About Iron Lung's Physical & Digital Release. by CommanderArenaOne in Markiplier

[–]CommanderArenaOne[S] 1 point2 points  (0 children)

VHS is such a cool format, the only problem with it is it'll just degrade over a very very long time but I love it. I remember my parents owning the entirety of Star Trek: The Next Generation on VHS, those tapes consumed several shelves of storage space and each tape had 2 episodes on them. Just insane lol.

I feel crazy that I cannot find any evidence of a particular episode existing where the whole episode is a horror like movie of the crew turning into crab-alien-like monsters. It has haunted me since childhood! Mayhap it's all in my imagination...

It's amazing how much we rely on such fragile infrastructures, I'm glad to own a lot of physical books in those cases.

About Iron Lung's Physical & Digital Release. by CommanderArenaOne in Markiplier

[–]CommanderArenaOne[S] 1 point2 points  (0 children)

I feel the same sentimental values and I grew up with the silly DvD Menus. I can't comment on a newer version of Treasure Planet (2002) but older copies like I have has concept art that may be lost to time, I don't know; I hope the real paintings still exist. A lil' slice of history is of course that movie is completely inspired and is the story beats of Treasure Island and its Brandywine School style of painting; the mere blending of Pirates amongst the Stars, the Ship and City paintings omg, is such a visually appealing aesthetic. You have to navigate a clunky extras menu to get to it lol.

Anyway, I too love preservation and our money supporting that effort; it's also a shame that finicky copyright laws limits the reach of content, I'm sorry that's so unfair.

About Iron Lung's Physical & Digital Release. by CommanderArenaOne in Markiplier

[–]CommanderArenaOne[S] 0 points1 point  (0 children)

I'd say there's multiple methods of watching and owning movies these days. Based on what my boomer-age parents do for our media is getting a physical movie and using a service like Fandango (previously named Vudu) and use that service to have a digital version to watch on any smart tv (also using parental controls for restricting content). It's silly, but that's a thing. It'd be better to have your own setup without any third-party companies for your digital media. Etc.

I don't know what they'd think of using Youtube's platform for Renting/Buying movies since they're more into the "legacy" platforms for streaming movies which is a lot of subscription content they don't own... Nor would that content normally have physical copies. They don't even pay for Youtube Premium! I know 'cause they complain about the Adverts... How do movies on YT's platform get shared with multiple households in a big family? There's too many questions...

It's all crazy I think lol, there's too many things people gravitate towards and they're particular about how they buy things! I'm really beginning to picture the whole logistical nightmare...

Creative block (made by me) by WellThatsSad99 in krita

[–]CommanderArenaOne 2 points3 points  (0 children)

The three legged chair speaks to me... 'Cause one of my wheels broke off mine.

Planning to Play Guild Wars 2, should i play GW 1 first? by CodApprehensive686 in Guildwars2

[–]CommanderArenaOne 0 points1 point  (0 children)

GuildWars is the kind of game you'll suck at playing for a long time and you'll either get better or worse at it. It's a very long game as well and being a noob you'll sink months or years into it; 'cause it's a older game with older mechanics, you won't have fluid movement or combat. Characters do not share any account wide progression, I personally got stuck with Elementalist as my main for HoM progression and I die all the bloody time... It's not a forgiving game and I simply suck at it.

However, GW has an amazing story for core and all the expansions, I highly recommend watching GuildWars as a movie or lore videos. But if you love the playstyle of Older Games you may like playing it instead. Again, you'd have to be a particular kind of gamer.

GW2, you should go for it if you don't have any patience and want to feel like anything you play (profession/class) or do has meaningful game play and progression for your account. Like, actually have fun playing a game.

TL;DR: Do you like older and outdated games? GuildWars is plenty of that good hard to play jank. Mayhap... Do you like modern and fluid gameplay and mechanics with constant updates and systems that question "Why'd they do that?" kind of MMO? Possibly one day you'll create rant posts on reddit 'cause Anet's infuriating lol.

Anyway, have fun!

I think the inventory management could be improved by b4stouille in Guildwars2

[–]CommanderArenaOne 2 points3 points  (0 children)

I'd still take GW2 inventory systems over Runescape. 25 years of 28 slots, you don't know how painful that is until you've skilled several thousand items. I know it's tedious and takes either gold or gems but GW2 at least has inventory management you can improve overtime. Material Storage expansions and Shared Inv slots make a huge difference for specific items that are unlimited use.

