Epistemic.8013: Guys this is bullkitten a sentient plant creature is hitting these
wooden doors with fireballs and it’s working.
PvE:
1) Maps – whether it be new ones or freshening up existing ones (e.g. timberline falls – which is a ghost town).
2) RNG Death – getting rid of the situations with certain bosses where you will be killed no matter what you do (e.g. AC spider queen, run out of endurance, get hit by the immobilize, get hit by the AOE – happens more often than you would think).
3) Reward Balancing – rewards for certain things are completely out of whack. E.g. the amount of empyreal stars you get from the southsun JP with the steam vents.
PvP
1) GvG
2) Alternate game modes and how they would be released
3) Spectating needs to be a first-class citizen in PvP. At least if you plan to continue the eSports idea.
WvW
1) Commander tools
2) Penalties for zerging
3) Achievements for future leagues
General
1) Tengu
2) Tengu
3) Tengu
PVE:
1. Rewards in many cases still feel very underwhelming compared to the effort/time required to acquire them.
2. The Trading Post needs to be able to filter armor by type (heavy, medium, light) and/or players need to be able to filter listings by profession (not just the profession of the character to which their logged in at the moment).
3. Improve the Zhaitan fight.
1. Lore
2. New skills and new zones
3. Fotm
You know what… I’ll throw my hat in the ring. Nothing earth shattering, but important to me:
1) Condition Cap in PVE
2) Pace of Living Story (a little slower please)
3) Making something other than “Zerker or GTFO” or the Zergfest/Spam 1/Particle effect catastrophe viable
1) Dynamic Events – adding new more permanent DE’s, adding more DE chains rather than 1 offs.
2) Rewards for all events not just champion events, zero point in doing other DE’s right now.
3) Adding new skills and weapons to the game
1.Class balance,bug fixing
2.Read point 1
3.Read point 1
1. Ranger (longbow/short bow and pet AI. How about throwing us a bone?
2. Condition cap.
3. Expansion.
1. Pretty straight forward, we’ve been the red headed step child of the professions since day 1, it was worse in gw1. How about drawing us a road map for what you actually plan on doing for us? and how you plan on fixing our pets, what you’re going to do about our lackluster weapons and group utility, the skill placement that makes zero sense..
2. Again, straight forward. This has been an issue from day one and you claim it’s a technical limitation, I don’t buy it. You also haven’t addressed it in almost a year.
3. Straight forward again. When are we going to see some real map expansion and real story content for it?
(edited by Arsenic Touch.7960)
1: Time Gating
2: Guild Amenities
3: RNG, especially gemstore RNG
LFG Tool
1) LFWvW – I would like it to work for WvW groups, broken down by which borderland you want to join
2) LFSquad – I would like to have the LFG tool work when you have a squad (this may already work, I’m not sure)… That way, we can join big groups in WvW or do world bosses more easily. I haven’t seen any advertised which is why I’m guessing it’s not a function that’s available
topics in PvE:
1: Why we share the same fate as WvW skills ?
2. On what base you balance classes for PvE ?
3. Will this game turn into Lineage 2 grind ? ages to make level, and more ages to grind the good equipment (not best) ?
thankx
(edited by DanH.5879)
1) (At least 2x) More Class mechanics, more class strategy choices, more depth (skills, traits)
2) More character advancement (horizontal progression)
That is all. Those are the only 2 points that are keeping me away from returning to GW2 since 10 monthes (especially the first one). Simply put, shift all that work done on cosmetics more towards mechanics evolution (and this doesn’t necessarly mean “more skills”, but could be more variations in the same skill like Thief’s Dagger#1, more effects, more class combos, etc). World is perfect, dungeons are cool, quests are great, etc.. but those are not the most important thing in a mmo, where you spend 80% of your time playing with your spells/skills.
(edited by kineticdamage.6279)
1: Player Housing
2: Death of DR and RNG
3: Proper expansion vs bi weekly updates of mini games (crab tossing) and living story.
PVE:
1. Temporary content/Living Story – which is not good you know. In my opinion of course. I think temporary content is nice, but as an addition, not as a main high end content, which it is right now. Why? Okay, let’s see on Halloween, Dragon Festival, Wintersday, in GW2 and in GW1. In GW1 they were a real high days. They were standing out. Butn in GW2 they don’t feel like high days and they don’t stand out. They feel like another temporary content which we have seen from quite a long time, starting from almost a year ago. I’m already tired of this temporary stuff. It’s like eating on the breakfast, supper and dinner the same food, every day, for months.
Temporary content is nice, but not as a main content. They are nice as an addition.
2. Dynamic Events. My God! Why you didn’t increase them as you promised? With Dynamic Events the world could be so alive! You could add so much more DE to all locations. Make the sequences more deeper. For example, if players let it, Centaurs could be a real threat for Kryta (expect Queensdale because it’s location where people start playing).
