(edited by Zahld.4956)
list of rough suggestions
any comments?………………………………………
I don’t really understand the ‘escape’ menu one….
Probably shouldn’t have separate sub-forums for feedback types…
There may be a thing known as ‘too-convenient’ with your merchant idea, I don’t know…
Not sure what you mean with the traits….
Don’t really care about seeing my pet on-screen at character selection, it’s ok, I guess (I main a Ranger)…
Templates and additional weapon skills are suggested often, so the Devs are aware they are popular, I would think. =)
when you press the escape button on the keyboard.
why not?
can never be too convenient. its a QOL and de-cluttering thing. also less confusing when looking at the mini-map. saves time and a mundane superfluous task of running back and forth repetitively.
add new trait modification sets that can be added to create different builds for each line. sets of three’s it looks right now. maybe grow each trait out like a tree/root configuration as to what minor and major traits can be used. possibilities can be extensive. more elaboration can be done. also separation of point selection from trait lines and trait mods (major and minor traits) will help for improved building too. I’ve provided examples on another post.
just minor changes. ranger seems like its missing its profession mechanic sidekick. that’s all.
gaming improvements and content (not mentioned), is what everyone wants. the sooner the good ones the better the game will be for everyone. you don’t want to be complacent with it just being aware of and popular, to move the game forward.
any comments?………………………………………
Usually it’s better to split up for suggestions, simply because it becomes very difficult to have coherent conversation when you any new post could be referring to any number of previously listed things. Also usually when people lists things, like you have, they don’t give very detailed descriptions.
But anyway. Ranger pet… this is purely aesthetic, and would be nice but you can have 2 pets, do you show both or only the one you logged out with?
Mmm weapons skills… well adding more active weapon skills I disagree with, adding some optional skills you can slot in and out… well I’ve started to warm up to it. Was playing a dual sword mesmer and I must say I didn’t like the lack of direct damage much, being able to swap out one or two of the current skills for something that gives a bit more bang would be nice (since I like having a melee cleave weapon for when mobs get close).
Templates would be be logical next step.
Rest of your suggestions aren’t very clear.
Each last line was answering previous posters lines (not many other poster between the post).
One or two? At least one.
Slots…can go individual numbers (hotkeys) can get their own slot-able skills or each number can use from a pool of weapon skills. To get into more detail, skills for each number may be restricted to the same or similar activation and recharge times; to achieve the similar groups of skills. Other characteristics like range, radius or whatever could be done too. As mentioned in title, these are rough suggestions.
I could probably use some help to make whatever else clear though..
It’d be easier if you identified what wasn’t clear..