What is it that Guild Wars 2 needs the most?
Depth. And better mechanics.
but a harsh word stirs up anger.” -Jewish Proverb
It needs meaningful endgame. Whether it be raids or dungeons with rewards that are not just aesthetically pleasing but also have better stats. The gear ladder is what keeps people playing MMOs. Im sorry but thats the only way it works.
Something – anything – that needs true teamplay. Synchronizing builds, fast communication, having to know your teammates. Depending on each other. Win as a team or lose as one.
I really miss that feeling in GW2.
*Edit: disagree strongly on the geartreadmill
It needs meaningful endgame. Whether it be raids or dungeons with rewards that are not just aesthetically pleasing but also have better stats. The gear ladder is what keeps people playing MMOs. Im sorry but thats the only way it works.
I disagree. I feel that any dungeons/raids with content that is difficult mechanically and is not doable by the entire GW2 populace via faceroll would be great. Aesthetic rewards that come only from said dungeon/raid would be all that a lot of players require.
It needs meaningful endgame. Whether it be raids or dungeons with rewards that are not just aesthetically pleasing but also have better stats. The gear ladder is what keeps people playing MMOs. Im sorry but thats the only way it works.
I disagree. I feel that any dungeons/raids with content that is difficult mechanically and is not doable by the entire GW2 populace via faceroll would be great. Aesthetic rewards that come only from said dungeon/raid would be all that a lot of players require.
I agree, aesthetic rewards would be great, such as skins or even titles. I personally wouldn’t mind weapon / armor sets with unique looks and maybe some unique runes. Nothing special or too powerful, but still nice looking and powerful.
Why are people so moved by better gear? It does nothing but cause balancing nightmares and stat inflation.
Since the devs love open world, and are focusing on the open world mostly, what they need to do is fix their scaling algorithms. Instead of scaling big bosses by increasing hitpoints/damage, they should implement fun/different/unique ways of scaling.
Example with the Karka Queen: how about making her teleport to camps in 2 minutes then reset if not hit, therefore, requiring people to split on all camps to kill her. The amount of camps she can teleport to increases with the number of people, ~10 people then she won’t teleport, 20 people then she might teleport to one camp, 40+ 2 camps, 60+ 3 camps, etc
Find ways to split players instead of attacking the same mass of hit points
Guild Wars 2 needs some longer quest type content. The personal story is too fragmented and the dynamic events are too immediate. It needs epic quest lines, possibly linked to the orders.
I know they take time to make, but I think they’d really benefit the game, because it’s that longer type of content that’s really missing.
trinity is not depth -_-
good idea maddoctor, more events that happen in different places would be cool (Lyssa is a great example) I like being able to see a distant battle while fighting to help them remotely.
The dragons would really benefit from some kind of logistics required to beat them, or at least them having a negative effect on people in the zone, like Incursions in EVE online, they cripple your income and gank your mining until defeated/they complete their objective.
imo just more of the same, more events will naturally flow together better and create stories and interesting dependencies. 1 example is the lost civilian escort event in southsun, which can bring you past veteran boss mobs which sometimes have to be cleared, but sometimes don’t.
It needs meaningful endgame. Whether it be raids or dungeons with rewards that are not just aesthetically pleasing but also have better stats. The gear ladder is what keeps people playing MMOs. Im sorry but thats the only way it works.
That’s only a tool to cover up game-play that isn’t intrinsically satisfying. If a game has good content that the person enjoys, they don’t need a gear ladder to keep playing.
What does GW2 need IMO?
General
- A more, in-depth skill system, whether this be seeking new skills, or the ability to customize skills depending on play-style. Either way, skills should be under-powered unless used appropriately, thus encouraging smart play as opposed to spamming.
- A more in-depth trait system that focuses on strengthening and defining play-style through smart play, and not merely stat increases and cool-down reducing. Modify how Minor and Major works; slotting a trait into Major will increase the affect off the slotted trait.
- If new skills / traits / weapons get introduced, these should be earned as opposed to given straight away. Weapon masters, profession-specific activities and what not. Hell, maybe some skills that can be captured off of incredibly tough mobs that are aesthetically and named different but mechanically the same as its counterpart.
