Small Charr & Necro changes maybe?
I super agree with all of these!
1. Charr foot armor is woefully homogenized and boring. Needs more coverage options.
2. Flesh golem from GW1 was far superior in appearance. It had a lower res texture and model, but the details popped out more. He had a far more impressive horn, head plate, and spine spikes. The axe-claw was more spiky and impressive. He had talons on his feet. The GW2 golem looks soft and squishy. The detail in the texture is lost due to lighting and overall softness in the shader. His horn is small and boring, and he has no spikes or talons to make him more threatening.
3. Minion size should be addressed especially in the case of Bone Minions. My suggestion is make minion traits have a cosmetic affect on minions in addition to original effect:
- Armored Shroud: makes all minions 20% larger
- Flesh of the Master: makes Bone Minions and Flesh Golem an additional 50% larger
- Necromantic Corruption: Bone Minions use GW1 model, and Bone Fiend uses GW1 model (updated textures and shaders of course)
- Death Nova: Jagged Horrors you summon are transformed into Jagged Fiends (uses model similar to GW1 Jagged Horror)
Those are all cosmetic effects, but I’d also like to see some QoL buffs added…
- Make Bone Minions run toward YOUR target before exploding when commanded.
- Make Shadow Fiend Haunt faster and more responsive.
- Make Bone Fiend Rigor Mortis faster and more responsive.
- Make Flesh Golem’s Charge check for LOS before initiating, or change it to a leap skill with aoe, similar to Warrior Earthshaker.
- Buff Blood Fiend health and toughness so it won’t die so easily, and make it attempt to stay out of melee range. Buff it’s healing to be in line with other heals.
- Make Beyond the Veil give swiftness to minions when commanded.