What is ONE change you'd make to your class?
Elementalist - Give them another weapon slot, but disable it during combat. While I absolutely wouldn’t want to give eles combat-swapping, that’s essentially two extra inventory slots, and it means that if I want to fool around with a combination outside my main set every once in a while, I just have to hit [~] out of combat, instead of having to dig through my inventory.
It’s more a quality of life improvement than a re-balancing one, but, man, I’d definitely mix up my play style more often that way.
I was going to post this. It’s something simple that would make our lives a lot easier.
Guardian and Mesmer – Signet that also grants a passive movement boost. Being able to move fast is becoming 100% needed in a lot of content.
Forever known as “that slow guardian who can’t jump worth crap”.
Warrior, I want whirlwind to have a wider range. 400 range radius is what I want.
Elementalist - Give them another weapon slot, but disable it during combat. While I absolutely wouldn’t want to give eles combat-swapping, that’s essentially two extra inventory slots, and it means that if I want to fool around with a combination outside my main set every once in a while, I just have to hit [~] out of combat, instead of having to dig through my inventory.
It’s more a quality of life improvement than a re-balancing one, but, man, I’d definitely mix up my play style more often that way.
Wholeheartedely support this. It’s something I could make a lot of use of and would save going into invent all the time
Give Warrior a decent heal not on a stupidly long cooldown. The only reason we rely on Healing sig is because we are constantly being hit with no access to regen or protection, or abundant dodges. Which is why warriors still use GS to run away and wait for Healing surge to come back up.
No you rely on HS because it does more healing than any of the other heals with no casting requirement.
GUARDIAN POV REMOVES 2 CONDITIONS AND CONVERT 1 INTO BOON
Same for warrior warhorn trait.
Guardian: Viable Spirit Weapons
THIS. Sprit weapons are basically a waste of ultity skill space.
Thief – Venoms that behave like Mantras
Part-time Kittenposter
Thief – Venoms that behave like Mantras
Ooooo. Now that’s interesting.
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
Ranger – Master of Range Combat a.k.a Option to Permanently Stow Pets and Boost Rangers overall dps without pets.
Bah this will never happen anyway.
Next…
hexes to Mesmers.
Enough of this “phantasms are living hexes” or “confusion iS all the hexes in one” bs excuse
I’m usually typing on my phone
Necromancer lifesteal scaling at a decent level with healing power.
Ranger : main-hand Axe, +10% base weapon strength.
by level 80 should have the best statistical loot in the game.
We want everyone on an equal power base.”
Since I played a ton of classes:
- Guardian: make sword useful. N°3 skill is rather bad and misses more often than not.
- Warrior: fix greatsword: only skills that are useful are N°5 gap closer and N°3 with some aoe. 100 blades is a lame and rather easy-to-avoid skill.
- Engineer: more aoe weapons: make weapons something to use, right now only toolkits have a big use, and shield off-hand.
- Thief: don’t force people to go paper way.
- Elementalist: dual weapons please: each weapon has limited uses and the elementalist is pretty crappy for melee when on staff, and pretty crappy for long-range when on daggers. Make scepter/focus viable.
- Mesmer: again, don’t force people to go paper way.
Mesmer
Add 25% runbuff to Signet of Inspiration.
The Leveling & Open World Compendium
Necro:
A true Minion Master build…
One in which we could actually heal our minions instead of watching them die and re-conjuring them.
I kind of miss the old MM build in GW1…kind of…
and for Elementalist, I agree with an above poster about some way to mitigate the double cooldown.
Transfusion now heals more for minions / allies.
Click the link for ‘heals more’ to see developers’ demonstration.
Guardian: make Smite a symbol already
Guard – improve staff #2, the orb
War – make DPS and survivability more trait dependant so you cant be near top of both at same time but have to sacrifice some of one for the other.
Mesmer – get rid of portal entirely or set it on an F5 skill
Ele – lower the CD and increase duration on earth armor but lower its effectiveness.
Necro – fix condition builds to be effective vs bosses such as Teq and many others
Thief – increase survivability and utility in PvE only while reducing overall stealth in WvW / SPVP at same time.
Engi – dont have one yet, but will soon
Ranger – dont have one yet
hexes to Mesmers.