PvE
- More challenging open-world content where scaling is tailored to each fight to buff the mechanics of each fight, as opposed to just stats and how many adds spawn (I’d wager this is the reason mechanics can be powered through).
- More balance in terms of difficulty in dungeons OR have three tiers of difficulty (P1 being easiest) with appropriate rewards for each. Bonus objectives for each dungeon.
- More integration between the personal story choices and the open world on a day-to-day basis ( first organisation [warband / crewe ect] / order / pact missions [depending on how far along the story you are; not necessarily daily], working your way up the ranks to access more difficult missions, with some missions requiring members of your Order [on these days, players of the same Order will get the exact same mission] ect). As it is, the Orders we choose have no bearing on the experience outside of the personal story.
- Reworking Defiant to reward smart play and usage of CC (CC effect doubled if it interrupts, Defiant doesn’t trigger if you interrupt an attack ect).
- Positive RNG; content and location of items being randomised.
- Books to fill in and trade a la GW1 to encourage going to other areas / dungeons ect.
Time is a river.
The door is ajar.
(edited by TheDaiBish.9735)
Better build diversity – Builds like we had in GW1 that promotes diversity and discourages the zerker mentality we have now.
Missions/Dungeons that promote grouping and teamwork – Missions like we had in GW1 that required you to group and work as a team to complete the storyline.
Bosses/Mobs that work together- Mobs that have different skill sets and not just a crapload of HP. Make it so we have to determine a strategy to take out mobs in Open world .
I’ll stick to bullet points:
• REMOVAL of diminishing returns. It serves no good purpose and only creates confusion and stress among the community.
• REMOVAL of RNG based progression. What’s so legendary about gambling for a legendary? Exploiters/TP players destroyed precursor market. You have a better chance of getting a precursor from the mystic toilet.
• Solid, enjoyable and permanent content. One time events are good. But not one after another. Anet needs to spend some time on decent, permanent content within Tyria..
• Dungeon re-design. No mob/boss skipping, reduce trash mob hp, boss fights are boring enough, this is why the majority of mobs are skipped in the first place. Spending a half hour hitting at a silver/gold enemy isn’t fun.
• A more diverse selection of skills. Since it’s obvious we’re not getting extra skills for the current weapon sets. Enable classes to have access to a wider range of equipment. Why can’t rangers use rifles? Why can’t warriors use shortbows and daggers? Why can’t ele’s use swords and axes? Right now you can max every weapon skill even before level 10, then you end up using 1 or 2 for the next 70 levels.
• No ascended gear beyond accessories. Guild Wars has never been about fancy stat items, but clearly they want to cater to a certain crowd. This only creates more barriers.
• Addition of items worth buying from the gem store. Unlimited harvest tools (why were the sales limited? These were huge sellers, bring them back). More armor/weapon skins. More variation of town clothes (we have enough tops I think). I highly doubt the majority of people are paying real cash for things like boosts and a portable mystic toilet. Repair canisters? Revive orbs? Who buys these? I’ve still got the ones given to me from Traeherne on the 2nd to last mission, just taking up bag space. Give us things we really WANT to spend our money on.
• Guild Halls, Guild Halls, Guild Halls. Need I say more?
• More sPvP maps and game-modes.
• Target cast bars.
• Almost a year on, where is the in-game LFG tool? Surely we can’t rely on a third party app until the end of time. RIFT managed this tool in a few months of release, and a month or two later, even made it cross server/realm. Is it really too difficult?
That’s all the important things I believe are missing from this game. Other than that, keep up the good work Anet, and hopefully NCsoft will get their stuff together and focusing on their MAIN MMO.
I feel that the Diminished Returns system needs to be revised somewhat. At the moment, it is way too restrictive. I can understand why it is necessary, but it should be implemented in such a way that it does not become noticeable if you’re just playing normally. From what I understand, it was supposed to only really affect farmers, but the effects can be felt by just about everyone playing the game.
As someone who greatly enjoys questing, I’ve discussed in other threads that I would enjoy having more heart quests available in zones. I would prefer not to have to jump to other zones to find more quests in my level range. Dynamic events don’t always cut it for me, because you usually have to wait around for them to start and with the often limited playtime I have available this is not ideal.
