[Suggestion]SUGGESTION BOX - We need one.

[Suggestion]SUGGESTION BOX - We need one.

in Guild Wars 2 Discussion

Posted by: Jai.3058

Jai.3058

Heres a few general suggestions/ suggestion fixed issues ive found through the forums. Feel free to share any other suggestions into the forum, thats what i make it for.

((Ive added the player name for reference if any get changed/added because of them))

Nevermore.1089
This post is directed to Anet staff on the current state of XP and how it goes against one of the original concepts that made the game feel worthwhile to me, however if you agree, feel free to give your comments but keep on-topic as I really want to see a change (and I’m sure you do to). Also keep in mind this is in regards to Guild Wars 2, not […insert name of other MMO here…] so it is geared towards the first 3 years of this game so this is not an entitlement thing, it is to note the odd disappearance of something that the game developers did for us. If XP doesn’t matter to you, there will be nothing for you in this post… go elsewhere please, and hopefully […insert reward you enjoy…] won’t be completely removed from the game next.
Guild Wars 2 at the core has a few different reward incentives that been around since the start, one of which was XP. This directly rewarded you for everything you did in the game… basically a nod that your time was not wasted. I realize that we have karma, coin, items, map currencies, ect… but I don’t want to muddy up the waters with those items as quite frankly, there hasn’t been a big change in them.
This game differentiated itself in that after you hit level 80, you continued to gain levels. Even though the number didn’t go up and you received no more stats, over-leveling gave skill points which was then later changed to other items. However, up until now over-leveling always gave something. Regardless of how valuable you deemed the items to be, it was something for the time spent, something to trigger that ‘leveled again’, something that at least did a nod on how you progressed a level. Doing a quest, killing a monster, crafting an item, even rezzing someone gave XP that greeted you with the yellow floating numbers that said… ‘you did something’. I still believe that the ‘XP for anything’ helped make the game a user friendly community as it promoted helping others if not only for your own benefit (I’m not saying that was my motive to help, but it’s hard to argue against it).
Now I get the whole, ‘we changed what XP is used for in HoT’, however there seems to be a clear oversight. I understand that these oversights could happen… such as achievements that require quests to fail & having a back piece promoted in the expansion unable to be crafted which are ‘issues’ that are being addressed (I named a couple that were close to home for me), so I’m going to assume this might be the case here. Perhaps Anet didn’t plan on us maxing masteries… I mean, it could happen given the above.
Now that all the preface is out of the way, here is the issue as I see it… XP caps out. Yup, all this typing for just that. However, for some people this isn’t even a thought yet, for others it’s no news flash… but I’m positive that a reward removal is not wanted by anyone playing the game.
Basically, once you cap out both the Tyria & Maguuma Masteries, XP does nothing for you in game. The XP bar stays at ‘0/0’ forever, it does not appear to bank the points… they just get lost.
Here is why I’m confused and by all means… Anet, if you can shed any light on these questions please do so.
Was it intentional to remove an incentive to help others?
Why does end game content like Fractals give more XP for higher levels? If end game and everyone is fully leveled, how is the recent change to give more XP, ‘better rewards’?
Doesn’t this change diminish the usefulness of XP Boosts/Boosters from the Black Lion chests, BLT, daily rewards, etc.?
Over-leveling gave the illusion of character advancement. I could go out and feel I was advancing a character thru the game even though it was ‘max level’. What replaces that?
Why do I still get the yellow numbers that pop-up telling me I’m getting something that I’m not? Which is now more a slap in the face than anything else.
Now, I’m an optimist. I like the game but wanted to ‘call out’ this change with the hope that it’s not too late for Anet to do something about this. If the XP cap is removed, the above questions go away. Here are a couple suggestions off the top of my head to do with XP…
Add a generic repeatable mastery that could be selected that serves the same purpose as the old over-leveling (i.e. giving something upon completion and auto-restarting).
Convert the XP gain to another currency on the spot (i.e. like to Karma). Gave karma as an example because at least something can be done w/ Karma.
Turn it into a currency. Why not allow it as a way to buy items from Miyani at the forge or basic merchant items? This was actually my last suggestion, but the more I think about it… the more I like it. What harm would it cause by allowing us to buy certain account bound items with it? After all, isn’t that basically what we were doing with the over-leveled reward items anyways?
I’m normally a lurker… but the XP thing is bugging me more and more, so I felt that I had to say my peace or I had no one to blame but myself for not bringing up something that is gnawing at me.
TL:DR or if you made it this far, and think Anet should change current state removing/reworking the XP cap, please give a +1. Thank you.

