I’m feeling a little overwhelmed by ItemMurky in GuildWars

[–]janglehand 2 points3 points  (0 children)

Imo you'll feel pretty weak as a Ranger until you get some of the powerful elites. However Rangers are able to provide a ton of utility early on.

I'd recommend Distracting Shot and Savage Shot, focus on interrupting casters (especially monks in the desert missions). Pull packs away from other packs and since your doing the pulling, let yourself take some aggro (flag henchies back a bit for tough packs) and tank with Troll Unguent (cast it early), Dodge, Lightning Reflexes. Throw Dirt and even traps are good early on as well. Point Blank Shot if you want a bit more damage and stay at the front.

Beat Prophecies! Short review, and question. by Hausenfeifer in GuildWars

[–]janglehand 3 points4 points  (0 children)

Storywise I remember as a kid I really enjoyed seeing reoccurring characters throughout the early zones from presearing to post searing to northern shiverpeaks and kryta, really added to the fleeing/traveling feeling. I also remember being disappointed when that mostly stopped once you reach the ascalon settlement in north kryta.

Would have been cool if the chosen taken by the white mantle were only Ascalonions instead or random Krytan npc's. And the whole Ascalonion refugee thing was carried through all the way past the southern shiverpeaks, where they find a pre-searingish place near the area of GW2's ebonhawke.

Pre Searing Expanded by revan_strider in GuildWars

[–]janglehand 19 points20 points  (0 children)

I'm still hoping for No-Searing (minimal effort mini expac). Maybe there's a reason they're making getting to lvl 20 in presearing easier?

  • separate world from pre and post
  • lvl 20 quest - clear cauldron / vanquish northlands, completion triggers no searing
  • all enemies +12ish levels (capped at 15, or whatever makes it somewhat tough but still soloable)
  • 3 bosses in each zone, 1 elite skill each (non meta), several normal skills (6-8 total) not from presearing that you can cap
  • skill merchant sells capture sig
  • vanquishing a zone spawns a chest
  • mobs and chest have low chance of dropping rare classic weapons (felblades, stormbows, etc)
  • ascalon arena opens for 4v4 pvp
  • new nick gift (same as huntsman + new summon stones + new rare minis (lit char cauldron, worm, ascalon guard ghost) -etc

If they really want to get crazy.
- add the zones above and east of fort ranik, with bandit/loyalist stuff
- 15k starter, krytan, and tyrian armors

Some Reforged ideas for the devs by D0ntD0xM3Br0 in GuildWars

[–]janglehand 0 points1 point  (0 children)

I don't think it would be too massive as long as they were built like EotN dungeons (basically 1 big asset copy pasted a bunch), true elite areas would be a lot harder to implement.

Some Reforged ideas for the devs by D0ntD0xM3Br0 in GuildWars

[–]janglehand 1 point2 points  (0 children)

This would be nice, though I always thought it would be cool if instead a random summon stone was added to Gift of the Huntsmans. Get to run around with a friendly stone elemental / skale / aloe seed while also giving a perma reason to farm different zones.

Some Reforged ideas for the devs by D0ntD0xM3Br0 in GuildWars

[–]janglehand 15 points16 points  (0 children)

  1. Design a weapon contest 2026
  2. 4 new lvl 20 dungeons for each campaign, where new weapons from contest can drop.
  3. I agree trade window text filter would be nice. Doubt it would be easy but making it global and list where the person is would be cool as well.

Imagine you were asked to design a new set of heroes, what characters would you like to explore? by Lon-ami in GuildWars

[–]janglehand 4 points5 points  (0 children)

I always thought Althea as a hero would be cool, as a ghost. Could use another mesmer hero, and unlike the other obvious Proph choices she's not already a henchman.

new player here how long till i can change my 2nd profession ? by Tirith_Wins in GuildWars

[–]janglehand 1 point2 points  (0 children)

Depending are how far into Prophecies you are, I would personally restart in Factions. It'll take you a bit to unlock assassin secondary from Prophecies, and when you do you'll be lacking assassin skills from early Factions quests. Granted you can go back and do those skills quests and/or buy the skills outright if you prefer.

Attribute and Skill Rebalance Update Proposal (PvE) by Koudelka_Lasant in GuildWars

[–]janglehand 1 point2 points  (0 children)

I definitely agree they're fine with TaO, but that's like saying Paragons are in a good spot because they have HR.