Actually yes i agree now. I take back my earlier comment about gear ladder and im changing it too Dungeons will really really cool skins that you can only get from running the dungeon.
The thing the game needs the most is a better community. One made not by farmers, grinders, addicts and exploiters who have jumped in this game to play it like every other game in the long list of MMORPGs they have been hopping in and out. Rather, one made by people who don’t like other MMOs due to realizing how they are glorified Skinner boxes, and who want fun content made for human beings, not carrots for donkeys.
im changing it too Dungeons will really really cool skins that you can only get from running the dungeon.
That’s what dungeons have today.
treadmill, of being in that obvious pattern of every time I catch up you are going to
put another carrot in front of me” – Mike O’Brien right before Ascended weapons
New higher level areas. Orr is a mess and Frostgorge isn’t large enough (the 80 area). Also, few really want to go to Southsun. In conjunction, dynamic events that require more than minimum dodging skills and auto-attack. And, one shot invisible (culling) mobs does not make a difficult encounter. It makes it cheap.
FIX all of the bugged skills/abilities before rolling out nerfbat/buffing of professions.
Balance PVE professions. If we don’t have a trinity in this game (which we don’t) then each class must be capable of similar DPS output in at least one build.
Regular, changing, WVW maps. Remove it from world completion and rotate the maps on a semi-regular basis.
It needs to quit trying to appeal to everyone for a start. The developers have a vision, just stick to it.
Don’t try to appeal to the GW1 crowd.
Don’t try to appeal to the WoW crowd.
It’s neither one of those games. They decided to break the stereotype, now just stay with it.
Start trying to please the GW2 crowd instead.
Focus on your core gameplay.
Drop the esports thing, it’s ridiculous.
Build meaningful lore and in game relationships between npcs and the player.
Tie world vs world into the pve world more.
Give people meaningful choices in progression (not talking about vertical gear).
Increase the amount of time it takes to level by an order of 2 maybe 3.
Remove exp gains from crafting and make crafting meaningful and impactful to the world.
Reduce the amount of green and blue drops from mobs-make karma rewards more meaningful for gear as you level- make crafting more meaningful to gear up.
Tie precursor attainment into World completion-make precursors and legendaries account bound on pick up.
Stop with random drops from random mobs- this happens to a smaller extent now, but needs to be expanded upon- NO MORE BAGS moldy or otherwise.
Make a substantial amount of level 80 only dungeons and content.
Make going back to earlier areas MEAN something instead of killing a meta boss for a chest or finishing a daily.
Oh yeah, remove the frakking timers.
And remove the Legend of Zelda arbitrary death stuff, and crazy gimmicks from the dungeons. These are some of the worst things I have seen in any game I have ever played.
(edited by killcannon.2576)
Balance, Bug Fixes, New content (not 2 hours of temporary stuff for 1 month of development time, that’s not enough), ability to get items from killing monsters, Fix siege disparities in WvW.
New Maps in WvW, real dungeons, fractal rework.
Removal of DR, Less RNG on pretty much every aspect of the game. Rebalancing of roles and what purpose each class has, since a lot of them are useless in some situations or can’t do certain things.
The game really needs an identity more than anything. They need to decide what kind of game they are making. Changes come and go that completely contradict each other, and the game has suffered from it, especially over the last few months.
I’m not sure what all else they should work on, but something has to happen soon.
RIP my fair Engi and Ranger, you will be missed.
More guild activity. Guild Halls !!!! Bring guilds closer together. Get rid of the idea of joining more then one guild !
It needs their 2 founding fathers back and a return to their original manifesto. Everything else would fall into place!
Guild Wars 2 needs some longer quest type content. The personal story is too fragmented and the dynamic events are too immediate. It needs epic quest lines, possibly linked to the orders.
I know they take time to make, but I think they’d really benefit the game, because it’s that longer type of content that’s really missing.
This.
Oh and a player base that isn’t completely obsessed with rewards.
And more content that wrecks you, your town, your ability to WP (out, not in) and every NPC in a zone wide radius. Make me care.
