Nahh, thats not exactly what I mean. I played pretty rarely and my skill was more than enough, GW2 is pretty easy after all (and you should know, with enough time at their hand even a player without skill will get ascended…)
I have three charakters at 80, and maybe for my first one you can say there was an increasement in my skill, but after reaching it with my other two, it was pretty easy from the start.
My problem is, that I could really feel the difference between exotic gear and the gear I had beforehand. Also even the Stats made big differences (Berserker/Celestial/Upgrades), but to get full gear and best upgrades takes some time and I do not have equipped my 3 full yet and stopped already having fun getting them.
Or in other words, I admit that gaining equipment for one charakter might be pretty doable, but I do not see, how farming/running CoF over and over again for each of my charakters will ever increase my skill even more. And above that, I am pretty sure that noone wants to see a thief with not even exotic in his team.
You could say, that my suggestion just makes the games easier, but since it comes with huge limitations for gaining things you aim for as an intense player and does not give anything you cannot gain normally, you cant say it gives really any advantage.
At the same time my suggestion means that players like me, that just want to play the game without spending forever to get the needed gear will be able to enjoy the game a lot more. Yeah, of course it is possible to do it without max gear, but if you play with someone who is bad, the problem is in most cases the combinition of not knowing the needed tricks (like running a dungeon the first time, where having better gear is clearly a good thing) or having bad gear, to just have no skill is rarely a problem (the few times I had players with really no “skill” were mostly ones with bad PCs and obvious laggy behavior)
Remember The first Dungeon in Ascalon? The path where you kill the things the foes come out from (haven’t played lately, so sorry for not knowing the names). My Ele can bring them down in no time, but I had multiple runs where I had only team-members without offensiv stats. A 80 exotic berserker player alone can bring one of them down in 10s where 4 supportive players wothout max gear can need over 2mins. To have skill is nice, but max gear is often more important.
I am slightly annoyed how half of my suggestion is completely ignored.
- 100 gems once is really cheap and though it brings you easy max stats, it grants you nothing better than max stats, so it is nothing near pay to win. Also like suggested, I think it is fair to increase the price of further gemstore buffs like 50% more EP for playwrs with an easy mode upgrade.
- The game is easy, but you can still fail, especially if you play rather less and not gold oriented, which normally also means that you also take far longer to gain max gear (I had a few in my guild that loved to play the game, but it was pretty obvious they had not even exotic gear yet), I think it is real nice thing to give such players a easy way to obtain max gear.
- In the easy areas it is without meaning, but in the difficult areas max gear plays a more important role. I think even if you prefer to have better stats on hard to obtain equipment, you should also prefer having rather many around with maxgear stats.
- I think if you are full ascended you should be able to show it off, though skins are not really an option cause transmutation. If other players know you are ascended, the actual better stats shouldn’t be a need at all.
Most important, Easy Mode brings big disadvantages for players that play a lot and want to show off. You won’t get a lot of valuable items, such as mats for ascended gear or ascended gear itself, after all you got already max stats through easy mode, especially legendaries are out of questions and many skins are locked. Also this would give Anet a new way to work in two directions: Easy Mode Players are limited on skins and gaining money through rare drops, they did choose Easy Mode themself, but if they want more skins, more than enough skins in the gemstore. Regular players have a chance for rare drops and skins and are able to build ascended /legendary gear, also after there now exist a easy mode for the others, the game can concentrate more on items/titles that are hard to obtain, as such greats show-offs and of course limited to players wothout easy mode
The thing about rules and payment for members is only a small and rather meaningless part of the suggestion…
This is about a system to increase the number of guild members by adding sections to not loose the overview.
A Beginner Section for starters, bad players and players with rather Ineffective playstyle would open a big guild with mostly pros for such playerds (there might be many small beginner guilds, but these are often not so great and it will take some search to find a good one)
Also a absence section would be a great help for players playing not very often, after all without such a section these have near to zero chance to become regular members of a good guild
Hey there, after reading again about the exotic/ascended matter I had a hilarious idea that may be really worthwhile.