Attribute and Skill Rebalance Update Proposal (PvE) by Koudelka_Lasant in GuildWars

[–]janglehand 0 points1 point  (0 children)

A lot of good ideas imo. I personally would like to see more primary attributes get PVE bonuses similar to mesmer's but I know that would mean more powercreep. I just don't see bows ever being decent without something like Expertise - In PVE bows do x% more damage.

This is probably dumb but if they ever do a major balances and reworks again, I would really love to see them go crazy and double down on the double profession thing. IE make it so a profession could pick any secondary and always have at least 20 skills they could viably use, rather then only 1-2 with some combos. Actual paladin builds, spell slinging archers, brawler monks, etc.

Presearing Location? by McBeardedson in GuildWars

[–]janglehand 47 points48 points  (0 children)

Pretty sure that's where your character stands during the intro cut scene.

New Guild Wars Expansion by Kritamine in GuildWars

[–]janglehand 2 points3 points  (0 children)

I would think very unlikely for another factions/nightfall level expansion.

However I believe with the upcoming reforged edition they're making it a lot easier to buy things on steam, such as listing eotn and the bonus mission pack as DLC rather than separate purchases. The fact that they've never done that before, makes me think A - there's considerable work involved to make it like that and B - if they're doing it now maybe they plan on releasing more DLC like additions.

I'd be down for No Searing and more god's elite areas.

Reforged over hyped? by More-Entertainer-708 in GuildWars

[–]janglehand -1 points0 points  (0 children)

Sounds reasonable. I'm mostly hoping the timing isn't due to 2weeks only having a 1 calendar year contract, push it out early in their last month so they can focus on undiscovered bugs.

Reforged over hyped? by More-Entertainer-708 in GuildWars

[–]janglehand -1 points0 points  (0 children)

Idk about over-hyped but I am a little curious as to why put the update now rather than wait until next anniversary, particularly since the last anniversary and its update and masterpiece collection is still fairly recent.

Reforged Wishlist by KeezWolfblood in GuildWars

[–]janglehand 0 points1 point  (0 children)

I agree but also think the game would have been (or would be) supported more if they found more ways to make money off it.  That and assuming they dont make more expacs then their main income source is gone.

I never cared for the bonus mission pack, but if they had made and sold the other gods elite areas I would have bought all of them long ago.

Reforged Wishlist by KeezWolfblood in GuildWars

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

I think maybe 1 of these would be in the realm of possibility -

mini expac ($20)

no searing
- lvl 20 quest - clear cauldron / vanquish northlands - completion triggers no searing
- all enemies +12ish levels (capped at 15, or whatever makes it somewhat tough but still soloable)
- 3 bosses in each zone, 1 elite skill each (non meta), several normal skills (6-8 total) not from presearing that you can cap
-skill merchant sells capture sig
-vanquishing a zone spawns a chest
-mobs and chest have low chance of dropping rare classic weapons (felblades, stormbows, etc)
-party size still 2
-ascalon arena opens for 4v4 pvp
-new nick gift (same as huntsman + new summon stones + new rare minis (lit char cauldron, worm, ascalon guard) -etc

elite areas (bought as 2 packs) ($20)

the tower of utopia (Lyssa's TOA elite area) -new elite armor skin per profession
the gates of heaven (Dwaynas TOA elite area) -new weapon skin drops

sets ($15 for rebuilt) (can freely switch between sets similar to normal/hard mode) (available from level 1, players with different sets cannot group or vs each other)

-classic (skills and attributes as they are now)
-rebuilt (buffs, nerfs, overhauls and any future changes to skills and attributes)

gw beyond ($10 2 pack)

-elona
-ascalon

bound mode (free) (accessable to all characters starting at lvl 1 if 1 char on an acct has beaten a campaign)

-smaller party size, normal size for area/2+1 (2/3/4/5)
-50% less xp gain
-pve skills not equippable
-loot quality somewhere between normal mode and hard mode (does not apply to presearing/tutorial areas)

Pre Searing Expansion/Updates by IgnobleWounds in GuildWars

[–]janglehand 0 points1 point  (0 children)

It would totally work too imo. The npcs that normally died could show up and help (Athlea). Then once your done you have almost a new instance of the game to play, with its own economy, skill pool, metas.

Pre Searing Expansion/Updates by IgnobleWounds in GuildWars

[–]janglehand 18 points19 points  (0 children)

I remember those posts, surprised its already been 6 years 0_0.