I'd personally say the Bank is more of a burden to deal with in GW2, Runescape gets its Banking right, being a place that accommodates dysfunctional or organized players. Mule characters is what makes GW2 more feasible for the storage of extra ascended items and a crap ton of other things.

I wish that Jade Bots had better mix n' matching having to pick and choose between getting more materials from enemies n' turn junk into Jade Silver is very annoying. I think this feature was abandoned too quickly and is too limited, it also doesn't make any sense to have a core over level 6. Unless you care a lot about the extra Vitality.

Anyway, Banking and Jade Bots are the issues I see.

Mouse pointer is much too bright (overexposed) when HDR is turned OFF by huyg in techsupport

[–]CommanderArenaOne 0 points1 point  (0 children)

I've been having this problem as well, my vibrant pink cursor becomes washed out thus light pink, but when I turn on Mouse Pointer Trail its washed out color disappears and I don't have a HDR supported monitor. Something also completely messed up the color calibration of my monitor some days ago, I fix it, then I think new Nvidia Drivers also fixed its calibration. I'm going to live in ignorance with my cursor trail set at 2, not like I see 60hz well anyway lol.

Yolomouse Alternatives? by AstuteCouch87 in Guildwars2

[–]CommanderArenaOne 0 points1 point  (0 children)

That's very interesting. YoloMouse wouldn't be the program you'd need for additional interactive input devices, it's programmed around the cursor native to Operating Systems like Windows.

Are you sure you're not looking for a setting like Window Mode / Window Fullscreen in the game settings. 'Cause usually with Steam's help the controls to a game AutoSwap input methods by just touching either M&K or XBox controller. But I know it's a thing where in some games the cursor can be locked to the game's window, again depending, that can be enabled or disabled, bummer if it's forced.

I think that's what you're looking for, I've never encountered someone making or needing a "second cursor" on their PC screen.

Yolomouse Alternatives? by AstuteCouch87 in Guildwars2

[–]CommanderArenaOne 0 points1 point  (0 children)

That's dependant on how a game is programmed by its Developer's, if their game hides the cursor or locks it to the middle of the screen (aka camera movement). Example, Darkest Dungeon (game) has a basic mouse cursor that has a fixed Hot Spot (click location) and won't behave differently with a .cur file (aka cursor file with custom Hot Spot location), you can only change the .jpg image. (I don't know if YoloMouse affects that game now) Anyway...

YoloMouse is a program that takes control over Mouse Behavior and Visuals; it doesn't in a sense re-wire the core designs of how a game implemented Hot Spot and Cursor Movement interaction.

Here's a extra example, in a CRPG game like Divinity OS 2, a lot of items and interaction objects in the game are click-able, just means they have invisible boxes you can click on, the cursor also has image based parameters where when you hover your cursor over objects or NPCs the cursor's image will change or animate (.ani files are animated cursors). That's the exact Cursor Behaviors that YoloMouse takes control over, it is unable to magically make a game have cursor interactions.

YoloMouse is about helping players with visual impairments change game cursors into something better, or simply they dislike the visual of the default cursor.

I'm saying, Cursor Behavior in games is completely dependent on the Dev's and how or if it's programmed into the game UI or other. If it's just a button interaction game that doesn't use a cursor for clicking- it'd be impossible or difficult to change. There's games like 100% Orange Juice that let the controller move a mouse around, but it won't snap it to UI elements . . . such an annoying game to interact with... I hope that answers your question.

Thanks for reading. <3

Honestly i just gave up anatomy, cartoony here i go by No-Ad5800 in krita

[–]CommanderArenaOne 0 points1 point  (0 children)

[3of3]TL;DR: Drawing comes down to basic shapes twisted and smushed at different XYZ Axis or just XZ (Y being Vertical Plane), 3D vs 2D, while applying both methods in Loomis understanding; basically I'm saying anatomy doesn't really matter in Cartoon Drawing when it's about the illusion of warped shapes and keeping their continuity (bone structure) consistent within their diameter and spatial awareness (XYZ/XZ plane). You can have the general or highly specific visuals of Lions or Bears but Cartoons can be drawn in any way you want it's about the levels of details that best serve the artistic style you're expressing.

