What changes i would liked to see/have made.

What changes i would liked to see/have made.

in Guild Wars 2 Discussion

Posted by: raiden.9024

raiden.9024

Not a rant or demand thread just something I was thinking about. bear in mind that I levelled and played mostly the first few months then for another few months during the first set of LS stuff so things might have changed.

Level Cap – When GW2 was announced it was around Wrath of the Lick King was out and its level cap was 80 so I’m guessing that had some influence on the cap same reason M$ didn’t name the second xbox, xbox 2 vs the PS3 :P.

Level Cap should be 30, as by level 30 you have all slots unlocked and elite skill ect there isn’t really any progress afterwards and it just feels like levelling for the sake of it.

The Story was to far spread out and if not at the right level depending on class you would get stomped on, having the story as the main way to level with hearts as optional might have been a nicer way to both see the story and to progress doing a meaningful thing vs gather items or hunt down a bandit style heart quest.

Dungeons are fine I guess (never that great in GW1) but I would have liked an area like SF in GW1 but set in the openworld without being an instance, there are a few places in GW2 that do this, some of the puzzle rooms that’s hidden with a boss at the end for example.

Armor sets in GW1 there was a great variety take ranger for example (was my main and owned all sets hehe) just with the default game not factions EoTN or Nightfall, you could have the trench coat look of the druid set, spikes and skulls, shells and scales of the fire set, FoW set, the collecters/starter set and the fur lined set, all these offered a really different look to each other, yet in GW2 its trench coat city, you really need to mix and match the faction leaders armor to get something half decent looking.

Weapon skins, there doesn’t seem be a lot of different weapon skins that drop in game like for example chaos axes would like to see more drops.

Would also like to have a mode/option where you could select a map and have it made into an instance where nodes/mobs don’t respawn an you can Vanquish it. Would add more group play imo.

So much items go to the cash shop instead of in game either as rewards or drops, for example the Icy Dragon sword(GW1) was put in the game for an event or something I cant remember it and everyone wanted it, I get GW2 is a B2P game but so was GW1, a little bit of a split for items would be nice not 100% cash shop only, even a 70/30 split would be nice.( yes gems but someone has to buy them in the first place)

Legendary Weapons, only change I would make is the way to get them, for example doing world completion should offer a quest to start making the weapon, say the first part is gathering the parts and forging it(sort of like the moa pet in GW1) after the weapon is forged it needs more items to strengthen it, so defeating each of the last bosses in the dungeons for parts(would make dungeons apart of the game more) then maybe need to slay a dragon like the world boss ones for a scale, basically doing in game stuff that’s fun and not farming mats or RNG on the mystic thingy.

Skills, this prob is hardest to do or try :P but in GW1 fun messing with some of the other classes skills for example I did manage to do a 55hp ranger build lol, but in GW2 since skills are tied to the weapons so that’s a no go, what about allowing some of the secondary skills to be used cross class.

This is just preference but id go back to the way underwater was before a few weeks before launch.

What changes i would liked to see/have made.

in Guild Wars 2 Discussion

Posted by: stale.9785

stale.9785

I like all of your suggestions dude. +1

What changes i would liked to see/have made.

in Guild Wars 2 Discussion

Posted by: Agemnon.4608

Agemnon.4608

What I would personally change:

1.Give ascended armor more stats (just two more power over exotic on some pieces? Seriously?) so people who type, “Upgrading to ascended is a waste of money” will lose their case. Otherwise I’d keep ascended armor expensive to craft but bump up the stat % to match the price and effort.

2.WvW and PvP shards account bound, that way someone equipped with an item that requires one would communicate to other players he does that content. Shards are only awarded if you win, I’ve got some in matches where I lost so theoretically one can lose all their games and still make the weapons and armor so I’d change that.

3.Champion whatever class rewards will be much bigger, like lots of shards in addition to two pieces of ascended armor with unique champion title only exclusive skins (with luminescent effects but improved dye and effects, medium based off Stalwart so champion shadow gives chest and gloves, champion genius mask and legs, and champion hunter gives glowy Stalwart boots and shoulders). Rewards would be retroactive so that those with the titles already have their gear automatically mailed to them.

4.Raid precursor drops will be tradeable.

5.Finished ascended crafted armor would be salable but account bound upon equip. This is so people who don’t wanna craft can buy it.

6.Skinning ability for extracting cloth from humanoid enemies and skin from ambient mobs.