Noone wants to spend forever for ascended gear and the percentage difference is noteable but atleast ignorable at the same time. Also there are other things like inscriptions (or whatever it was that reduced damage in fractals) that are rather hard to obtain, some players even have hard struggles to get a full exotic set.
Here the Idea, if your charakter reached Lvl 80 he gains the ability to buy a charakter-bound easy mode upgrade for say 100 gems (for 10 charakters this would be only 1000 gems, a amount very payable with real money), this upgrade gives you a lot of benefits without giving real advantages over other players
possible benefits
- vendors that sell exotic armor and upgrades (soul bound) for a cheap price
- no drops from stuff you dont need (like mats for ascended)
- you gain a stat-buff as high as the difference between exotic and ascended gear (so with exotic gear you have the stregth of ascended gear)
- all in all you have max stats and easier obtainable equipment, which will help casual players to keep up and negates the rift between pro gear and standard gear
- a devide useful for anet would be to add rather few new skins only for regular players won the background of gemstore skins
possible disadvantages
- less luck stat
- zero drop chance for certain items
- certain skins will be locked
- ascended gear cannot be used
- crafting isnt possible below 400
- certain items will be destroyed and certain skins, crafting progresses will be overwritten by
Advantages for regular players
- a sign like a colorated point beside your name that depends on your lowest part of equipment. If you have only one green part (rare?) and rest better (like orange (exotic)), you are still green. So to get violet, you have to get full ascended and any player can see (solves problem of skins mutated) easy mode players stay get white or a new colour, marking them as easy mode players.
- exclusive drops (for crafting), skins and maybe even items that give advantages not needed for a easy mode player. This also could grant anet the possibility to give new skins as reward only for regular players as reward to play as regular and to encourage them to target ascended and legendary gear. (Also some existing, more outstanding skins could be locked for easy mode and overwritten if you obtain easy mode)
- certain gemstore items could be cheaper for regular players
- exclusive titles.
Hey there, I am actually out of the game, hoping for a change making it more fun to play GW2 again.
Actually I like playing in a Guild, also I love the changes you will bring together with the guild halls, but as I am the kind of guy that rather plays intense a week long with a 1-2 month pause between, I actually have low chance to find a guild. Same goes for most regular players, that spend a rather low amount of time in the game. There is a limit to the amount of players a guild can have (at least it was like that the last time I played) and so more active (and effective) a guild is, so less it wants players in it that do nothing for the guils through being barely online or absence over long durations. This results in many small guilds, that will work out for some time and then vanishing (My old guild is dead, at least it tried migrating to another guild to stay alive, but all three bigger guilds OK with accepting us also vanshed after all…). In other words, even if you support small guilds more, for many players it is highly problematic to find a long time guild.
My idea here is to grant guilds far bigger memberships and devide the guild into an alliance (different to gw1 not multiple guilds but multiple sections that count to the same guild with the same benefits and also maybe a possibility to be in multiple sections.
Of course there must be a leading section, but the guild can create (for a price) many undersections to bring order to your guild, which section a player is put to can only be decided through member of the leading section. Now the guild can name the umdersection, for example a beginner section, a pro section, a wvw section, a fractal section, also each section should have a own chat. Especially for players like me this would be great, they could make a absence section where they put me during my absence, put me in PvE-Section, put me NOT into Beginners Section, like this they have the needed information about me even of noone remembers me. Also if you klick a member certain info like which professions + level you have should be also an advantage.
To get to the topic title, to give certain rules to sections like members of this section transfer 10% of gained gold to the guild seem a rather worthy idea (at least better than guilds that want a membership payment that they only can spend by playing a needed amount of time). I actually am not a fan of memberships for pay but I know from GW1, that a certain payment is a possible way to regulate your absence players so the guild has a way to benefit from them
BTW, it would be great if you could write notes in your friend list, so you can better remember why someone was a friend (problemantic after a long time absence)
[Edit] the original topic title was Guild-Membership for pay, only fitting to a small part of this suggestion and explaining the first reply.