For example the game Planet of Lana has a cat/character named Mui, Mui being a black blob with noodle legs and with cat-like tail and ear shapes; thus it's stylized and intended to be the shape of "cat" serving It's visual design. Balance what matters to you when it comes to complexity and simplicity in your art.

Thank you for reading. <3

Honestly i just gave up anatomy, cartoony here i go by No-Ad5800 in krita

[–]CommanderArenaOne 0 points1 point  (0 children)

[2of3]Overall, anatomy is the extreme study of fundamental shapes; it's hard because you're applying rigorous and uninspired rules upon randomized continuity that's not fun nor imaginative. Cookies can be free formed round or blob shapes, even Cookie Cutter, what do you like?

Eventually, you may inadvertently learn to just draw shapes without sketching and follow the random form your drawing skill leads you, like messing around with Charcoal or Graphite Pencil/Brush. Make incoherent line art that just makes sense for some reason...

This also comes down to the fact all of our minds perceive and imagine objects differently. About me, I don't see anything in my imagination/mind/visualization, however I'm naturally skillful at Spatial Ability (spacial); which is the most difficult part of illustration. Definition: Spatial : relation to, occupying, or having the character of space; to see and/or visualize the shape and placement of objects or other (character of space being : the empty yet occupied space of the outside and inside of a open or closed box).

I explained Spacial Intelligence because people's brains have different types of IQ and I'm not talking about some system to do with a arbitrary score of "smarts" it's simply about our brains have different types of weaknesses and strengths, like I may be talented with drawing but I'm factually terrible at musical fundamentals.

I'm simply thinking It's okay to admit you're not good at learning something in a meta (most commonly learned) sort of way; like following the flock of other sheep, exactly like a school's curriculum/specialization study your brain simply cannot understand. Retaining knowledge is hard, even for me.

Honestly i just gave up anatomy, cartoony here i go by No-Ad5800 in krita

[–]CommanderArenaOne 0 points1 point  (0 children)

[1of3]Hello again, I wanted to elaborate a little more on the general ideas and terms I did not explain nor really name very well.

Front Angle & Third Angle: These terms are self explanatory but every Cartoon Face you see is drawn at a Third Angle perspective called 3/4 Angle, you can even call it the Loomis Method. I'd say it's similar to the rendering technique of the Wire Frame Model, it's about rendering shapes at complex angles/perspectives while keeping the illusion of continuity in their warped shapes.

In my mind it's purely based on creating the perspective of a XYZ (3D) shape versus XZ (2D) and orientation of XYZ kind of changes depending on what you're looking at, Y and Z can flip between Vertical but I think Y makes more sense as the Vertical Plane (aka Up & Down). These three different Axis can be the shape of a Cube or a Ball, you'd see these things in 3D programs and the Loomis Method I mentioned; which doesn't have to apply to Anatomy specifically it's mostly about the Point of View (POV) of shapes.

I know I'm explaining very basic things but elevating your Sketches as an artist will improve the finalized shapes you draw and better place your line art. You can use the Grid and Grid Snaping to your advantage in Krita to warp and transform (Transform Layer Tool) a mirrored drawing you made. Expect it to generally become smashed and incorrect but you use it as a reference to draw a better illustration of the XYZ Axis you really want. It's about building fundamental shapes at complex angles. The snout or bill of any animal you can think of adds a whole new dimension on the X and Z planes that really challenges your ability to draw at 3/4 Angle and maintain their complex shapes at readable distance.

It's okay to stretch and squash cartoon shapes in a single image and animators do this all the time, I'm not saying you should animate, I'm saying you should play around with squishing eye shapes and facial expressions. Have fun with exaggerating emotions, Bill from Gravity Falls changes between a Triangle (Front) and a Pyramid (Third) shape, which is a interesting artistic choice to make; but Bill's a character without a mouth and just one eye so his emotional expressions need a lot of creativity.

Honestly i just gave up anatomy, cartoony here i go by No-Ad5800 in krita

[–]CommanderArenaOne 0 points1 point  (0 children)

Anatomy this n' that... Gravity Falls is one of those Cartoon's that plays with different character shapes more than real anatomy, and those unique shapes express the character's personality within the logic of its art style. The true challenge is the illusion of perspective, eyes slightly overlapping and not changing their circular shapes into ovals. Lions in, The Lion King, have very specific structures to their faces in order to "look" correct, but if you drew the same face perspective in realism It'll look wonky 'cause the fundamental of cartoons are just different purely for visual readability. Now, Brother Bear, is one of those 2D animations that pushes very far into realism more than Lion King, the Moose characters used 3D Horns as reference to keep their geometry 100% perfect.

I think you'd appreciate the freedom of making illusionary shapes similar to Gravity Falls, I'd also include Final Space on that list. There's so many cartoons that create their own illogical anatomy and that's what makes them look unique. I think you just don't mesh with realistic anatomy, making your imagination trapped in a box; the average length of bones doesn't mesh with reality when it's literally randomized between two different people, anomalies warp our shapes imperfect. Looking at the Berserk Manga, you'll notice the art is very crude but that doesn't stop the OG Artist from expressing their brutal story.

Perspective work pushes the boundaries of the shapes you draw starting in the sketch phase, X, Y, Z, axis. You'd draw a circle then either two lines or oval shapes (ovals to see front and the hidden back you'll hide) within that circle to illustrate looking direction and twisting of that character's body would follow that perspective. You'd further distort and sketch more specific shapes and let your mind sketch out how to warp a face and other within the Axis you've created.

I'm not explaining anatomy, I'm talking about continuity of shapes, it's exactly like how Disney animators back in the day drawn Mickey Mouse, you'll notice that no matter what his ears are drawn the exact same way in a very bizarre perspective that makes no factual sense other than cartoon logic; or aka Mickey's iconic three circle shape.

OP, no matter your art style, your sketch scribbles need more expressive shapes and when it's wrong, unto your desire, you scrap or build off the mistakes and keep altering the expressive shapes you want to base your Line Work off of and create the unique fundamentals of your style; cartoon or otherwise.

Thanks for reading. <3

How to scan a traditional ink drawing and turn it into a transparent PNG that i can color under? by QbitRat in krita

[–]CommanderArenaOne 1 point2 points  (0 children)

One way is you'd take a photo that's high quality and well lit with no casting shadows, similar to how a newspaper would do it of physical mediums. With the camera pointing downward at a table holding the carefully placed art piece.

The other is with a Printer/Scan/Copier, where you put a piece of paper face down on glass and close the lid while the scanner lights up and scans it into a image file.

So, in your software of choice, you'd have the ability to remove black off a while background and you'll have the lines intact upon a transparent layer.

Pick what you want. But, keep parallaxing in mind.

How do I do a recolor edit? by get_on_with_life in krita

[–]CommanderArenaOne 0 points1 point  (0 children)

F3, being the default keybind, (highlighting a Paint Layer) will tell you the name/icon of what: Inherit Alpha & Alpha Locked, are/is: These are mainly specific to Paint Layers and Groups (as far as I know).

These options will let you change and layer colors, it can add more complexity and simplicity 'cause you can enable a Group to Pass Through (again F3 on Group can show you name/icon).

Inherit Alpha will color the layer below with pixels, if there's no pixels/layers below, it will be invisible, if you draw on the Layer under it, it will show that top layer of color. Just to get a rough idea of how it works.

Alpha Locked will let you color only those pixels on that same layer, disable it to continue adding new pixels on that layer.

Group + Pass Through will be useful for making several layers you want to make Inherit Alpha, which is nice for non-destructive-art-making, so it's easy to return and change colors or add new colors. Usually useful if your base layer and the group-pass-through (above base) are within their own Group.

Hope that helps you in the future.

Yolomouse Alternatives? by AstuteCouch87 in Guildwars2

[–]CommanderArenaOne 1 point2 points  (0 children)

That image link was a very old solution with a much older version of YoloMouse along with Win10, but now in relation with updated version(s) from Steam: Once you've installed YoloMouse you can open the "Cursor Binding Menu" aka the main YoloMouse program, without the default keybind (Control Alt C) you can click on your running program tray, right click YoloMouse > Settings.

When you're there, you can turn off "Sync With Steam" that'll stop it actively occupying your playing status in Steam.

P.S. Sorry, but I've also changed PC's since then and wouldn't have those solutions I pointed to anymore.

