Hello Forumers and Anet,
I have a whole bunch of suggestions on varying topics, I thought I’d post them all in one place. Firstly I will tackle some ideas about customization, then replayability and then some odds and ends suggestions. Some of these suggestions are likely to never happen butI thought I’d mix up some wild creativity with some serious suggestions.
Also pelase bear in mind I am mostly referring to PvE within my posts.
Incoming multipost!
Classes and customization
Firstly, this game is absolutely brilliant surface wise, but if you try and scratch past the surface there’s just nothing there. If you really examine your character you’ll find they are the same as every other character and class. And this is extremely sad and disheartening. I mean what is the point if everyone else can do the same thing, and no one is individual?
This problem comes from the brilliant idea, (which is actually a good idea) that all classes are self sufficient. In practise this means everyone can do everything at the same time and do nothing well.
I propose to let all classes be good at everything, but only one thing at a time. Each class has the ability to fulfill 1 of 4 roles; The tank, the damage dealer, the healer and the support role. If we assume that skills are still tied to a weapon, except that now each weapon has 4 sets of skills. (This isn’t the ideal way this would happen but I’ll keep it like this for the moment) Out of combat you can assign one set of skills to your weapon, but both your weapons don’t have to be assigned to the same thing so a gaurdian could have a damage greatsword and a support staff, a mesmer might have a healing staff and a taning weapon set.
Each class would have a unique way of doing the same thing. When tanking the elementalist would use earth shields and magic barriers to absorb damage , the warrior would have extreme toughness boosts and shouts like “It’s just a sratch” which would remove bleeding. The mesmer might redirect damage to illusions and clones, or crate a clone that taunts to draw aggro away from something else.
When healing the Necromancer would gain superior abilities to eat conditions, to be able to remove them from their allies and feast on them for benefits, they could also channel their own health directly to another ally or sacrifice their own health for the benefit of others. The warrior would have moral boosting banners and shouts like “I’ve got your back!” which might directly heal one ally.
I think the idea of being entirely self sufficient is a good idea, but it leaves players unsatisfied and unaware. Having the choice to fulfill specific roles still means that everyone can do everything, but that they can also only do one thing at a time and do that well.
Yesturday I did the Whispers mission where you have a drinking contest with pirates, that was really fun. But I have no way to play it again unless I make another character and level them up just to do that mission.