Enough of this “phantasms are living hexes” or “confusion iS all the hexes in one” bs excuse
If at all, they belong to necromancers, get your facts straight, ..a hex is a CURSE
http://en.wiktionary.org/wiki/hex.
Necromancers are the masters of curses, not mesmers. Ged rid of this flawe thinking of only because all casters in GW1 had hex spells, that hexes belong to mesmers for GW2, when they truly belong only to necromancers when they would get something like a witcher sub class that is specialized on hex spells to curse enemies with lingering negative effects that can’t be so easily removed like normal conditions, which would end only, if their caster either dies/gets downed or iof their caster ends them on you so that there needs to be a mechanic, that leads to the point that a caster wants to end a hex on you too either due to them having also negative side effects towards the caster too cause of their powerfulness or just due to get that way done some nice synergizing effects with other skills that trigger effects when an enemies loses a hex.
—-
To the topic:
One thing I would instantly change is completely redesign the thief class, I think this should count as “one” thing, because the result of that one thing I’d do isn’t a question of how many exact changes I’d do, but rather a question of what for a result you expect from your “one” thing you would do.
Redesigning the thief as that “one” goal I’d want to reach with my change around the whole gameplay of this class would be to strengthen the role of the thief as a trustworthy debuffer class that is versatile and unpredictable due to its versatility that should come from venoms, not from randomly stealing 1 item every like only 30 seconds or so.
To reach this goal, following thigns would be required to reach that “one” goal with them.
A) Move Venom Gameplay with completely new Venom Effects to F3-4
Let Players choose from a list of say 5 different venoms 2 out, that you can put onto F3/4 to have venoms with you that can completely change in an instant when you use them your complete weapon skill bar with new weapon skills that your the gameplay of your character as long as the DURATION (time, not hit based) holds on from the venoms.
B) Refill the created utility skill gaps with new more useful utility skills.
C) Redesign the Shadow Step mechanic to make a more defensive movement mechanic out of it instead on one boring instant teleporting mechanic.
All instant teleport skills should get removed from the game or get redesigned with new effects. Shadow Steps should grant to Thiefs for some time Super Speed increasign the movement speed that they are for a short moment so fat that you can see only their shades lettign them auto avoid incoming damage while they are in that state, so that the mechanic works as a defensive talent, so that thiefs don’t are forced to make for everythign either dodge rolls or to use stealth permamently to avoid damage. Shadow Step should just work similar like distortion, only that its a fast paced movement skill that helps the thief also to quickly move around and with that I mean beign with it the quickest class of all in the end, stopping finaly this design nonsense of warriors with heavy great swords in heavy armors being fasterin running away, than thiefs..this is just BS and needs to get fixed.
Its their job as debuffers to chase down the weak, thiefs are the silent hunters that wait for the right moment to attack to get quickly into the fight and leave it quickly again, before someone could notice you, thats how thiefs should functionate and how their gameplay concept is designed (or should be better designed like)
You want to see a true thief? one, that Anet should get alot of inspiration from?
Look at this:
http://media.officialplaystationmagazine.co.uk/files/2013/03/1362496753-10.jpeg
Thats the picture i always have in my mind, when thinking on thiefs for GW2, the silent infiltrators, that always try to stay unseen staying in the shades assasinating victims out of the dark with either deathly venoms or lethal strikes.
Thiefs should be like a mixture out of Assassins Creed + Thief + Assasins from GW1/Martial Artistic Monks, Assasins from Blade & Soul and Thiefs/Rogues/Assassins from Ragnarok Online in regards of their acrobatics/stealth/ venom gameplay ect. and move abilities doing more, than just only dodge rolls (flip rolls/saltos/spirals/ high jumps/ shadow leaps)
Engineer hammers make it happen also gadgets with passive boosts like signets
hexes to Mesmers.
Enough of this “phantasms are living hexes” or “confusion iS all the hexes in one” bs excuse
If at all, they belong to necromancers, get your facts straight, ..a hex is a CURSE
http://en.wiktionary.org/wiki/hex.
Necromancers are the masters of curses, not mesmers.
I’m pretty sure Mesmers had more hexes in GW1 than any other class. I like how you use the common, non-GW definition of hexes, and the common, non-GW definition of necromancers to claim that they are the masters of hexes. When all your assumptions are flawed, you conclusion is going to be flawed too. Try again.
hexes to Mesmers.