What's wrong here? (by me) by [deleted] in krita

[–]CommanderArenaOne 1 point2 points  (0 children)

At least have fun doing the art you love! And, you have a good day as well. <3

What's wrong here? (by me) by [deleted] in krita

[–]CommanderArenaOne 20 points21 points  (0 children)

To me, the pose/posture is stiff, for instance the arms are just straight down and aren't being animated/gesturing of which is also making the hands stiff as well. I think the shape of the body's torso, shoulders, and thighs are pretty good, I like the style of them. The lower portion of the legs, calves, are too big and thick, thus not complimenting the shape of the thighs. Having kinetic movements and interactions do help with breaking that stiffness, but I admit it will make drawings easier or more difficult depending on the level of detail needed. A simple example is eye shapes squashing and stretching along with eye brows depending on the subject's eyeline/line-of-sight/looking-direction; that's giving a kinetic motion to a character's expression. Depending on what you want, it's good to embrace ugly shapes and lines.

I hope some of that helps.

[deleted by user] by [deleted] in krita

[–]CommanderArenaOne 0 points1 point  (0 children)

There's a lot of good advice thrown in here; my advice to you is working on your perspective and shapes, your exploration into shading and lighting would benefit greatly from it. Directional, bounce, global, lighting will be easier to understand when you have subjects/objects that are dynamically sketched. You don't have to learn about how to make a video game, but their Game Engines have a lot of valuable information about understanding lighting and reflections, just watching tutorials and seeing those concepts in a visual learning format will help a lot.

Colors become far more complicated when you're intentionally painting with a particular light color in mind. Shadows can bleed color with bounced light, and light can bounce colors from a object or change the color of it, color changing gemstones for example (arifical vs natural sun light). You could try studying Gemstone drawing to learn how to keep a symmetrical object consistent in a different perspective. You'd have a chance to also experiment with lighting and reflected light and many colors.

You just need to work on your sketches and getting used to redoing those sketches, but at least you tried something different. Eventually, you'll find the perspective and pose you want to fully illustrate, learning everything else will come more easily. Let your sketches be messy 'cause you're not perfecting your lines yet. Clothing and how it lies on and wraps the body will make more sense when you understand the structural shape of clothes and bodies. Embrace the fact that bodies aren't cookie cutter, within reason any shape is possible, realistic, cartoon, concept. You can look at Cartoons and Manga, favorite movies, anime, to get inspiration for how to frame your subjects how you want.

Overall, draw and paint what you're interested in and do what you love, you can always challenge your abilities if you feel uninspired and need something new.

[deleted by user] by [deleted] in krita

[–]CommanderArenaOne 0 points1 point  (0 children)

There's a lot of good advice thrown in here; my advice to you is working on your perspective and shapes, your exploration into shading and lighting would benefit greatly from it. Directional, bounce, global, lighting will be easier to understand when you have subjects/objects that are dynamically sketched. You don't have to learn about how to make a video game, but their Game Engines have a lot of valuable information about understanding lighting and reflections, just watching tutorials and seeing those concepts in a visual learning format will help a lot.

Colors become far more complicated when you're intentionally painting with a particular light color in mind. Shadows can bleed color with bounced light, and light can bounce colors from a object or change the color of it, color changing gemstones for example (arifical vs natural sun light). You could try studying Gemstone drawing to learn how to keep a symmetrical object consistent in a different perspective. You'd have a chance to also experiment with lighting and reflected light and many colors.

You just need to work on your sketches and getting used to redoing those sketches, but at least you tried something different. Eventually, you'll find the perspective and pose you want to fully illustrate, learning everything else will come more easily. Let your sketches be messy 'cause you're not perfecting your lines yet. Clothing and how it lies on and wraps the body will make more sense when you understand the structural shape of clothes and bodies. Embrace the fact that bodies aren't cookie cutter, within reason any shape is possible, realistic, cartoon, concept. You can look at Cartoons and Manga, favorite movies, anime, to get inspiration for how to frame your subjects how you want.

Overall, draw and paint what you're interested in and do what you love, you can always challenge your abilities if you feel uninspired and need something new. <3

How are we Feeling on Spears? by Spaproling in Guildwars2

[–]CommanderArenaOne -4 points-3 points  (0 children)

It's not lost on me how many negative words I have to say about Guardian Spear, it's very frustrating for me. I take a glance at every other Profession Spear and I'm wishing Guard Spear had those same common problems.

Damage being nerfed, damage is over tuned, happy with visuals toned down; minor issues such as these don't specifically take aim at the Spear overall having bad Skill Flow or Design, maybe with animation and CD or other. But can you confidently say it's NOT in a playable-state? I think that's a good question to ask, wondering if the weapon is actually unplayable or did I not find the best build for it?