Sonic.7506
Q:
Personally I think that you guys should bring out the birds from HOT and GW because they would be really awesome to be able to play them.
I also think that there should be another profession. (sorry.) I’m thinking… maybe it could be a shape shifter.
Finally I think there should also be a Thanksgiving Day. It could be a mix of Wintersday and Halloween. It could be inside of a giant turkey and there will be a certain time limit to get to the finish line. You get the basics. (lol) Love the game.

capita.5612
Greetings,
The ability to save specialization builds for quick switching would be great addition to this game. With a feature like this, a player could quickly switch roles while running through a dungeon or waiting in the PvP queue for the next match(though speed isn’t a necessity for the latter), without having to navigate the interface or possibly making an error in their selection. It would be especially useful in dungeons, where you have to worry about npc’s harassing you and possibly impatient party members.
Enjoying the game,
Jordon

deriven.1465
Would ArenaNet be open to players helping to fund a specific module of the game? Either by a crowdfunding project or perhaps by an in-game item purchase?
I am not an active player of the game presently. I do however have some disposable income that I would be happy to give to the GW2 WvW cause — specifically. “Module funding” so to speak. I want to support the development of WvW just as I am supporting Camelot Unchained for similar reasons.
But I don’t want to play the game in its current state. I’ve grown tired of EBG and hate the desert borderlands. (My choice and opinion, mind you. I don’t speak for others of course.) I don’t do PvE or PvP. Therefore right now I check periodically to see how the progress goes .. and I wonder if the budget is there for radical change (or fix or rollback or whatever your goal may be)?
I like the in-game item idea because we can easily support an existing or future module with a few clicks. The in-game item has no value to the player — that is, there is no reward or guarantees. And since it’s crowdfunding, we know that we are gambling with trust. In return you would provide more regular updates to said module. Be it by email, or special forum, etc.
Right now I’m guessing a small percentage of players who have disposable income but have no need for Gem store items .. may increase your budget without any need for reward other than your voice and updates — which you do, but we ask for more frequency.
Perhaps a poll sent via email to active and inactive players would shine some light on the idea?

gamerinachair.4057
Long post ahead.
Just some QoL suggestions (I do realize some of these may have been suggested before, and I apologize if they were. It is not my intention to try and ‘steal’ anyone’s suggestion(s)):
Disable/Enable Auto-Gliding on holding down the spacebar. I personally haven’t had any issues with this since the day HoT launched (I adapted to it pretty quickly) but I have some friends who would gladly welcome this sort of change as they have some issues with their hands.
Add new sort options to the Trading Post. While the update to the Trading Post a while back was more than welcome, it also left some to be desired. New sort options would be stuff like sorting based on whether or not we already have the skin unlocked (though that sounds like it’d be a little tricky to do), exclusion filters (i.e. Searching for all rarities except Rare, or sorting for all weapons except Daggers, etc.), maybe when searching for Dyes, they could sort by different dye ‘groups’ such as Metallic, Leather, Cloth, Reds, Blues, Greens, etc.
The ability to view your bank/material storage/wardrobe from anywhere, obviously without being able to withdraw/deposit, but just be able to see it. Surely our characters actually have some sort of long-term memory as to remember what we put in our banks?
Personal Markers. Just like the ones you get as a commander, but only the player who placed it can see it, or maybe just some in-game visual as to where we place our Personal Waypoint, instead of just where it is on the map.
Chat log text file. This would be a great addition, especially if we can have the option to select which chat tabs get a text file. Maybe have it be under Documents/Guild Wars 2/ Chat Logs/(One Sub-folder for each tab here). I remember reading somewhere that there’s pretty much zero way to ‘exploit’ this kinda thing or something.
More options for the ‘Inventory’ chat filter. Just a sub-section that allows us to filter what items appear in our chat box, such as only rare items, only exotics, masterwork and above, etc.
Autoloot (the Mastery) filters. Just basic checkbox filters that allow us to choose whether or not it autoloots just rares, or rares and above, etc.
Allow us to search by just the item names in the crafting search box. Okay, this one is a little specific, but it’s just a pet peeve of mine that when I search for ‘plank’ in the crafting window, it also shows dowels, or anything else that has a required item to craft with the word ‘plank’ in its name. Just a couple little checkboxes to allow us to choose just item names, just required items, or both, would be nice.
A search box for the material storage. This one doesn’t really need much explaining, would be nice to have.
Preview other peoples’ skins. I know this has sorta been brought up before, but basically please allow us to right-click on someone’s name and click “Preview Skins” or something like that. Obviously give people the choice to toggle whether or not people can do this to them, but at least give us the chance to see their skins/dye choices. This variation of the standard equipment preview doesn’t have the elitism that the standard version would have as it doesn’t show any stats, just skins. (I figured I would throw that last part in there because the devs have stated before that they wouldn’t put equipment preview due to elitism issues, etc.)
Dyeable weapons/backpieces. I’ve seen this suggested many times before, but it’s still a good suggestion so I’ll throw it in here. It would certainly be a lot of work for the devs, but it would also be a very welcome addition imho. Even if the more ‘unique’ skins don’t get this treatment, at least have the craftable/common skins have this feature.
Well, that’s about all that I have right now. Let me know what you guys think! I might update the post with more suggestions if I can think of any others.

