Wish List
Precursor Crafting – A combination of scavenger hunting and traditional crafting, requiring 500 skill minimum in an appropriate profession.
Legendary Armor – Using our Ascended armor sets as precursors, by allowing us to infuse our armor pieces, we can then use them in the MF in combination with 3 other Gifts so as to create a legendary armor, one for each weight class to begin with. This would have the added benefit of allowing us further progression into the Fractals aswell, with infusions into our Ascended/Legendary armor sets.
Legendary Trinkets & Ascended Jewels – Requiring Jeweller 500, of course, and the traditional combination of scavenger hunting and crafting to acquire.
Legendary Dyes & Ascended Food – The dyes would allow us to apply different auras to our armor, but would require a Legendary Armor piece to function properly. The food speaks for itself, and we could perhaps also have Legendary Food aswell.
Ascended Salvaging – Allowing us to finally salvage Ascended pieces for +1 Agony Infusions and/or Globs of Dark Matter and other Ascended mats (primarily Dragonite, Empyreals and Bloodstone, so as to not unbalance the economy).
Guild Halls and Hall of Monuments (Player Housing) – Implementation of Guild Halls as the ultimate reward for Guilds, with options to expand its various functions, though a balancing act would be required so as to not drain the main cities of the population. Expansion and acquisition of Guild-specific unlocks and monuments should be based around Guild Achievements, for accomplishing various difficult goals regarding Guilds with other members, in a sort of scavenger hunt-ish manner.
In these Guild Halls, or in our Home Instance, we should also be able to create a replica of GW1 HoM, a place to show off our armor, weapons, legendaries, titles, accolades, achievements, trophies, accomplishments, pets, miniatures, WvW and PvP ranks and awards, finishers and various other goals we’ve achieved, with a new system introduced for Prestige, essentially something you accumulate as you fill your HoM, with a leaderboard introduced for this and the option to allow public instancing, so other people can visit your HoM and gain inspiration or stare in awe.
GvG, Alliance Battles and Factions – Expanded PvP-modes for sPvP with GvG-format, allowing Guilds to form Alliances, as in GW1, and fight eachother in instanced formats of larger battlegrounds, and to gain control of PvE zones for different resources required to expand Guild Halls and other functionalities.
E.g., a Guild can control 1 zone, say Snowden Drifts, for resources, whilst an Alliance can control regions, e.g. Kryta, battling eachother for control of these zones through instanced Alliance Battles and GvG. Once a zone is won, the Alliance/Guild can invest merits and influence to expand various facilities in these zones to gain more resources, e.g. lumber mills, quarries, farms and so on. To prevent domination, a decay system is in place, requiring constant activity, and with the merit cap in place, overreaching would result in collapse.
Alternate Advancement – A PvE Rank system, similar to that for PvP and WvW, which grants you various rewards for gaining ranks in PvE (essentially levelling after 80), similar to Paragon in Diablo 3, Champion in ESO, AA in EQ and Planar Attunement in Rift. You gain purely cosmetic rewards, such as unlockable auras, dyes, titles, portrait frames and points to spend for horizontal progression, such as movement speed, swimming speed, karma gain, experience gain and so on.
Raids/Guild Dungeons – The obvious ones are the GW1 ones, such as Underworld, Fissure of Woe, Domain of Anguish, The Deep, Urgoz’s Warren and Sorrow’s Furnace. Long semi-dungeons requiring higher coordination and an organized base of players, with rewards such as Ascended mats, chests, Ectoplasm, ingredients for scavenger hunts for legendaries, exclusive skins and dyes, aswell as monuments, trophies and achievements for Player Housing and required for unlocking functions in the Guild Halls.