Not really to give solutions but more to convey dat feel.
My convenience.
Expanding the pvp menu.
In the PvP menu, you have Statistics, Arenas, Game Browser, My custom Arenas. I’d suggest a 5th tab under My custom Arena’s dedicated to Glory.
Currently there are Rank NPC’s placed in the mists, consolidate all of these npc’s wares into this new tab and block off what has yet to be unlocked. The NPC’s themselves could and should remain unless something to replace their space is thought of.
In addition to a Glory tab, a 6th tab for the PvP Locker.
The mists
A waypoint by the profession npc’s? A short blurb is that I think the Mists are pretty large, but it doesn’t seem like it’s large for any particular reason? Kill stacks not operating kitten per kill here are also a bother.
Showing your internal cool downs
I made a thread on this…forever ago, and Evan said it was a way off but something you guys would like to do. Including it anyways. One thing to add from my perspective is… even if I don’t see the CD it’s annoying but not a biggie, however not knowing when it’s up is such a pain. I think clutter is a worry you have but part of mitigating that is keeping the amount of ICD’s that are added to a low amount and that when they are, they share trait slots so that it’s not say 8 ICD’s from 8 trait slots needing 8 icon spaces of representation.
The visuals
-I’d like an option to toggle a players little profession icon over their head or something like that. It’s not a big thing, but it’s convenient.
- Solid Area of Effect rings. There is an option to disable them, but an option to make them stand out even further would be great. I get there’s an artistic reason for their current display, but hey sometimes you’re not looking for the art in semi-transparent puzzles pieces. A solid white border option for example would be nice.
obviously templates
/beatingdeadhorse.
Maps
The maps I enjoy the most are the ones where an action/objective feels like it has a large impact.
These two maps are Foefire and Temple. The lord and the buffs are things that when you kill/get you feel . Killing a lord feels heavier than getting a node, its satisfying, same with getting a buff. Its when the lord and buff elements are at play that Conquest is at it’s most inviting.
Foefire
- Would like to see the Lord more fleshed out. Two “archers” NPC’s above each gate. A monk npc by the Lord and the points increased. This mechanic is fun, but at the same time it feels underutilized and underdeveloped.
Spirit Watch
Not a fan. Profession imbalances notwithstanding , the orb running itself well just feels off. There isn’t one central location that a team wants to bring the orb to which I think detracts from it. You can whip it off to anywhere. I feel the map would be more enjoyable to orb assault/defend if you had to push the orb to Raven regardless of the nodes allegiance to get your moneys worth out of it instead of having bear and wolf as options for that. Alternative? Have the orb give Keg Brawl skills and change lob to something else.
Skyhammer
It is odd. It’s kind of like those fps/tps maps where you’d expect to have buffs spawning such as ammo refills, different guns and health packs. Odd suggestion? Include a fixed spot on both sides (not randomized) where an environmental item that grants stability spawns at a certain interval say once every 2 minutes. That may tone down some of the “launch lust” on the map without changing the map or killing the strategy. Kind of like Capricorns invuln Elixirs on the boat, but for stability. If you take anything away from this, Skyhammer has a giant nuke from the sky, and a bunch of bottomless abysses with worms at the bottom. Reducing either the hammer or the level of knockback significance a smidge would make it more appealing
Gameplay
Stealth
Long duration stealth is so brain numbing on both sides of the equation. GW2 handles it pretty well in general but when it lasts long it sucks. Conquest deteriorates part of the significance due to how nodes work but in terms of playing against it? When it’s short term 3-4, even those conditional 5 seconds no biggie. Longer then that? It becomes Hide & Go Seek: The waiting game. Sharp mentioned during MLG the fast pace of the game.10-15s in this ‘fast pace’ to deal with a) are they attacking b) did they flee? c) are they dead? That’s a really boring aspect of the game. However many of us thieves feel we need that, both for group viability and to deal with bullkitten near guaranteed hit target based attacks in our frail shell. I get the feeling, anet if you feel the same please remedy it so that such a long duration isn’t “needed”. It is boring.