Enough of this “phantasms are living hexes” or “confusion iS all the hexes in one” bs excuse
If at all, they belong to necromancers, get your facts straight, ..a hex is a CURSE
http://en.wiktionary.org/wiki/hex.
Necromancers are the masters of curses, not mesmers.I’m pretty sure Mesmers had more hexes in GW1 than any other class. I like how you use the common, non-GW definition of hexes, and the common, non-GW definition of necromancers to claim that they are the masters of hexes. When all your assumptions are flawed, you conclusion is going to be flawed too. Try again.
erm yup mesmer was top of the hexers in gw1…would love to see some similar mesmer skills like the hexes in gw2.. especially in wvw(mesmer aoe)
[AVTR]
Isle of Kickaspenwood
Necro
Let staff marks trigger off of destructible objects/stationary bosses.
Runner-up: let the flesh golem work underwater.
Elementalist – 9 second base attunement
We’re already the lowest in base stats. I don’t understand why they would be ignorant enough of the class they created to force it into 30 trait points to use a mechanic they created in order to keep any semblance of rotation going. Since we’re the lowest in RAW base stats, those trait points mean more to us than any other class.
Ranger- either a short bow range fix or a pet fix.
(Can’t think of much right now, probably gonna edit later lol)
Dragonbrand
mm hard to fix ranger first thing is not really the pet even so i would give the pet much more health and less dmg so that the pet in first roll is a boon giver and vunabilty blind cc aplier.
And fix that sword auto attack its horroble
About all other classes give us more fun abilitys, some more skills which are fun to use.
Elementalist: increase base health, the low base health is a relic form the days before launch when it had high damage. Now ele is considered a support class its base health should have been taken into consideration as part of the class balancing.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
(edited by morrolan.9608)
Hi everyone! I’ve added a Google Doc with a compilation of the suggestions to the original post. In case you don’t check there though, here’s a link; https://docs.google.com/file/d/0B8pOlN5QiiHTaGR4amU1QTJvVnc/edit?usp=sharing
Keep em comin folks!
Thieves needs buffs bad in PvE. If they are going to be this squishy, at least give them the most dps by at least 10%.
hard enough to make them cry, not just rivers but oceans."
Ranger: remove it from the game and put us all out of our misery.
Ranger: remove it from the game and put us all out of our misery.
Ha lol
or just force all rangers to use sword in pve
Really only one thing i want..
Rangers – Option to completely Remove the Pet.
Its a Ranger not a Beastmaster..
Really only one thing i want..
Rangers – Option to completely Remove the Pet.
Its a Ranger not a Beastmaster..
Longbow, no pet? You can do this as a Warrior with rifle or longbow.
Engi: Speed buff trait works the same as everyone else’s. A constant buff, NOT having to spam equipping kits every 5 seconds to get the advantage. I don’t care if the speed goes down to 25% instead of the current 33% or whatever it is.
Really only one thing i want..
Rangers – Option to completely Remove the Pet.
Its a Ranger not a Beastmaster..
Longbow, no pet? You can do this as a Warrior with rifle or longbow.
I don’t use longbow its crap, i use shortbow and Axe/Warhorn with my own build the pet makes zero difference to my damage imo, they are dead more than alive anyway.
Sadly Warrior doesn’t play like a ranger, or i’d spec my warrior as such.
That was my one thing i’ve wanted since Guildwars 1
I’d like it if guardian had more options to make it behave more like a spell caster. The staff and scepter don’t feel very magic-y to me. Something like a smiter monk (but less bad) from GW1
hexes to Mesmers.
Enough of this “phantasms are living hexes” or “confusion iS all the hexes in one” bs excuse
If at all, they belong to necromancers, get your facts straight, ..a hex is a CURSE
it’s a reference to Guild Wars 1….
http://wiki.guildwars.com/wiki/Hex_spell
Ranger: remove it from the game and put us all out of our misery.
Ha lol
or just force all rangers to use sword in pve
Just to add to the wisdom of champ’s message, I use sword in pve, soloq, and wvw. Why? First of all because the animations are tight, clean, and fun to watch. Oh, and because I turned off autoattack and autotarget. And then I practiced. I avoid spamming the auto when it can get me into trouble. Easy.
I’d make the Mesmer more like its GW 1 counterpart and less of an illusion pet-spammer class. Bring back hexes in a limited fashion (call them “delusions” or something, I don’t care) and make us more of a punisher class dealing with the manipulation of the our enemies’ minds again.
hexes to Mesmers.