(edited by Chris.6105)
Illusions
Minor
- shatter skills inflict confusion
- illusion summoning skills recharge faster
- shatters recharge 15% faster. Gain might per shattered illusion
Adept
- Phantasms have fury
- shatters inflict vulnerability
Master
- inflict torment, if you inflict 5 or more stacks of confusion
- phantasms use their skills more often. Phantasms inflict bleeding with critical hits.
grandmaster
- Enemies hit by shatter skills are inflicted with torment.
- gain quickness on shattering illusions
- phantasms gain quickness and have their skills recharged and inflict a condition based on the used shatter the first time they are shattered. Phantasms can be shattered twice. (No normal shatter effect at the first time) (chronomancer)
- Your shatter skills are improved (F3 additional slows the foe). Your illusions gain superspeed, if you use a shatter skill (Chronomancer)
Dueling
Minor
- gain vigor on crit
- you and your clones inflict bleeding on crit
- your clones inflict confusion on death. Your critical hits inflict confusion. If a clone is killed, your shatters are removed for a percent.
Adept
- Your clones explode on death while inflicting a random condition
- dodging grants you a random boon
- critical hits have a chance to remove boons
Master
- Gain a barrier that reflects projectiles after a successful evasion
- Blind foes around you whenever you use a shatter skill
- increases critical hit chance against slowed foes (chronomancer)
- create a clone if you use an shatter skill (chronomancer)
Grandmaster
- Cause confusion when you blind a foe. Increased confusion duration
- Create a clone on dodge
- inflict slow on crit (chronomancer)
- Your Clones attack at the same attack speed like you (no 1s delay)
Inspiration
Minor
- Phantasms have 20% increased health. You take less damage for each illusion you have.
- Phantasms are recharged for a percentage for each phantasm shattered. Shatter skills heal a small amount.
- Phantasms grant regeneration to nearby allies. Your healing power is increased by 100 for each illusion you control.
Adept
- Shattering grants vigor to allies around you
- Deal additional damage for each of your illusions
Master
- Move 10% faster for each active illusion. Gain swiftness whenever an illusion shatters
- Phantasms gain distortion for a short time on creation
Grandmaster
- Using a shatter skill removes a condition from you and allies around you.
- Whenever you summon a phantasm, cast Signet of Inspiration.
- Your Phantasms have retaliation. When a Phantasm is killed, grant fury to nearby allies.
(edited by Chris.6105)
Domination
Minor
- vulnerability on interrupt
- vulnerability on daze
- +10% damage against vulnerable foes, F3 hits multiple targets
Adept
- inflict slow on interrupt (chronomancer)
- gain might on interrupt
- illusions deal +25% damage against inactive foes
Master
- 100% chance to stun foes on daze for 1s. Daze and stun last longer
- gain acceleration on interrupt (chronomancer)
- the next disabeling effect on you is send back to your foe and you inflict a random boon on that foe.
- inflict a small amount of damage based on your condition damage, if one of your conditions is inflicted or ends on foe.
- skills with disable effect are recharged for a percent on interrupt
Grandmaster
- Shattered skills deal 25% more damage. This damage increase is doubled against foes that are not activating skills
- When you interrupt a foe you immobilize them. You then gain an additional random boon while your target gains a random condition.
- Interrupts deal damage and inflicts weakness. Enemy skills that you interrupt have an increased cooldown.
- Whenever you interrupt a foe inflict confusion and another random condition in an area around them.
Chaos
Minor
- gain regeneration at 75% health
- gain protection at 50% health
- Each boon on you increases the duration of outgoing boons and conditions.
Adept
- gain resistance, if you have 3 or more conditions.
- You and your clones have a chance to inflict a random condition with your attacks. Increases chance for each illusion you have.
- Use Signet of illusions at 25% health
Master
- Your shattered illusions inflict an unique condition based on the shatter that was used.
- You and nearby allies gain a random short boon, if you create a clone with a skill.
Grandmaster
- Gain 10% condition damage based on your toughness. You have additional thoughness for each of your illusions
- When you use a shatter gain stability. Then you and all nearby allies gain a unique boon based on what shatter was used.
- If you use a shatterskill, transfer all boons of your clones to you and one of your conditions to each of your clones. If the clone shatters, he inflicts all his conditions to nearby foes.
new specialization
Minor
- Stealth yourself at 50% health and create a clone. Ignores revealed.