WTB a massive creature who moves from node to node wreaking havoc on the countryside.
I just wanted a AAA MMO with no sub made by ArenaNet. And it’s awesome.”
Focus. ArenaNet are trying to work on three game modes at a time, which means each game mode gets some indifferent changes. They should work on one game mode at a time, for a few months, and then bring some content that has a bigger permanent impact on the game.
“The learned is happy, nature to explore. The fool is happy, that he knows no more.”
-Alexander Pope
Fishing.
The game could use a new form of time-sinking. Anything made to placate the bored so-called “hardcore” players will be devoured in a couple of days or weeks, and then they’ll be bored again. Fishing is the perfect time-sink for the casual players, and if properly implemented will provide a long-term enjoyable addition to the game.
Fishing.
The game could use a new form of time-sinking. Anything made to placate the bored so-called “hardcore” players will be devoured in a couple of days or weeks, and then they’ll be bored again. Fishing is the perfect time-sink for the casual players, and if properly implemented will provide a long-term enjoyable addition to the game.
I don’t like fishing in real life and hated fishing in WoW. What makes you think I’d want to fish in GW2?
Fishing.
The game could use a new form of time-sinking. Anything made to placate the bored so-called “hardcore” players will be devoured in a couple of days or weeks, and then they’ll be bored again. Fishing is the perfect time-sink for the casual players, and if properly implemented will provide a long-term enjoyable addition to the game.
I don’t like fishing in real life and hated fishing in WoW. What makes you think I’d want to fish in GW2?
I don’t care if you want to fish in GW2, I do. And so do a lot of other players.
Did you have anything else against fishing other than a “I personally don’t like X, so X should never be added to the game” mentality? Or was that it?
Open world PvP. One fun idea would be that guilds could go other servers and kill other server players.
Seafarer’s Rest EotM grinch
Focus. ArenaNet are trying to work on three game modes at a time, which means each game mode gets some indifferent changes. They should work on one game mode at a time, for a few months, and then bring some content that has a bigger permanent impact on the game.
Oh…I see a lot of problem with this suggestion…
After launch they invested much resources in PvE and boy where the PvPers unhappy about that!
Teamplay, more harder, role tag, build manager
and add some interest to play low-lvl area and give it more harder too….
an exotic stuff run in low lvl zone is god mode…
dps is the game, it should not
add hardmode
(edited by redgabber.5209)
Open world PvP. One fun idea would be that guilds could go other servers and kill other server players.
Another way would be to randomly have the races of tyria declare war on each other. It could make an anouncement like “The asurans have grown weary of inferior races foolishness, asurans are now at war with everyone.” Suddenly all of your asuran friends are now red, hostiles that can kill you and you could kill them for the next few hours. Then it could say “The councils have united once more, a new treaty has been formed” and they can go back to normal.
This would never happen, as the PvE folks would complain about being forced into PvP but it would sure be hilarious. Also WvW could become chaotic. Imagine a zerg of charr and human following a sylvari commander and suddenly his name turns red lol.
(edited by Kugron.5128)
Fishing.
The game could use a new form of time-sinking. Anything made to placate the bored so-called “hardcore” players will be devoured in a couple of days or weeks, and then they’ll be bored again. Fishing is the perfect time-sink for the casual players, and if properly implemented will provide a long-term enjoyable addition to the game.
+1 for fishing. Some people will love it. Some will hate it. This is no problem and to be expected. Tie it into recipes and put a giant sewer rat mini somewhere on a very rare spawn. (Only partially kidding here.) And, fishing poles. Don’t forget cool, must have skins for these. And, fishing derbies would be a great activity. This would be a good starting point for removing DR from the game—make it so you actually catch fish when you fish no matter how long you fish. Fishing would brighten every day played for me.
+1 for fishing. Some people will love it. Some will hate it. This is no problem and to be expected. Tie it into recipes and put a giant sewer rat mini somewhere on a very rare spawn. (Only partially kidding here.) And, fishing poles. Don’t forget cool, must have skins for these. And, fishing derbies would be a great activity. This would be a good starting point for removing DR from the game—make it so you actually catch fish when you fish no matter how long you fish. Fishing would brighten every day played for me.
