Hello I will outline below some of the suggestions for the game I have in mind for some time:
Thanks for your time, I hope your opinions
1) New attributes.
I think we should extend the current attributes by adding two more, one of them would improve the rate of activation of the skills, the other would improve walking speed and recharge of the 3 support skills. It is clear that this should not be abusive I mean that you can not reach 50% but I think that for example 20% or 30% would be nice and balanced.
The problem of this would be on the one hand the skills that already exist as “speed”, all you have to do is instead of applying a percentage increase to be a numeric value based on the attribute that improves speed of movement in question .
Another problem would be how to increase its value, the fact that he said they were two attributes is so that you can create a line of traits that can be inclusive so that would be totally similar to current features five lines there.
The elementalist would remain lame … lines to have their features like their attunements. Could be solved by placing a new function would be in attunement ground which is independent and would have abilities to weapon dependent field. For example, being in a winter field would have skills as a blizzard, snow storm, snowball … being in a jungle, tornado leaves, muddy terrain, poisonous stone … well with the land that is deemed appropriate. This will solve that little gap but instead to elementalist would not be a new weapon in any expansion to balance the number of skills to other classes. (assuming that this be done ..)
From us about weapons and armor is easy to implement because you just have to add the corresponding component in the creation of the piece that take these attributes.
I believe these attributes are necessary and that there are people who prefer something faster but less strong.
2) Suggested new class
I guess in the upcoming campaign will add new classes and I think this might be a good addition to what is said in paragraph one. The Chronomancer.
It could be a kind of magician was able to alter time and space to play in enhancing their skills and abilities speeders and transport objects, allies or enemies. Explain the latter, just as a defensive technique of the thief is taking steps somber and teleport, one of Chronomancer could be transalar adjacent enemies away from him or transladar to nearby allies to a chosen location where they create a healing vortex .
3) Doors of time travel.
As the above points are somewhat related and could be something that would serve in the plot to any of the expansions.
Propose an original way to create maps without having to totally new but applying some changes.
What I will say next may not be something that will ever truly consider but is something interesting.
I personally Orr has always intrigued since I read texts in Guild Wars 1 so for example the possibility to travel to Orr in the past and see it in its full splendor could be a starting point where your mission is to defeat charr to avoid the devastation of Orr. This would create an alternate present course affecting Orr and other locations. Therefore Orr had three maps: the past and the two parallel realities.
Similarly one could travel to the future but would be simpler.
4) More architecture.
Personally I would have liked to meet in the game with more awesome places for perhaps 70% or more of the game is ruined. So Jenna throne is invaded by nature.
I’m talking about comparisons with games like lineage II cemetery where 20 graves were crappy as the ones in the city of humans, if not that then the cemetery is a large area with sculptures, walls, pillars in abundance, variety and some of sizes that impress.
Another example alluding to this same game are cities like Aden, Heine, Ivory Tower … If you search the internet you will see that most impressive things.
Just honestly expected more of that in this game, however say that I value having intrinsic art.
5) More variety in medium armor.
Say first that I’ve played and seen one by one in the closet of all armor pvp game.
Regarding the light armor and have seen great varieties weights between them, plugged some more than others, some more appealing than others, variety for everyone, but in the case of medium armor I found that they all have in the chest covering a piece that is long, going below the waist, almost all if not all coats like 3/4 or long coats. What about armor similar to the murderers of Guild Wars 1? There will be people who do not like like me … Long armor as a profession is that of a thief. I sincerely believe that they should have more variety.