- shatter skills grants 2s of Stealth to you and your clones
- stealth you grant last 100% longer
Adept
- All foes target you if you reveal yourself (allies lose aggro) and gain a random boon (might, fury or swiftness) if you reveal yourself. If you reveal yourself while health is below 50%, gain retalitation instead.
- Shattering illusions inflicts vulnerability on hit.
Master
- shatter skills remove boons.
- your attacks reveal foes (2s) and copy a condition to them while you are stealthed
- You can attack 2 times before being revealed. Revealed lasts 50% longer (Chronomancer)
Grandmaster
- Your Skills that grant stealth recharge faster while stealthed. Stealth granted by you grants also boons
- Move 50 % faster and endurance regenerates 25% faster while stealthed. Effects that slow you down are less effective. Gain Power, if revealed with less than 50% health.
- Gain Acceleration for each Illusion shattered. Acceleration lasts 33% longer (Chronomancer)
- steal a boon and deal 50% more damage to foes without boons with your attacks while stealthed.
Please remember, that these is only an example for ony an idea. This might be unbelanced und such, but even if this suggestion should gain dome interest, it will never make it into the game like this anyway and I am well aware of that.
(edited by Chris.6105)
What about Weapon and Utility traits? I suggest two new tabs in the hero panel to store some things and to choose some other traits Furthermore, the tabs are halfed, one side for underwater and one side for on land to end the old problem of not working traits underwater
Equipment
In this tab you can put your Equipment to store it. For example you have 6 Slots for weaponsets, There you can put for example: 1x Staff, 2x Greatsword, 1x Sword/Torch, 1x Sword/Focus, 1x Wand/Sword. These Weapons vanish from your bag and below you have 2 slots for the Sets you actually use and where you can pull the Sets from above for fast wespon change. The amount of slots can be increased, most likely through the gemstore. I also suggest 4 “actual” Weapon Slots (at least on land), cause through higher CD like 20s of all others on swap should hinder any problem and so you have place for a ranged weapon for the case* (if you prefer mellee) or want some weapon in the sleeve with a skilleffect, that the others might not have.
“Traits”
You have a limited amount of Points useable, each not used point will give you for example +5 on the base stats (vitality/Thoughness/Precision/Power), The points can be spend on “traits”, that have different costs for balancing. The traits are devided into different categories:
- Elite Specialisation: here you choose your Elite Specialisation, you can only choose one of course
- Weapons: For example +100 power with Greatsword, faster recharge of Greatsword-Skills on hits with spatial surge (5 Points), Focus-Skills recharge faster and reflect projectils (2 Points)
- Utility-Skills: For Example Glamour skills last longer and grant super speed (5 Points), Create a Feedback Bubble on Revive (1 Point), Use Power Cleanse on using a healing skill and heal allies after channeling a mantra (3 Points), Symbols deal more damage (2P)
- Battle: Take less Damage from falling Damage and create a chaos storm, if you take falling Damage (1P), Increased revive speed (1P)
These Traits must be bought at the Profession-Trainer. There could be also Traits, that grant a light buff on crafting and such things, that can be bought in gemstore.
Hey there, though it seems a bit to much of buffing us with the new Specialisations, I like them a lot. Still I see two big problems remaining: Weapon/Utility-Skill-Traits that are complicated to switch (you choose your traits and than you want to switch from or to a weapon/utility-skill-trait cause you change your weapons, but for that you have to change your half build or save a build for each weapon/utility skill/other traits – combinition, especially unfit if changing into water) and Traits working too perfect together in different Specialisation (Dueling: Blind on shatter; Confusion on crit; Area-Confusion on interrupt. Illusions: Confusion on blind + increased confusion duration. The Dueling traits are highly buffed trough the illusion trait, while the illusion trait would be pretty weak without Dueling). Also Elite-Specialisations, I link the idea of giving a new theme to a profession, but the new “traitline” seems a bit much too me.
