Small changes = major improvement

Small changes = major improvement

in Suggestions

Posted by: PiSquare.2904

PiSquare.2904

1. New targets in pvp or other area, same ones as in GW 1, where it actually tracks damage done over X time.

2. Mob variety.

Ok, im not talking new models. Im talking variety in enemy behaviour. You guys made a system where you basicly avoid shapes during combat. Use some different shapes. More enemies that use a cone attack. Small enemies that charge, enemies that burn a path infront of them. Thats another easy thing to implement as i have seen that you already recycle animations so it shouldn’t be too hard, except depending on the game engine making a new shape might be tricky.

Its not a neccesity to make up new skills.

3. Remove cost of teleporting TO Lions arch. Everyone, or at least everyone i know goes to LA trough pvp because its free.

4. Add things you implement into game into the trading company. Small things like when going to the beach and your armor gets stripped. Add a temporary costume item that makes your character slip into a fancy swimsuit. Make it cheap, and you got another item that noone will complain about, and people might buy it to run around cities in “underwear”.

5. When you add a minigame. Play it first with the dev team. Now this is extremely opinion based, but i personally did not have fun completing the crab toss challange.

Small changes = major improvement

in Suggestions

Posted by: PiSquare.2904

PiSquare.2904

Also a major boss fight change. Im not sure what experience the anet team has with boss fights and bosses in games but a lot of the bosses in GW are rather boring, or lets say repetitive.

Most boss fights in GW 2 don’t have any developing, nothing happens during the boss that would require you to adapt, or change up your strategy on the fly.

What makes most boss fights interesting in games is how the fight developes. How the battle is paced. Ussually starting out slow and then getting more and more intense.

It should be easy to spice up old boss fights, if it would be scaling somehow. Right now, when you start a boss fight, if you know the mechanic the whole fight will be the same, from start till end, there are exceptions (Lupicus). How to change it up? Start the fight with the boss spawning 1 set of mobs, lets say 3 warriors. Ok once you get the boss below a certain %, he starts spawning 3 warriors and 2 necros. Then when you get him under another treshold, he starts using a new ability (doesen’t have to be new in the game, just make the boss start using one of his abilities a bit later, and not from the start, make it hit harder or faster if you are worried about nerfing the boss trough that).

This way boss fights would scale, and parties would have to adapt on the fly, and maybe, just maybe something more than 4 warriors + support role would be optimal in dungeons. Its also easyer to tune the difficulty of such bossfights as you can see where the fight is too easy, or too hard, and just bump it up or down a notch in that particular section.

Small changes = major improvement

in Suggestions

Posted by: Knight.1084

Knight.1084

Very clever, this is perfect.

Small changes = major improvement

in Suggestions

Posted by: PiSquare.2904

PiSquare.2904

Sometimes i wonder why i even bother posting in suggestions forums, especially something more than 1 sentence long, as nearly noone ever reads anything that contains more than 20 words.