You could add so much little and touching and interesting and exiting stories to all locations through DE.
Seriously, DE are one of your stuffs which are innovative and have a lot of potential. And you don’t use this potential, why? Because people haven’t notice your 40 new events? First of all it’s a pretty few. Second of all new players might don’t know that this 40 DE are new. Third of all you distracts us with Living World and it’s temporary content all the time.
Dynamic Events can bring us so much lore. If you improve them, they can make the world so alive! Don’t give up with this idea! It’s your idea after all!
3. Horizontal progression instead of vertical. Gear grinding is the worst idea for GW I’ve ever seen. It ruins the game. Makes it not unique, but the same as we have seen in previous games before.
1. Take away Diminishing Returns
2. Take away Diminishing Returns
3. Take away Diminishing Returns
4. Take away Diminishing Returns
5. Loop back up to #1
Thank you.
PVE:
1. No RNG Boxes; Let us earn the skins!
2. Instanced Raids with more than 5 people, i.e. two or more parties being able to enter future dungeons.
3. Expansion
1. Build Diversity
2. UI / Options
3. Quality of Life
1. Fix the broken targeting. I constantly and I mean constantly drop targets standing within range and in front of me. Make the targeting stick like glue to our targets even if they are behind, above etc. and only cancel when one of us is dead. I also auto-target bizarre choices made by the game. I was fighting the pirates for a heart quest in Gendarran Fields and clicked target nearest enemy. Out of the three pirates close to me it chose a way out of range champion that I coudn’t even see (only the red text name was visible because he/she/it was behind one of the ship wall building things.
2. Fix the condition cap!!! This would be number one for me but since not all my toons are condition specced but all suffer from the awful targeting this is relegated to number 2.
3. DR just get rid of it. Punish the bots not the players.
4. Enough with the immobilise, knockdown, stuns, pull (pass the player like a ball) etc. I have a guardian with 3 skills to remove these effects and still struggle to keep up because every monster it seems has one or more of these annoying skills. Give them some of our skills or even a random skill just not constant KD, KD, KD, IMMOBILISED, KD, KD, PULL, PULL, PULL. Can I have my go now?
5. A much more customiseable UI too. Where we can remove every single part of it so it looks like when we press ctrl + shift + h if we want to.
6. Not really a 6 but you should probably look at the respawn timers. I’m sure I read on here that they were supposed to be around 2 minutes. There are many places in the game though where it’s in seconds. Some places are laughably bad.
(edited by Paul.4081)
Just a friendly reminder for those that might have missed it…
Hey everybody,
I’ve noticed some posts in here suggesting WvW and PvP topics. Chris has posted separate threads for those issues here (PvP) and here (WvW). Going forward, please limit topic suggestions in this thread to PvE topics and post your WvW and PvP suggested topics to the appropriate threads.
Also, please keep your suggestions as concise as possible to aid us in identifying the most-desired topics for discussion. We understand the desire to elaborate on your choices, but there will be time for that in follow-up discussions.
Thanks
1.DR need to dissapear (worst mechanic in the game) its such an useless mechanic especially in dungeons
2.revamp fotm. Spamming skill 1 on world bosses is more rewarding then fotm 48. Fractals skins are perfect and dont need any change
3.time gating. Why are dungeons/world bosses daily? Also crafting wtf? O_O
1. Player’s User Interface.
- Ability to switch build between fight. Possibility for our character to say “hi”, “thanks” and a few others commons words. Better camera movements.
2. Dynamic Events.
- Difficults and time consuming event are usualy worthless. Only champions are farmed.
3. Game Extentions.
- New maps, new class, new weapons.
PvE
Explorer gamer type, here… 1 & 2 address exploration of setting and 3 addresses exploration of mechanics.
1) New Zones – I love the world that exists, but really want to explore more environments. Living Content is cool and I love playing it when it’s out, but I long for some new, permanent zones with new NPCs and new stories and scenery
2) Solo Dungeon Story Mode – I’d like to see a “solo” mode or something for the Story Mode on dungeons so I can go through and see what happened in the story and see the environments without the stress and complications of traditional dungeon play.