[Suggestion]SUGGESTION BOX - We need one.

in Guild Wars 2 Discussion

Posted by: Jai.3058

Jai.3058

De Dominator.9834
Ok so I have finally got around to sorting this out a little, thanks to Derigar.7810 for doing pretty much all the work for me
Heart of Thorns has been out for a while now and many people have had time to try out and use the new elite specializations. Although there may be bug fixes and rebalancing that may be coming along, I feel a discussion on future ones should be had.
Guardian
Name: Paladin
Weapon: Axe or Warhorn
Description: Paladins would get access to Tome skills (Akin to their previous skills: Tome of Wrath/Courage ). These Tomes could serve similarly to the Engineers weapon kits, meaning they cannot swap weapons with this Elite spec.
Revenant
Name: Legendary Human Prince Rurik or Turai Ossa
Description: Both being warriors, the skills and abilities could be more combat focused with a nice mixture of offence and defence.
Name: Legendary Norn Asgeir Dragonrender
Description: Focusing primarily on summoning and being able to focus on summoning spirits of the wild (primarily the ones who where defeated by Jormag in defence of the Norn) like, Ox, Owl, Wolverine and Eagle. Could serve similarly to the Guardians spirit weapons.
Name: Legendary Charr Khan-Ur
Description: Could be technologically focused like the Charr are now.
Name: Legendary Asura Snaff
Description: Could focus on the use of Golems and telepathy, which his creations were known for
.
Name: Legendary Sylvari Trahearne or Riannoc
Description: Both wielded Caladbolg. This profession could either be focused around stealing life and dealing condition damage.
Warrior
Incubent
Engineer
Name: Constructor
Description: The main skills would be all built items in the game that are target-able and have a degree of health to them to remove them. The class mechanic would be repair. Allowing you to repair and add health back to any of the constructed items.
Ranger
Name: Pactmaster
Weapon: Scepter (Whip)
Description: Handles a multitude of beasts, controlling as many as companions with their scepter-whips. They travel the world to gather some of the largest and most dangerous beasts for their pack, gaining the Minion utility skills type.
Thief
Name: Bard
Weapon: Focus
Description: The Bard would give the Thief access to new song skills which could serve a more support role, giving boons to allies and conditions to foes. These songs could be rather powerful boons which are constantly applied for as long as the song is played.
Elementalist
Name: Spellweaver
Weapon: Sword Main-hand
Description: The Spellweaver uses Physical skills. A new F5 skill called “Spellweaving”, which combines the elements of any Attunements currently on Cooldown. It weaves them into deadly elemental dances that simultaneously entrance and terrify those who bear witness to it.
Mesmer
Name: Bard/Minstrel
Description: Revolves around the use of new skills called “songs”. These are used to grant allies boons and give enemies debuffs. They can be played for an unlimited time but with the boons or conditions lasting only as long as it is played, the second the player moves or attacks, they break out of the skill.
Necromancer
Incubent
Sorry for the long post but I hope you read it and enjoyed, if you have any of your own ideas or opinions about mine feel free to comment
(edited 10 days ago by De Dominator.9834)
20 days ago
+1
Quote Report Permalink
Altair.8402
Elementalist sword mainhand burst dps spec or riot.
20 days ago
+1
Quote Report Permalink
Nike.2631
THE PACKMASTER
The Packmaster handles a multitude of beasts, controlling as many as companions with their scepter-whips. They travel the world to gather some of the largest and most dangerous beasts for their pack, gaining the Minion utility skills type.
Class Mechanic
The Pack. Packmaster uses only 1 type of pet (keyed to the first terrestrial and aquatic pet slots) but may have up to three present at once. Each pet inflicts roughly 40% of the damage of the standard Ranger pet and has roughly 60% of a standard pet’s health. Only the pet closest to the Packmaster responds to f2 commands and shout skills.
Reinforce (f4). Summons 1 additional pet if less than 3 are present and counts as pet swap for traits.
Scepter (whip)