There’s also the possibility of letting us fish up logs of a tier appropriate to the zone in which we fish. And boots! We can’t have fishing without the possibility of fishing up some boots!
One potential problem with fishing is botting, though. So appropriate measures would need to be taken against bots if any tangible/profitable rewards can be fished up.
more/better Communication options
the requirement to be constantly moving and clicking things with both hands kills conversation, apart from when standing in aggro-free zones.
this makes me sad
don’t have any concrete suggestions, other than reworking controls.
Perhaps more “safe” areas, and certainly more emotes please.
I wouldn’t mind some solo content that mimics the dungeons. It would really help to get practice playing dungeon-style before bogging down a group. It feels odd that you can do fine in open world PvE and WvW, but then in a dungeon, you’re suddenly worthless.
It needs meaningful endgame. Whether it be raids or dungeons with rewards that are not just aesthetically pleasing but also have better stats. The gear ladder is what keeps people playing MMOs. Im sorry but thats the only way it works.
I disagree. I feel that any dungeons/raids with content that is difficult mechanically and is not doable by the entire GW2 populace via faceroll would be great. Aesthetic rewards that come only from said dungeon/raid would be all that a lot of players require.
I agree 100%. I honestly dont want a gear treadmill, but having harder content ( lupi comes to mind, best boss fight in the game ) would certainly be appreciated.
No cheap gimmicks of bosses hitting harder, but actual strategy ( last boss in MF was also good )…
Have these places drop skins that arnt easily attainable so every chump can run around with them, make them only for the dedicated few…
Have these places drop skins that arnt easily attainable so every chump can run around with them, make them only for the dedicated few…
By “dedicated few” I presume you mean “those lucky enough to win an absurdly low rng roll or those willing to grind endlessly until they do so”? If so, I hope the devs don’t give you what you want.
We could have a good lore strong endgame that does not require good gear and anyone who is level 80 and has finished the personal story can enter. it could have a really good progressing story line where people can’t wait to see what happens next kinda like in wow where people are anxious to see what will happen to garrosh in the next patch.
Anet can also make a new pvp endgame zone where only level 80’s who have finished the story can enter and anyone can kill each other and they can also incorporate some progressing lore into the pvp zones. and also the new endgame lore content should be a direct sequel to the personal story.
also something that could keep people from leaving more is if they finally release all the minigames we were suppose to get like bar brawl and the DR shooting range and dueling in certain areas only like the pvp lobby, the WvW safe areas where enemies can’t enter, and some areas in pve away from monsters and events.
ps: I think they should make fishing as the fourth resource skill alongside mining, chopping, and harvesting. and let us fish in certain spots of water that are glowing or something, and that would probably supplement the cooking discipline more.
Depth. And better mechanics.
Why is the thread labeled ‘depth’ a secure method of completely flattening the games combat system? Has anybody posting here even clicked on those links and read what they contain?
(edited by Conncept.7638)
+1 More depth/better mechanics
bring hexes back into GW2 especially since boons overshadow conditions.
skills should be weaker but with a lower cooldown and reward right use and demote spamming; being able to use skills more often but not spamming them will add more dynamics into the fights.
a good example is skill #2 of guardian staff, it recharges fast but will take 3 times longer to recharge if you want it to heal and do more dmg, they should rework interupts and make them recharge faster on succesfull interupting.
Better skills/traits. More builds. Larger differences in builds. Anet has played the class design in this game too safe at the expense of making things more interesting.
Depth. And better mechanics.
Yep as some one else said on the forum “Guildwars 2 is a mile wide but only an inch deep”
To me that was a highly accurate assessment..
On the macro level? ANet needs the time to get the game into the ready-for-launch state they wanted, rather than the not-ready state it actually launched in. They’ve fixed a lot of the stuff that was broken at launch, but still have a ways to go.
It needs meaningful endgame. Whether it be raids or dungeons with rewards that are not just aesthetically pleasing but also have better stats. The gear ladder is what keeps people playing MMOs. Im sorry but thats the only way it works.
Sorry wrong Guildwars had next to no gear ladder and it kept people playing for years, Guildwars 2 lacks long term goals (bar a terrible Legendary grind) so people get bored fast..