3) New Skills – I love my Engineer and Mesmer, but I’d really like to get some new tricks that they can do (I know Anet talked about this and new skills are coming, but it’s one of my main issues right now)
1.- Ascended items (stat progression vs fashion/visual items)
2.- Alt-unfriendliness (soulbound rewards and items)
I don’t have a third one. Every other aspect in the gameplay is ok for me.
making character classes more powerful in PvE with PvE-only buffs.
a) for example, giving the class mechanic trait line for free (ie elementalist arcana traits, ranger’s beastmaster, etc) ie the class doesn’t have to spend trait points to earn the class mechanic stats and traits in PvE.
or
b) giving each class a new pVe trait line that is autogranted as teh class levels up
1) Stop encouraging zerg mechanics. Reward small team focus (party of 5) instead. The only encouragement for being in a team is for dungeons and arguably material farming. The benefits to small team play in wvw are incredibly poor compared to running with the zerg, As a player who prefers small team fights, I feel like I don’t make a difference at all. (This is for PvE as well as WvW)
2) More complicated mechanics to fight? Tequatl is a little extreme as just a few people in the wrong place can ruin the event for everyone else working hard. However, the other bosses just have high health pools and the occasionally big attack that can be dodged. The lack of a trinity has made many of the fights boring. e.g. The fight between Slick and Spark in the new TA path and the molten bosses is fun and interesting and rewards good team play.
3) Real lore that progress the game and adds a feeling of history/life to the map. Mould living story into staying rather than being a once a fortnight thing that punishes the player should they not get a chance to become involved with the events.
(edited by Moxie.6209)
1. General boons for the RP community, I’d love, just some QOL stuff, being able to sit on chairs, guild halls, my god guild halls, more lore, more general in depth information into the world, get a dragons butt moving and have it bother us, so on, so forth.
2. I will have to go with the general consensus and definitely say, a way to lower the RNG factor, it does bother me extensively that, I understand why they they do it, but at the same time, the farming of just Champs is considered a better way for loot than doing a dungeon run for the same amount of time.
3. I’d love to see more skills, more abilities, more weapon access to classes, basically the same things that have been told by Anet this summer they want to do.
1: Living World – I understand you are building a non linear story, but they need to let scars in the world so you actualy see a change. The rebuilding of Lion’s Arch last year is a small example.
2: Roleplaying -More armor, more weapons, thing that can make your character unique. Interactive objects in the world (chairs, beer kegs, etc), and a meaning to Home instance.
3: Ascended items – Good.
1. RP (sittable chairs, player housing, realistic say/emote range, etc.)
2. Ability to create private chat channels to facilitate player-led events & non guild organizations
3. Guild Events made possible for small guilds
1. Guild UI updates-
2. Guards in WvW wearing your emblem with your guild name displayed.
3. Craft-able Precursors
1. Farm/Grind:
I like to occasionally grind things without being forced to do it. For example 3hours of the Mad Kings Clocktower last year or killing Deadeye repeatedly but it has to be rewarding (Deadeye was a bit much before the slight nerf).
2. Alt friendliness
3. horizontal vs vertical progression
These are really the same point. I want to have the best in slot gear I can get but even across my 5 characters that’s impossible without having to seriously grind. Getting only weaponsmith to 500 would take more money than I have. So once armour is in I won’t ever have best in slot gear which will probably take the fun out of a large portion of the game for me.
1. Exploration: Huge sections of the map are left untouched. After a year, it’s time to let us wander and be amazed again.
2. Personal Story, Part II/Storytelling: It’s time for our heroes to shine and not be second fiddle to a lackluster NPC. There are also other dragons out there that need killing.
3. Difficulty Balancing/Hard Mode: The average player who’s using the LFG tool is not going to find a group capable of handling some of this harder content both in dungeons and in the open world. Suggest offering a hard mode with greater rewards for the increased difficulty for organized groups/guilds, while leaving a normal mode for casuals who just want to play and aren’t interested in complicated encounters.
For PVE i want to see:
1) More armor sets
2) New dungeons, and more difficult
3) A change in the loot, is me the one who have so bad luck? I can kill the most terrible Dragon and still get only blue and green items from chests, or mobs, never an orange, also the RNG items from events makes me cry! >.<
I’m a RPlayer and I can’t conceive that RP (a third of MMORPG) are conceive as a PvE element… RP is an equivalent part of a MMORPG than PvE and PvP. So I will make both a RP Top and a PvE Top. I can’t talk about PvP, I never try.
RP Top :
PvE Top :
(edited by Kulvar.1239)
PvE
1 DR and RNG boxes must go. The worst thing in the game imo. I would gladly pay for a certain things even at a higher cost instead of playing Las Vegas slot machines. Diminishing Returns? Why should I even bother playing after the 2nd hour?
2 More armor skins. Every patch we see new back and weapon skins but so far only 2 new types of armor skins via the BLTC.
3 Permanent content. You said you will bring an expansion worth of content which disappears after the next patch. No so much “expansion-ish”. Living story? Not so “living” after it disappears upon the following update.
1: Condition damage issues
2: Reducing zerg mentality (multiple objectives per large event?)