Whiplash (auto-attack). 320 range narrow cone whip attack (As seen with various Nightmare Court enemies). 3 damage ticks with Torment on the final tick.
Strangle. Animated whip lashes out to wrap around target’s throat. 600 range. Channeled immobilize & weakness
Crack the Whip. Up to 300 range 2 second fear, up to 600 range 1 second fear. Blast finisher.
Utility – Minions
Blood-Bat (Heal Skill). Large red bat transfers life to Packmaster and casts darkness fields on command.
Chromatic Ooze. Ranged poisoner. Taunts and becomes invulnerable on command.
Bull Minotaur. Melee brawler. Charges/knock down on command.
Griffon. Flying bleeder. Evades on command.
Rock Dog. Melee crippler. ‘Hunker-down’ block/regen on command.
Mature Karka (Elite Skill). Armored behemoth. Poisons/immobilizes on command.
Traits (Minor)
Run with the Pack. Gain pack of pets, reinforce (f4), access to the scepter, and minion skills.
Revenge for the Fallen. You and of your all pets & minions gain Quickness when one of your pets or minions dies.
Feral Sacrifice. You and of your all pets & minions gain Protection when one of your pets or minions dies.
Traits (Adept)
Master of the Lash. Strangle pulls and knocks down at end of channel. 20% cooldown on Scepter skills.
OBEY! All minions gain +20% HP. 20% cooldown on minion command skills.
To Me! Cast reinforce on taking fallen damage or resurrecting an ally (45s ICD). Falling damage is halved.
Traits (Master)
Never Alone. All pets gain +10% for 6 seconds and any remaining cooldown on f2 is reduced by 2 seconds when Packmaster is CC’d.
Resurgent Arrival. Reinforce cleanses 2 conditions.
Endless Menagerie. All minions gain small self-heal over time. 20% cooldown on minion summon skills.
Traits (Grandmaster)
The Horde. Your pack may have up to 4 active pets. Pet hit points reduced by -10%.
Tyrant’s Lash. For each active pet, 8% of all damage Packmaster takes is distributed to that pet.
Dogpile. If two or more pets are active, a second pet respond to F2 commands and shouts after a 3 second delay.

TheBravery.9615
A credo.
A credo is a belief or value set that guides all company actions. For example, Walmart follows the “3 Basic Beliefs” defined by founder Sam Walton. These beliefs are “respect for the individual,” “service to our customers,” and “striving for excellence.” The credo for Ritz-Carlton Hotels begins with the statement, “The Ritz-Carlton Hotel is a place where the genuine care and comfort of our guests is our highest mission.”
Every balance patch lacked direction. (ArenaNet’s idea of a fix is to play with numbers, increasing damage, reducing cooldown, etc, when there’s more to it than that). To simplify things for ArenaNet, I created an example credo that would help their balance team in future patches.
Major traits should mostly be “situational”, which should make your build unique and advantageous only in certain situations.
Traits should not be something the profession heavily relies on, but something that the profession could use to improve itself in specific situations.
Every major trait class (e.g. Grandmaster, Master, Adept) must have at least one "universal trait’.
Every minor trait needs to be universal.
Universal traits are traits that all builds may use. (e.g. A trait that increases overall outgoing damage is considered universal, while a trait that only benefits one weapon set is considered situational.)
All major traits must have equal consideration within each class. In other words, no trait should overshadow other traits in the same selection.
Grandmaster traits should be stronger than master traits, and Master traits should be stronger than adept traits. A profession’s adept trait in should not be comparable to a grandmaster trait from another profession.
All weapons and utilities and associated skills must have an identity. In other words, each weapon / utility must have a role to fulfil and a reason to choose over other weapons. No weapon / utility should overshadow other weapons / utility in similar situations.
All design changes must be in conformance with the profession design concept. (e.g. Warriors shouldn’t change into something that has pets, elemental attunements, or virtues)
The balancing process must consider other professions, and avoid identity conflict. Changes must be reasonable, balanced, and justified.
All builds must have a counter-build, that is easily accessible by other professions.