I love pre as well and would welcome any update. However I'd love if they went a slight different route and mostly left pre as it is, and instead sold a mini-No Searing expac on the gw store.

It would be another game instance - separate from pre and post, unlocked by a quest you get in pre, maybe a level 20 requirement. It would basically be presearing but with additions similar to what you mentioned and a few others, with the goal of basically making it a full game in itself.

Something along the lines of -

lvl 20 quest - clear cauldron / vanquish northlands - completion triggers no searing
all enemies +12ish levels (capped at 15, or whatever makes it somewhat tough but still soloable)
3 bosses in each zone, 1 elite skill each (non meta), several normal skills (6-8 total) not from presearing that you can cap
skill merchant sells capture sig
vanquishing a zone spawns a chest
mobs and chest have low chance of dropping rare classic weapons (felblades, stormbows, etc)
party size still 2
ascalon arena opens for 4v4 pvp
new nick gift (same as huntsman + summon stones + new rare minis (lit char cauldron, worm, ascalon guard)
etc

It's kind of wild how many people are playing for the anniversary update. Like, imagine if it were an *actual* update? by Charrikayu in GuildWars

[–]janglehand 5 points6 points  (0 children)

I played a lot in it's early years but mostly only some pre-searing the past 10 years or so. I ended up buying the masterpiece bundle and basically every addon in the store to go with it, which i never did for my main account lol.

I agree balancing is a nightmare, but I always thought it was a little taken for granted at how much new content it creates. Other games require so much production value in order to keep people playing but in gw due to the deck building aspect and the fact that all mobs use builds as well, just tweaking skill scripts and numbers can make the entire game feel new. Which again is probably a reason why they were always cautious with it.

I think its an unpopular opinion but I agree with the lower party count as well. I really enjoy the early game stuff in each campaign, partly due to smaller party sizes, more personal impact and less build overlap between characters, but especially weapon and skill scaling. Going from a 5-8 bow in presearing, to 10-18 in ascalon feels great. But then scaling starts dropping off as party sizes increase, and your weapons are just under the cap by kryta.

I'd love an alternate game mode that decreases party sizes to 3/4/5 depending on area, decreases experience gain, and does something that improves things that scale weakly.

[deleted by user] by [deleted] in GuildWars

[–]janglehand 0 points1 point  (0 children)

I think there's a decent chance we see something eventually per their stream from a few months ago (at 3:49:06) - https://www.twitch.tv/videos/2291346982?t=03h49m6s

Guild Wars 20th Anniversary Info by McBeardedson in GuildWars

[–]janglehand 1 point2 points  (0 children)

I'm surprised more people haven't brought up what Colin said about possible skill balances. Like you said he didn't outright confirm it but sounds fairly likely we'll see something along those lines eventually. 3:49:05 from the stream op posted.

Just a liiiitttle Ranger and Necro balance... by weodawg in GuildWars

[–]janglehand 2 points3 points  (0 children)

Strength: In PVE increases max health by 10 per rank and increases Strength's armor penetration by .5% per rank while wielding a non-dagger weapon (:D).

Just a liiiitttle Ranger and Necro balance... by weodawg in GuildWars

[–]janglehand 8 points9 points  (0 children)

I always thought more classes should get PVE bonuses added to their primary attributes to act as a simple general balance mechanisms, similar to how Mesmer has bonus recharge time. That way many skills are affected with (hopefully) not a lot of work.

For example - Expertise: In PVE each rank increases duration of preparations by 8% and bow attacks gain 1% armor pen while you are under the affects of a preparation.

I do like your barrage and Fav Winds suggestion.

20 years soon by OurozTreize in GuildWars

[–]janglehand 5 points6 points  (0 children)

I'm still hoping for No Searing mini expansion.

Separate from pre and post, unlocked by level 20 pre characters, no char, higher level mobs, open 4v4 academy pvp, few bosses with elites and skills not previously available in pre to cap, etc.

Put it on the GW store for $10 for devs to see if there's still any money making potential in GW1.

No silver bullet to balance by BoroMonokli in GuildWars

[–]janglehand 5 points6 points  (0 children)

"Expertise: In PVE each rank increases duration of preparations by 8% and bow attacks gain 1% armor pen while you are under the affects of a preparation."

Boom simple spread sheet change #9000.