3: Increasing build variety
1) Lack of depth in living story and story in general
2) BLTC RNG vs getting items someone wants for (high amount of) gems
3) Town clothes and lack of their usability
1) Wardrobe/Skins
2) RNG
3) Guilds
1. A complete overhaul of the sPvP system, especially the reward system. Overhauling the reward system so that it isn’t grindy would up the population and make pvp more populated.
2. A third heavy class, such as a pugilist. Make the monk a heavy armored hand to hand combat class.
3. A full expansion with a new continent and/or massive unlocking of the rest of the current continent along with new races, dungeons, mechanics, etc.
1. Class balance.
Each class should have fun utility, and many options for play. Engineers are pigeon holed into grenade builds while turrets sit unused, Rangers are in need of some more interesting mechanics, especially in support.
2. More skills,
GW1 had a huge diverse build system, full of creativity, backed by many many skills that could be unlocked and capped. Gw2 is very linear in this regard.
3. Armor Variety
the armor needs more unique looks, instead of the proliferation of trench coats.
PvE:
1. More unique rewards for world and dungeon bosses (i.e. Sunless ascended weapon skins)
2. Improved Dynamic Event rewards for more challenging/longer events.
3. The ability to join Activities (mini-games) with friends!
WvW:
Provide effective means for small-scale groups (a.k.a. “Havoc Squads”) to contribute to the match and/or effectively combat “zergs” (i.e. new siege, choke points, traps).
Roleplaying:
1. Provide town clothing currently only worn by city NPCs.
2. Allow chairs to be sat in.
3. Reduce NPC chatter frequency in cities (“I can’t take my job anymore.” And I can’t take your dialogue anymore!).
4. More living world consequences (i.e. events) from the Personal Story (such as the Ministry Guard ambush against Order of Whispers players).
PVE:
1) Armor Design / Cosmetics: Greatly increase the number of available skins and customization available
2) Dynamic Event & Mission variability: Step beyond the “collect these / guard this” mentality more often
3) Map Utilization: Scarlet’s invasions were a good first step, personal story and event beats should be either more broadly spread across the existing map, or even made to take place in unexplored regions. GW1 felt more like it took place on a word, instead of a province.
(edited by philmosk.3420)
1) More customizable skills.
This is more important than all other suggestions by FAR. Guild wars 1 had a gazillion builds, all of them differently effective, there was no “one way to play”.
Now there are 8 classes that feel different from each other, but each class plays the same for that class.
You pretty much have only what weapon you choose to equip to be different.
There should be enough weapon based skills that you can swap them out to create the feel you want, at least as many as the “support skills” that you unlock with skill points.
Customizable auto-chains would be amazing, so long as they are balanced.
Elite Skills were your core in GW1. In GW2, they are just a long cooldown utility that is sometimes useful. This need to be revisited as part of the skill overhaul.
2) Less Zerg.
Look to City of Heroes/Villains as to how to do large group combat, where the players stacked buffs/debuffs and worked in conjunction to be effective.
Changing the build balance so that there is a valid non-heal-bot support build, making gearing more varied. (Personally, I don’t like the stats based gear. I would much rather see the ability to channel your ability points directly, with a cost to respec, and have gear that buffs effects, such as having a set that has piece bonuses to +condition duration, or +effect duration, or +effect #value, then for a full matching set, have a few unique effects, allowing for at most 2 or 3 full sets to be combined on any one character, a-la Adventure RPG style).
3) Player owned/run buildings.
Guild Halls, Private Quarters, something that’s more “personal” than a “bank with slots.” Let’s get less WoW and more Ultima Online.
Honorable Mention) Less Trahearne’s story, more MY story.
Honorable mention #2) More weapon types, morning stars, flails, crossbows, etc.
PvE
1. Ascended items !!! (I started GW, because GW was all about looks and not grind for best stats
2. GvG (why no GvG like in GW1)
3. Guild halls, housing
PVE:
1. More class mechanics (additional weapons and utility skills)
2. Other options besides Defiant & Unshakable on bosses
3. Rewards vs Content
PVP and/or WvW:
1. GvG
PvE:
1. Class balancing
2. Class pet/minion/summon AI fixing
3. Conditions
PvE:
-Long term goals (asthetic). Fractal backpiece as an example
-Worthwile, repeatable challenges (asthetic rewards?)
-Possibility to play activitys with group/guild
1) RP – An ability to do a true sit in chairs, more “reasonable” town clothes. Don’t make us choose between lookalike clothes or steam punk.
2) Map access – Give us locations to set our scenarios
3) Add the /roll [number] emote to allow us to decide “gentlemen’s disagreements” and other decisions without resorting to outside websites.
1. GW2 – Manifesto
2. RNG
3. Guild-Management
My top 3:
Bigger list:
General:
PvE:
PvP:
1: player/guild housing
2: ascended items cost/time
3: weapons dye
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