Steinpilz.5078
Since you often have to destroy objects, with a condition build you can have a hard time.
Engineer turrets are affected by conditions in PvP, why not objects in the open world?

Reddragon.8125
hello, im am lvl 32 and starting to wonder if there are houses for sale in the game, if not will there ever be? I do believe this would be a super cool feature to add to the game if not already in it.

Xuro.5861
An interview got posted on GuildMag which says we won’t see SAB for a loooooooooooooooong time considering they want to ‘focus on other parts of the game first’ (we all know what that means, precursor crafting anyone?)
Sad day to be a SAB lover.

Kozzy.5974
Hi. Check this reddit topic :
https://www.reddit.com/r/Guildwars2/comments/43ka4o/partyraid_dpsmeter/

Faux Taux.9834
Automatic upgrades in WvW were terrible. I think everyone playing agreed on that one. And with the release of the latest update I was pretty hopeful for all of the new changes, including the changes tying upgrades to the number of Yaks through the door. Sadly, ANet seems to be interested in extremes, rather than fully thought out changes.
With the patch release on the 26th many of my guild mates and I were looking forward to seeing all of the changes. PPK is great, no rezzing the dead while in combat, and finally an end to the auto upgrades. Unfortunately, the upgrades have now swung too far in the other direction.
I’m a numbers guy by nature, and after the patch launch I went out to an enemy BL to see the changes myself. We hit SE Camp, S Camp, and SE Tower to get yaks rolling into the tower. And I timed the yaks from each camp to the tower.
Yaks coming from SE Camp took 2 minutes and 20 seconds each. Yaks from South Camp took 3 minutes and 20 seconds each. The goal to get to secured is 20 Yaks. Reinforced is another 40 Yaks.
Running the numbers you find that SE Camp will supply a little over 12 Yaks in 30 minutes time. South Camp will supply 9 Yaks in the same time frame. In total, 21 Yaks in the door in 30 minutes. That’s if all things are perfect, no Yak killers show, and nobody flips your camps. To get to reinforced you’re looking at almost another hour and change. So, to have those harder doors and walls plan on about 1 and a half hours.
The results are pretty visible. So many objectives are now paper, and will remain paper.
ANet has now created new “challenging content”. And by challenging I mean the content takes longer. In the recent updates you’ll find that capture and hold missions have had their time adjusted to 1 hour to get your objective to tier 1. Those missions were 30 minutes, and it seems with the mission adjustment they’re acknowledging it takes a long time to get there. I’m pretty sure most of our remaining guild members who are still desperately trying to hang on to this game mode won’t have the patience for 1 hour long WvW guild missions….
I have to say, I’m feeling like Goldilocks here. First it was too fast, now it’s too slow. Will we ever be presented with just right? I’m not sure I can hang in to see.

[Suggestion]SUGGESTION BOX - We need one.