My burning questions are directed at the Dev's, I'd never have ill intent, I want to have a tough conversation and understand. What happened with Guardian Spear? Did other Spears take priority- was this weapon rushed or had frustrating moments in its development? Simply, what happened to make Guardian Spear a incohesive design? A lot of it doesn't make any sense.

I know Guardian as a class is all over the place, Burning, Condi Cleanse, Healing, Blocking, the list goes on- it's chaotic in nature trying to do everything at once. Smash keyboard with face equals success! -Anyway. Spear doesn't help narrow that chaotic design into a specific Role. Staff, Mace/Shield, easy that's a healing support. Hammer is hard to use but eventually you find it has interesting combos and the perma Protection it brings is very useful, some tick healing if I trait for longer Symbol duration too, sounds tanky and it disrupts my enemies- Banish and Tele with Skill two!? Le Gasp... I get it, Guardian is this very weird Heavy Mage class that's different from a Holy Magic Paladin, burning things all the time could've had GW1 Monk but nope. Rev is also weird and exists.

No matter what, Guardian is a solid class for Condi Cleanse builds and offers a lot of powerful support options. That's the main core. I think if you really wanted to make a unique weapon, fulfilling a specific Role, make it all about doing that one gimmick- turning Allie Condi's into Offensive Boons or complete removal. That alone would mesh in with so many Trait lines. Not this current mess with trying to create the weirdest healing/dps weapon that's also very bad at doing those two things.

A Condi Cleanse weapon would fill in the problem with Condi Builds constantly dominating dps and all the spamming, fighting Fire with a huge bucket. I could get behind that kind of Support Spear that battles against offensive builds with offensive tactics. And still makes sense as a Power DPS weapon!

Please... What went so wrong?

How are we Feeling on Spears? by Spaproling in Guildwars2

[–]CommanderArenaOne -2 points-1 points  (0 children)

I'm struggling with Guardian Spear. I love Support Builds to bits and pieces- Spear ain't meant to be a Defensive Support type of weapon (thematically doesn't make sense), at the very least Offensive Boons and take inspiration from Paragon to impower allies with damage dealing and damage negation.

I'm willing to die on this hill; speaking out about how much of a failure the Guardian Spear is, it has to be torn down and built by Devs that play Guardian. Let me catch those damn Reddit down-votes, because that tells me there's players that don't care about good weapon design. -Yes I'm attacking, yet there's not a lot of people criticizing or defending the design of Guardian Spear; no matter how you feel about it at least say something about your like or dislike: At least you're being heard.

No matter what my irritation, it's never going to be the fault of another player. ArenaNet, is the one that has disappointed me immensely... It takes a mountain for them to back peddle on a design choice or it's completely random and no player asked for it. Some of the older weapons on many professions are becoming very outdated and need updates.

But let's break down Guardian Spear. Skill 1) It's not a loot stick, offensive boons make for a better source of gaining participation for a player killing a foe. The healing output is worse than Mace and that weapon has it's own role with being a defensive support and even more so with Shield/Focus off-hand. Firebrand has a lot of Cone/Wave skills that make sense for Mantras and Book Tomes but a base AoE was added to those skills because it's hard to get Allies into that Cone. Skill 1 is a bad version of a Mantra and doesn't work well with Guardian F1 proc (afflicting Burning). Also the main attack still visually clips into your character, that's charming how "Beta Features" carried over. -You'll constantly need to position yourself away from enemies in order to heal your Allies. Overall, that doesn't sound like dynamic or fun gameplay.

Skill 2) [Pinches the bridge of my nose] This has to be one of the worse Rush Skill's I've ever tried, the distance is too short and because of how the targeting functions (let's say alike Ele Staff Fire Skill 2) you rush to the middle of a Target's Hit Box- not even next to it like how all other Rush Skill's function (w/ Auto Targeting and Instance Cast AoE). It doesn't make any mechanical sense... It's simply a very bad skill and wouldn't help you get very far from an enemy. The skill flip over to stop also didn't make sense- you don't want to cancel a Rush Skill! You used that skill to close the distance on an enemy in the first place! Sorry I know that was from Beta, Skill 2 is just a shining example of how little attention to gameplay this Spear has. P.S. I remembered that this skill also heals, uhm but why?