Enough of this “phantasms are living hexes” or “confusion iS all the hexes in one” bs excuse
Snip
Woah there no need to be aggressive
I can tell you right now Hexes are more important to Mesmers then they are to Necros I gw1
Curses was an attribute devoted to hexes that’s true but there were little for Death Magic and Blood.
Hexes for Mesmers include Ilusion Magic AND domination magic
Illusion:
Clumsiness type hex
Shrinking Armor
Degeneration
Phantom of Pain
Slow hexes
Cast time hexes
Domination:
Umm…. this line is almost devoted straight up for hexes along with interrupts and and over all punisment and frustration
Inspiration:
Energy denying hexes like ether phantom and Ether lord
Even FC had that quickness type hex
Necromancers?
Curses:
Like domination, this line is meant for punish hexes
Blood:
I can’t remember one right now
Death:
All the different biles\ 1 miasma and a zombie esque hex
And Necromancers have things Mesmers didn’t really get unless they dual proffesioned to a wacky build. Conditons and life steal and minions (there were no clones in gw1)
So please, if you’re gonnna tell me that Hexes were more important to Necromancers then show more evidence
I’m usually typing on my phone
Really only one thing i want..
Rangers – Option to completely Remove the Pet.
Its a Ranger not a Beastmaster..
Yes, and then in stead give us preparations, like in GW1
Really only one thing i want..
Rangers – Option to completely Remove the Pet.
Its a Ranger not a Beastmaster..
Yes, and then in stead give us preparations, like in GW1
+1 here
Ranger – Pet customising (dyes, ribbons, pieces of cloth, armour, ANYTHING to make the pet more personal) or maybe the option to play with the pet in some manner- I know the devourer has a “playful” animation already and I’d just like my pet to acnowledge me more than taking orders. Could make it an in-game item, pet food/toy or something.
And please, please please please make me able to rez my pet again- make it so only the owner can do it and the issues it used to have would be solved, right? Make it a trait if it’s such a problem! I’ll do anything
If it was a profession that existed in Guild Wars I’d change it to offer the full versatility of the original version including all the skills (even the duplicates) and the readily changeable secondary profession and if there was no original version I’d make it a Ritualist.
Guardian – Let us move while using No. 3 on sword. It’s always been a clunky skill that is just kind of weird. Thus for the same reason Arenanet changed Warriors’ Staggering blow, it sword #3 should be changed.
It needs a Quality of Life change! (Obviously, this would require animation alteration on the floating Asura version, which is the reason I think it’s not been done yet).
(edited by Svarty.8019)
Engi: for legendaries to actually be useful. Meaning upgrade to damage and cosmetic to all of our kits.
ranger
Make it able to disregard/permanently stow pets, which means the rangers gets a 10% overall stat bonus.
Guardian: CD reduction across the board on utilities and some weapon skills, especially 4/5th slots.
Not for buffing guards, but for a gameplay standpoint.
Warrior’s GS skills (2nd to 5th) have 8, 10, 15, 20 sec CD respectively.
Guard’s GS is 10, 15, 20, 30.
War’s Hammer: 12, 12, 20, 30.
Guard’s Hammer: 5, 15, 25, 40.
War’s Axe/Mace: 6, 10, 15, 25.
Guard’s Sword/Focus: 10, 15, 25, 45.
War’s Shouts(FGJ, SiO, OmM, FearMe): 25, 25, 30, 60.
Guardian’s Shouts (SyG, HtL, Retreat, SY): 30, 35, 60, 60.
And so on. This CD disparity is consistent in almost every weaponsets and utilities. And it’s not like Guard’s skills are that stronger than Warrior’s ones to warrant this difference.
Also, warriors have on every weapon set an additional skill (Burst) with a 10 sec CD (ignoring traits and adrenaline gain rate) – so they have another low CD skill compared to guard, and again anything like weak ones (Eviscerate, Earthshaker).
All of this just makes Guardian feel static and boring to play compared to his heavy armor counterpart.
Most used: Guard/Mes/War/Nec/Ele.
Yes, i use 5 chars at time. Because REASONS.
(edited by AndrewSX.3794)
Ranger – Preparations as an alternative to the pet mechanic.
This to the max