in Guild Wars 2 Discussion

Posted by: Jai.3058

Jai.3058

Tongku.5326
I was thinking quite a lot about the rewards system in WVW and the issues it has and came up with something that might help a lot.
Note that this is not a complete solution, but rather an improvement based on currently existing game mechanics, which would make rewards better, especially for those focused on fighting rather then PPT train style gameplay. In addition, it would give people a positive incentive to get better and more coordinated as a team and another positive incentive to split up a bit and scale down blob sizes all at the same time.
All this, while expanding on / using existing game mechanics thus minimizing manhours necessary to impliment, no major server restructuring, complete overhauls etc. necessary.
I realize that this of course will 99.9999999999999% not come to pass, but perhaps some devs will skim this and use some of its parts, also was curious how people in general would feel about it. So here goes:
1. When a large group takes damage or causes damage, yellow swords are created. What if you start an event, centered on the yellow swords, and scaled in size to the size of that group for example:
25-35 players – event size 1, 36-45 players – event size 2, 46+ players – event size 3
2. Within that event, you could use the current event / reward scaling mechanics which exist for taking out PVE targets, except instead of taking a single boss into consideration, the number of opposing team players would be counted as the target for the reward tier.
3. Adjust reward tiers on both per kill (individual) basis and event completion. For example:
You are in group size 1, going up against group size 2, each kill gives you 1 extra PPK and a little bit better loot and a slight MF buff. If you wipe the group or they leave, you get an event completion reward (insert reward bag / chest here), lets say golden.
You are in a group size 1 or lower, vs group size 3, each kill gives you 2 extra PPK, the loot and MF buff are slightly increased and if the size 3 group gets defeated, you get an equivalent of defeating a legendary mob in PVE reward.
You are in a group size 3 and you defeat a group size 1 or lower, you get regular PPK and regular loot and regular Bronze event completion reward.
If both groups are in the same category, they both get regular PPK and regular loot, but the event reward stays golden (champ equivalent) as default.
A system of this sort, would provide a positive incentive to actually fight other players. There are no nerfs, there are no debuffs, it relies on currently existing game mechanics and code at least in a fairly large part thus minimizing time needed for its creation, and provides those players who seek challenge and taking on much larger forces then their own groups with appropriate rewards as well as appropriate level of contribution towards the overall score. It also provides a reason for players to improve themselves and do better. It would be applicable for both open field as well as defense / offense events, you could even use it in roaming groups by picking off stragglers / tail of off blobs. So its very flexible in its nature.
I may edit, rewrite or rephrase some of this, but curious what you guys think so far ?

erKo.9586
Hello. People have made alot of stuff to get Anets attention to bring the old maps back.
Me & my friends suggestion is that in this thread you comment:
Yes I want the old maps back. – if you want so.
I would also like you to write WHY you want them back.
When you do that I will copy your account name and put in this list. If you also want to discuss you can do that below your comment. I will only copy the account name if I see “Yes I want the old WvW maps back” in your comment. But ofcourse feel free to discuss because its an important question.
I want the old maps because they were smaller, more lifefull(I like the Grass/water/mountain) not the new maps with desert and fog.
I also liked the balance of the map better, than the new ones.
Yes we want the old WvW maps back:
erKo.9586
Straegen.2938
Skynet.7201
NiloyBardhan.9170
Deniara Devious.3948
joneirikb.7506
Blockhead Magee.3092
GROMIT.7829
RodOfDeath.5247
Gunner Morton.8340
Sirbeaumerdier.3740
Tonk.7342
esparta.7028
Zioba.6182
Argos Helios.4965
Drizzy.1268
Daemon Artresta.9471
Colly.4073
DeWolfe.2174
Belghar.3024
Offair.2563
Zantisgod.1453
Aaron.4807
Buy Some Apples.6390
rchu.8945
Akkeros.1675
StormageddonBK.9842
Aeolus.3615
Huddi.8297
Wetpaw.3487
headraver.4862
Brutelas.2903
DeceiverX.8361
Fizzee.1762
Shukriyya.7629
Hubal.8571
selan.8354
lil devils x.6071
aboahmad.9216
Raf.1078
MidoriMarch.8067
Sikhtar.6042
Joey.2769
Trepidation Lost.3469
style.6173
DontPaniC.8740
hedix.1986
Tspatula.9086
BlacK.4927
Hennet.1530
Dangus.6572
msalakka.4653
PriestBlack.4791
msalakka.4653
Dangus.6572
Maladon.5760
Lawrencii.1356
FOKOZUYNEN.8206
Simonoly.4352
Trepidation Lost.3469
Lobo Dela Noche.5127
TOMMY skillfiger.5827
sydney.4901
Gotejjeken.1267
Azel.4786
Rupture.7683
Peura.3796
BlueBoy.1236
Exclamatory.8351
Sko.5048
LordAdre.8174