Guildwars had multiple long term goals, with dual classes/easy cheap build changes, hundreds of skills and skill captures, high level aesthetic loots from hard dungeons, meaningful PvP etc.. more i can’t think of.
Guild Wars 2 needs some longer quest type content. The personal story is too fragmented and the dynamic events are too immediate. It needs epic quest lines, possibly linked to the orders.
I know they take time to make, but I think they’d really benefit the game, because it’s that longer type of content that’s really missing.
I don’t disagree with you in principle, but I don’t know if such a thing would really be worthwhile from Anet’s point of view. Such a quest would no doubt be blasted through at breakneck pace by many. The quest would take infinitely longer to design than to complete, and that’s just not a good return on investment for Anet. Now if such a quest were added alongside other content, say in a full-fledged expansion, then I think it would be much more successful.
I don’t care if you want to fish in GW2, I do. And so do a lot of other players.
Irrelevant. Claiming you (think you) and an imaginary “lot of other players” would like a feature is meaningless; you could say the same for every other bad suggestion here.
The argument about fishing being a good time sink is equally irrelevant; there are thousands of ways to add more time sinks to the game other than fishing (and most of them suck, too).
That some people actually want fishing shows how fooled they have been by MMO developers, who love deceiving players into thinking that mindless, grind-based time sinks are a good thing. This model was designed for pay to play games (in which it basically equals free money for the developers…), but MMO players ate the lie so completely that they ask for it even in buy to play games.
treadmill, of being in that obvious pattern of every time I catch up you are going to
put another carrot in front of me” – Mike O’Brien right before Ascended weapons
What it needs is a much higher focus on pvp, balance WvW (equal faction numbers at all times) and arena-pvp, conquest will never ever ever work as an esport.
Irrelevant. Claiming you (think you) and an imaginary “lot of other players” would like a feature is meaningless; you could say the same for every other bad suggestion here.
The argument about fishing being a good time sink is equally irrelevant; there are thousands of ways to add more time sinks to the game other than fishing (and most of them suck, too).
That some people actually want fishing shows how fooled they have been by MMO developers, who love deceiving players into thinking that mindless, grind-based time sinks are a good thing. This model was designed for pay to play games (in which it basically equals free money for the developers…), but MMO players ate the lie so completely that they ask for it even in buy to play games.
lol, okay.
I don’t care if you want to fish in GW2, I do. And so do a lot of other players.
Irrelevant. Claiming you (think you) and an imaginary “lot of other players” would like a feature is meaningless; you could say the same for every other bad suggestion here.
The argument about fishing being a good time sink is equally irrelevant; there are thousands of ways to add more time sinks to the game other than fishing (and most of them suck, too).
That some people actually want fishing shows how fooled they have been by MMO developers, who love deceiving players into thinking that mindless, grind-based time sinks are a good thing. This model was designed for pay to play games (in which it basically equals free money for the developers…), but MMO players ate the lie so completely that they ask for it even in buy to play games.
Many activities in game involve using an aspect of the UI to interact with specific things in the game. On that level, there is little difference between fishing and feeding someone’s cow. There can be a difference in what the player’s mind does with the action.
The one major mechanical difference between heart tasks and fishing (or similar systems) which does matter is the amount of time needed to progress. Feeding a few cows to complete a heart is one thing (especially since hearts usually give multiple options), maxing out one’s fishing skill is an order of magnitude beyond that. For that reason, I can tolerate cow feeding, but fishing as implemented elsewhere, no.
What Guild Wars 2 needs the most is
- Get rid of diminishing returns .
-Capes/cloaks/tabards .
-Dynamic events has a chance of failing and affecting the whole zone such as being overrun by spiders , flame legion , or other types of monsters .
-Player houses and cities along with Guild Houses and cities .
-Get rid of the AOE ( Area of effect ) cap .
- New WvWvW maps , new weapons , and new skill set .
- GW2 also really needs to start leaving items in the gem shop such as molten alliance pick so my future characters has a chance of buying them .
-Better fluff such as gardening , fishing , camping , outdoor barbecue , and boating .