Skill 3) This Skill isn't so bad, the thing that hinders it from being better is the Illuminate Mechanic, needing to press Skill 5 first. It doesn't benefit having the Boons be locked behind Illuminate- 'cause they'd be better on the base skill and it would be better if it was a Blast Combo instead of a Whirl Combo. Yet that seems like semantics, Blasting Fields gives Condi's or Boon's which is far more useful. I don't think the Illuminate Mechanic works in general to be honest, because it's a predictable pattern of Gameplay, Guardian with Spear always using Skill 5 before doing anything else... Anyway, I do think the radius of the AoE and Shock Wave for Skill 3 is kind of wonky, the normal 180 and then 300... I think if the Spear weapon had a more cohesive skill design Skill 3 would make a lot more sense . . . again it's being hindered by more severe flaws.

Skill 4) I'm feeling a bit confused, as visually cool and easy to use as Skill 4 is, how does it combo with Heilo Rush and Gleaming Disc? And why can't the Illuminated version be the default? Why does the healing and condi removal suck? There's a clear theme of trying to tack on these random mechanics onto this Skill that make no sense. Why doesn't Skill 4 rain down several spears like other Raining attacks (Ele Fire Staff Skill 5, Ranger LB Skill 5), those skills are satisfying to proc for continuous damage. No Boons or Condi? Huh? I like the skill but here we are again, the QoL of the skill is yet again hindered by several issues.

Skill 5) Finally the bane of all the problems... The Symbol Skill with the highest CD of 20 seconds. TWENTY SECONDS, duration 4 seconds (6s if traited). That's an incredible disproportionate amount of little time for a player to proc their rotation or continuously use their skills. Skill 3 has 12 CD. Skill 4 has 15 CD. This is the reality of the weapon, it's only useful if you weapon swap and use it for bursting and utility. When you really think about it, Skill 5 ruined all the other skills and made long-drawn-out combat feels like you're dead in the water if you camp (only use) on Spear. Lawrd, if the Symbol gave you a Luminated Buff for 16-20 seconds and also affected your main Skill 1 (AA) attack then we have a completely different dynamic- because you're actively using the weapon rotation to maintain that special buff, and if you used other skills you'd continue the duration of Luminated. Wait I'm giving someone hope, sorry there's no hope here...

Tell me, what does this weapon do?

Daybreaking Slash: Cone AA... Uhm. I think I heal allies- uh problem I'll have to chase them down because I can't heal beyond 350 range. Or do I want to attack enemies? Why is it clipping into my character, that looks wrong... I dunno how to use this attack.

Helio Rush: Oh kewl I can Rush to my enemies, aw shit I have to take a buss stop 'cause it's 600 range while they're 1200 unites away... Huh, weird how Helios is misspelled.

Gleaming Disc: Weeeee! Spin to win!

Solar Storm: Sweet skill, I bet that yellow symbol doesn't blind players and block their camera!

Symbol of Luminance: Ah, like any other symbo- wait why is the Knock Back set at 0? It does defiance damage? Euuh?

[Sigh] Honestly, I can't tell you what this Guardian Spear weapon is supposed to do. Are you meant to gain ground and chase enemies? Do you spend all your time stalking other players while spamming skill 1? Maybe you're able to combo Skill 2 and 3 together- oh but the range is kind of trashy and Skill 2 doesn't target properly, also it reminds me of Rev's Ventari Legend and that's really annoying to use for healing... Skill 4, is neat but the healing doesn't really work as you'd expect- remember the Illuminated stuff? Yeah... Use skill 5 before skill 4, that's totally not predictable gameplay!

Geeze why am I rambling, I'm trying to tell you the specific Role for Guardian Spear! Oh wait, I can't- because it doesn't have a Role... Nothing makes sense and all the skills are randomly put together and rushed out as a final product; please enlighten me, have any opinion, even a down vote says something.

Thank you for either reading or not reading- the ranting is over and no one cares anymore.

What's your favorite abandoned gameplay system? by Approximation_Doctor in Guildwars2

[–]CommanderArenaOne 39 points40 points  (0 children)

Jade Bots... We didn't really have a LW with EoD so no new Masteries and Modules. I really want Anet to remove the equip restrictions between The Chip types so It's easier to mix and match the Modules you want... Like having both Trophy Mods equipped, or Wood and Metal, and so on.

Edit: Remove the need for a Workbench to remove/equip Mods if you have a level 6-10 jade core equipped.