Noob.5908
This forum is a place to chat for sure just look at all the threads but… If NcSoft doesn’t fix the WVW population balance NOTHING mentioned here(there are plenty of good ideas) is really going to matter. NcSoft has lost so many WVW’ers because of population balance and frankly nothing is going to bring them back for any amount of time if this isn’t fixed. Forget bugs, future updates, forget xpacs, little green men, badge tweaks, rocket ships, fishing poles and underwater scuba gear and naked women… if population isn’t fixed first any new or returning WVW’ers will come play a couple weeks and leave again or quit permanently if this isn’t fixed.
Updated – Question Posed
Quote from Ulion.5476
Any idea of fixing the coverage issue will take awhile to implement and break up some wvw communities.
Didn’t start this thread for talking about how to fix it there are many ideas in forum on how to do this. It’s my opinion that as far back as a year after launch of GW’s when they implemented the server transfer thingy that population balance became more of a problem. My question to players is how do you feel about this do you think population balance is THE MOST IMPORTANT issue atm and if it was fixed do you think players would come back and play WVW and the retention of newer players would be longer?

Yuffi.2430
A couple of recent threads have set me thinking about the dedicated defenders I used to see in the home borderlands. I’d like some more info on whether these players are still there, have moved on or are (becoming or have become) extinct.
I’d appreciate it if you have the time to give brief feedback on a few questions:
1. How often do you play defence? Always, sometimes, occasionally? Never?!
2. Which maps do you defend? EB, BL, both?
3. Briefly, how do you spend your time on each map you play? Do you look after a whole map, small group of objectives, just stay and guard one place?
4. Are you usually solo or part of a team when playing defensively?
hide spoiler
I anticipate that there will be more regular defenders in Eternal Battlegrounds than the Borderlands, and if this is so I’d be interested to know why players are making this choice – I think I know the answer but guessing is not the same as listening to facts. I also suspect that the defenders I used to see were a key part of WvW that could be easily overlooked because they are few in number but the role they played was important in terms of both spotting groups to fight and holding objectives gained.

[Suggestion]SUGGESTION BOX - We need one.

in Guild Wars 2 Discussion

Posted by: Jai.3058

Jai.3058

Pink Ninja Man.4375
Just a little something to make stomping more valuable than just running over people with the zerg. If you stomp a downed player you take their supply (up to your supply cap). By linking it to stomping only one player can take supply for each player killed (only one person will get the stomp) and allows different ways to resupply when out on the battlefield. This also allows you to deny supply from the enemy team even if you can’t force their group away form the players you kill. On the plus side it’s a change that will help the smaller more organized groups with supply and will likely not do much for the zergs (they will just cleave people before stomps can be finished).
Anyhow nice to see lots of WvW changes in the patch notes, super excited for the ‘big changes coming’ for WvW and I hope it makes it a more enjoyable place to play.

BurrTheKing.8571
In the past, I was able to run builds that may not have been meta, but could still do well on if I played well. Examples would include but are not limited to: Skullcracker on War, Static Discharge on Engi, or Interrupts on Mes. These builds could be used while still being effective so long as you played smart.
Today, it appears that either you are meta or ineffective. Even if you are running a non-meta build that works decently the chances are it isn’t really hard to play. Examples would include Rifle War or a Might Stack Flamethrower Engi.
I’m the type of scrub that wants to play builds that (reasonable) other players respect when they face it. Most meta builds aren’t that difficult to play and most of the time players just have a “lol meta” or “/sigh” reaction to facing it. If you play a build like one I mentioned in the paragraph above you’ll be met with “might spammer” or “lol gunflame.” Sure, there’s no pleasing some players (sometimes I fall under that category) but in the past where I got comments like “respect” or “cool build” is what made the game fun to be.
The PvP in GW2 is not taken seriously and therefore I don’t spend my time playing builds I find to be boring. If the meta was strong but hard to play, sure that’s fantastic, but for over a year (two?) this hasn’t been the case. Everything has devolved into “meta” or “cheese.” This really bums me out. I’m the type of person that wants to pander to the crowd doing cool stuff, not someone like Floyd Mayweather that plays purely to win. I don’t blame people for playing like that if they value winning over all else, but I don’t.
If any Dev reads this, please, consider adding more skillful attacks/traits into the game that make me feel rewarded for landing it because it’s not something everyone can do. I’m fine with easier options existing, but not being essentially the ONLY option.

