(edited by RunicAura.9860)
Some suggestions for Specailizations
Any other thoughts out there?
Second attempt to write this out
Ok So this is an off the wall suggestion that I found after some thought would be a great thing to add. It deals with some of the “baseline” changes done to the professions. I agree that some of the baseline changes are not really something we want traits for. But I’d also say that some of them need to be worked upon. And some of the things left in seem to need to go baseline as well. This is just a thought and I wonder what others will think of it
I’d like to see a system where the more a profession uses a weapon the more advantage they have with that weapon type. So the suggestion is an achievement track for profession’s weapons. Kill x things and get a bonus to the weapon being used. It was used earlier to unlock skills to an extent.
The idea is that there would be three tiers to the achievement. Each tier unlocks a baseline improvement to the weapon being used for that profession. For example elementalist staff.
Use the staff for x kills as an elementalist and get these bonuses
tier 1 decrease the recharge of staff skills by x% perhaps a second bonus aswell
you have grown more confident in channeling your magic through staffs and now can do so faster
tier 2 blasting staff and perhaps another bonus stat or something else
you have grown accustom to the output of energy through this weapon and now can manage it more efficiently
tier 3 another bonus stat or further decrease of recharge
you have mastered the use of this weapon and have unlocked it’s potential
you could do this with each weapon for each class. there is already slayer achievements and weapon master achievements this just takes it to another aspects. and I feel that if the bonuses was worth it others would find this a welcome change. And it also makes people feel that they earned the effects.
I also think that if you unlock it for all characters on the account with that profession that will increase replay value of professions. Starting off with a little more then the first time playing.
Now I know that the reduce recharge on staff or other elementalist weapon skills has a trait called Alacrity but to me that is more for the element not the weapon. I would rather see that reduce the cool down on that elements Attunement. Allowing the elementalist to get back into their specialized attunement faster. I feel that if you use a weapon more often then you should know it and attack faster with it for each profession. I feel that if you use an element or specilize in an element you should be able to switch back to that element faster then the others. But those are my thoughts on this aspect.
I also feel that this would open up some traits for some more play style altering effects and increase build diversity a bit more.
I’d like to see who all agrees with this if you have suggestions or agree with this how about responding and letting everyone know your thoughts
(edited by RunicAura.9860)
Oh one more thing I thought is worth suggesting. I noticed there is a way to see if a Dev posts on a thread but there seems to be a lack of knowing what has been read by a Dev and what suggestions we post have been given a look at. Some of us may would feel more at ease knowing that those viewing the feed back we gave was a Dev. Just a thought to put a function that shows a symbol if viewed in such a way next to the counter.
Fortified turret
How about turrets last 5 seconds when created and then blow up when duration is finished. Cooldown and damage will be adjusted accordingly.
This will make turrets very WvW and PvE friendly and PvP turrets less passive. Then the reflect bubble would make sense.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant