sure most of you think it's a stupid idea, but I thought it would be fun . |
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Originally Posted by Lord Fox
Allot of good sugestions here. Nothing has been bothiring me more than the stupid camera jumping all over guild war creation. Everytime I'm running along and see a monster, i stop to attack and WHOA!!!! where did he go? Oh wait ill have to adjust my camera view so I can see him. next thing you know youve been hit several times and near dead. Pray to the guild there is not a second monster. Why not just have it looking at your back while you are running, and slightly above while fighting, and have it adjustable for looking around.
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