Merrex.5384
At least thats what it seams to be like now everyone is playing thief I never seen so many Thief’s before in pvp like 3 sometimes 4 on each side almost every battle.
Why can’t the matchmaker put in one of each class make it fun and interesting ?
Unless there is not any other classes being played ?
Is thief the new Meta for PvP now ? Play Thief or don’t bother playing ?
I have nothing against Thief and I don’t mind it when there is 1 maybe 2 per group but this is not much fun always having to fight the same class each time.

panda the chop chop.4712
Design an phone app that sends a notification to you that you have a match and then from there you can accept the match and then choose the map via your phone (same dishonor rules just a mobile way to interact with the game) for those long ques and you wanna go to the bathroom, keep an eye on cooking food, kids, ect.
/Discuss

eyesrutherford.1357
Well as title states. For balance I think a small balance patch per month over 1 large every 3 months would be a lot better for this game. I’ll list a couple reasons to back this also
1. A large balance patch every 3 months is just gonna swing something else towards being broke my OP and we will have to deal with said thing longer than with the 1 month version.
2. With the 1 month balance, yes it might be smaller and not give as much for new goodies, but the balance changes would be more significant towards achieving overall balance due to stuff not being such an overhaul. “Example- condis dealing too much damage, so this month the numbers were tweaked a little to decrease” yes this might not work the right way but at least only 1 month till it would be fixed again. Or even "mesmer alacrity ruined the class with the nerf, so anet buffs self alacrity to 50% and keeps shared to 33%
3. Even with the smaller balance patches anet could rotate a class to be at the top teir of pvp and allow anyone and everyone to feel a little Op. “This class could still be beaten by a skilled player but would only have a small edge.” Why do this? Anet still is a Business and needs to make money. How would this make money? Well noob players will still bandwagon to the flavor of the month and waste money on gems and such to deck out this said flavor or add chat slots ect ect.
4. Even with a small balance patch every month anet could still release a overhaul every 6 months-1 year that changes fundamentals of the game. This way anet only has to do a little every month to achieve a more equal level of balance.
In my opinion this would be a good thing because it would achieve the levels of balance most other games have. But these other games also do smaller balance patches monthly to help promote healthier communities.
Yes I know many will disagree with this post as well as many who approve. And my reply to that is.
Everyone’s opinion matters. No one is too little or too much of a “pleb” for their opinions not to be heard. Yea some players will troll but hey at least they are having fun.
Thank you all who read and comment on my post.

UltraRaptor.4876
I honestly can’t stand to play this game now because of the new expansion and it’s grind based additions to the games with HoT. I’m too casual of a player to get a legendary but this new addition for a precursor are so much of a grind fest I might as well grind for gold and buy one off the market. The maps are ok, VB being the best, and TD being the absolute worst to play in. The mastery system is horrible because after completing the expansion with two characters and grinding towards map completions with multiple characters I’m nowhere near to maxing out my mastery for HoT alone (note I’m a casual player) and yet no longer have the interest in replaying these maps after doing it so many times. The core game is still more fun to play than HoT to me, I’ve still done fractals for a while but haven’t seen a single ascended drop besides rings, honestly ascended rates from all areas of the game should be a lot higher due to the costs of materials rising, the amount of gold you are likely using to help out your guild with, who unfortunately are dying due to realizing the new guild updates are killing small guilds altogether. This game has been nothing fun like and previous Guild Wars content I’m used to, I was with GW1 core game when Factions and Nightfall came out and it was always a fun new experience to play, yes it was a new game but the fun content was what mattered. I just am not liking this HoT content and I want to know who else agrees or disagrees.

Naz.6721
I noticed that a few months ago, someone made a suggestion for the hawk glider and now after 4 months it actually went through and its being sold on the gem store. You can find the post here: https://forum-en.gw2archive.eu/forum/game/hot/suggestion-hawk-wings-and-wings-glider-skin . So i thought I should make a suggestion too and see if it goes through.
I have been thinking of how awesome it would be if your pets, as a ranger, that can fly could also fly with you while you are giliding, including wyverns. I know this is kind of a far fetched suggestion but i thought it would be worth mentioning it.
My main suggestion is a Wyvern wing and glider combo, that look like the ones of the pet Jevenile Fire Wyvern, I think they look like dragon wings and they could make your character look awesome. Would be even better if it had a dye channel to change the inner color of the wings, https://i.ytimg.com/vi/HldrWs4gErg/maxresdefault.jpg but even if kept black and red I would be completely content I know that there are bat wings available, but I think that if you do not have a sinister looking character you cant really work with it because of the bones giving it a creepy look, and especially since you cant change the greenish color it has.