Here are some general suggestions I have for the game. I love the work the team has done so far, and these are more for fine-tuning certain processes I have run into in the game than major changes.
-Implement weapon dyeing. This has been said in other forums, and I will say it again. I was honestly surprised to find it missing. I’d love to use a Forest Greatsword, but the color scheme is completely at odds with my armor.
-Implement a plastic surgeon/barber/cosmetician. I’m sure something like this is already on its way, but the sooner the better (if only to shut people like me up about it).
-Buff Healing Spring, one of the Ranger heal skills. At the moment, it heals for a very minimal initial amount—which is fine, except that it appears to only apply regeneration and conditional removal on pulse. While it lasts for a full 15 seconds, perhaps the longest time I’ve seen for a heal skill, its low utility requires allies to stand in its Area of Effect for a long time to reap any kind of meaningful benefit—which is hard to do in Guild Wars 2’s dodge-based combat system. I understand that the field can be combo’d with, and I often fire arrows through it to apply further stacks of regeneration or use Swoop to create a healing burst—but it requires the ally I want to heal to be near my target, which again, is unreliable in a dodge-based system. I would suggest decreasing Healing Spring’s duration and increasing either the intial healing burst or allowing the spring to apply regen/cond-removal each second, instead of on pulse.
-Modify Thieves Guild in PvP. I rarely, if ever, cry “OP”. It’s not the way I like to see the game; however, I would ask for a modification of Thieves Guild. I have few issues with how the skill functions in relation to large-scale fights over control points. However, on a one-versus-one scale, it’s an entire gamechanger. [For reference: I play, mainly, a ranger buffed with a base 50% endurance regeneration, as well as three ways to apply vigor to myself (vigor on heal trait, Lightning Reflexes, vigor on receiving a crit trait). If I focus on escape, I can usually retreat from anywhere up to 4 players tailing me.] I find Thieves Guild remarkably and uniquely difficult to mitigate when you run into a Thief on the outskirts of a map. The Thief NPCs summoned tend to both instantly use Unload—a 6-initiative skill—and it’s not uncommon for their summoner to carry dual pistols as well. That much incoming ranged damage upon a skill’s immediate activation is difficult to avoid (unless you play a sanctuary guardian, or can dip into death shroud, perhaps). I would ask for something as simple as a reduction in damage from the Thieves; or, a more complex fix, so that only one summoned Thief uses Unload at a time.
-Please implement Guild Halls as soon as possible (lowest priority). As a new guild leader with some 40+ fun, friendly and active players behind me— it’s incredibly frustrating that we have no designated area to meet up. I know that this has been confirmed for implementation in the future, but it would be amazing to see it soon.
-Notifications upon Trading Post transaction completion. Self-explanatory; also listed in other forums.
Well… do any of you have comments on what I’ve said? Suggestions for changes or additions? Feel free to discuss below!