Customization is too Linear

Customization is too Linear

in Suggestions

Posted by: gkrit.9416

gkrit.9416

I posted this in a thread under the elementalist category but i feel like its more of a general suggestion and not particularly aimed only for elementalists

I feel when it comes to refining how you want to define your characters role, it gets a little too difficult and there are things that I find quite unnecessary in order to do so.

ALL traits (1-12) should be accessible in all 3 trait slots (Adept, Master, Grandmaster)
These should really just compliment whatever build you wish to use. Just give us the options please!

Less restrictions = more creativity.

At the moment, its a fairly restrictive system. The current system — where, the further up you go in a trait line the better the traits become (in theory anyway) — can actually create a distinct line between USEFUL and REDUNDANT traits.

Re-mastering your traits should be FREE and customizable outside of battle.
I don’t understand why this needs to be another money sink. One of the reasons I LOVED Guild Wars 1 was how easy it was to customise your character and at no expense or no restriction. Guild wars 2 has so many unforgiving systems set in place… some I understand but others are questionable.
When you pull armor runes into the equation, decision making is made even more difficult, which eventually becomes another expense.

Runes & sigils need reviewing
It is obvious which runes and sigils are most desired. Their expense in the trading post is a dead give away. The appoach is simple: either buff those that are never/rarely used (75% of them) or nerf/refine the other 25%

Highly situational sigils (such as sigil of destroyer slayer) need to show that they really are effective in doing whatever they are required to do. Otherwise, where’s the incentive.

One suggestion would be to add another effect where you receive 10% less damage from [specified] enemy.

Quick Travelling to Lions Arch, Rata Sum, Hoelbrak and The Grove should cost little or nothing
For us non-farmers quicktravel can be quite an expense. There are already heaps of money sinks in this game (quick travel, repairs, listing costs, soulbounding (indirectly) etc) but I dont see why quick travelling to Main locations incurrs a cost.
Maybe I’m being petty, but if others don’t see this an issue then how about donating a few silvers my way :P

Will update if I have more