So my idea is to give Specialisations, that stand very well alone and have a certain theme to it, but also fit well together. All traits that do not fit in are excluded and traited otherway, but I will explain that later. For my example I take the Mesmer: Domination centers around interrupting; Inspiration is about Support and defensive Phantasms; Dueling is about Crit, Dodging and Clones; Chaos about Boons and Conditions; Illusions about offensive Phantasms and Shatters. Also i added an Idea for a new Specialisation centered around stealth and revealed, including Acceleration, if you choose Chronomancer. I tried my best to create Specialisations with great Combinitions in one Specialisation and without Combinations between two or more Specilazations too strong to make them a must have; the example traitlines will be posted a bit later, so please wait with comments after i posted them.
The Major traits are at least two, but not limited by number. That gives a great opportunity to add new traits, if you feel like something is missing and you could not add it in the actual system cause limitations. That will be used especially for Elite-Specialisations, that will bring in my Suggestion additional traits instead of a new “traitline”. By gaining a new Elite-Specialisation, you gain all skills, traits and weapons of this Specialisation, but these are colerated in a unique Colour, if the wrong Elite-Specialization is choosen, all choosen traits/skills/weaponskills are disabled but still exists. For example, the Elite Specialization on Mesmer decides which F5 shatter skill the Mesmer has. If you choose another Elite-Specialisation (red) than Chronomancer (blue), you still have Chronomancer-Traits/Wells/a Shild (blue) and you can still equip them, but Shild-Skills/Wells will not be useable and traits will have no effect.
Beside Dungeons, there are not really reasons to play in a group in PvE. I think it would be nice to add some specials to group-gameplay to increase the fun for playing together in a group.
Traits and such affective on allies could only affect group members. Nothing lost, if playing alone, but in a group this could bring the possibility to buff certain things like stacking area-trait effects like soothing mist to five or increasing the range of shouts.
Also reviving or supporting certain allies, bind all your group members to a certain key and add a few skills for each profession. This shall not bring the monk back, but stronger support against a single target is something I really miss.
The actual revive skills are in my eyes pretty useless. How about adding a small skill bar (only 3 skills for example) which will affect a choosen ally ddepending on its state (alive, down, dead). So you can revive an ally or buff him depending on the situation.
Sry, sry, my english seems to be worse than I thought, did not even realize, that murkslers comment was being sarcastic…
Only to enlighten my post a little bit, this wasn’t a suggestion to merge everything.
WvW in PvE: This suggestion was meant highly limited (like small parts of a map and during events). This shall not become anything like real WvW.
PvE in WvW: This is not meant to be added to existing WvW. Some things like world bosses or Scarlets map attacks include leadership of a high amount of players, there exist furthermore farmzergs (at least they did last time I played the game). I dont like these things in PvE, so I thought it would be nice too add some new content with certain WvW qualities to take them out of PvE. This may is not compareable to real WvW, but through giving PvE rewards (like from World-Bosses) to a map specialized on large battles including the possibility to increase the difficulty for a better challenge only possible through enough players around (I hope this sentence is at least understandable…), this could be finally some worthy end-content…
PvP in PvE/WvW: This was meant limited to certain arenas, not possible to PvE in common. For example, a group speak in PvE to a certain NPC at the arena and the group is transported into this arena (maybe like during story), there starts a deathmatch between the group members. This has some PvP qualities, but is rather for fun instead of real PvP.
Hey guys, “years” ago I had written about my annoyance of figthing lags and missing events while zergs are rushing through the map or fighting a world boss. As a non-farming casual player, zergs are disrupting my gameplay, especially in starter areas, while during world boss fights I am not interested in the world boss and may take the place of another player, that wants to fight him though the map is full.
So here my idea, clone certain PvE maps, change them slightly to make them more WvW worthy (including removing not needed parts or adding parts to add something like WvW map completion) and move elements like World bosses into these maps. Reasons:
- In normal PvE players can fight without being disturbed by zergs and maybe can fight a old version of the world bosses, that can be handeled by the actual player level in the map. Also better rewards for high level charakters for hearts or map completion, but not for the normal gameplay on the map.
- In WvW you play anyway with zergs, so figthing a world boss fits good in here. Furthermore there could be added world events like with many champs to zergfarm or like the map battles under the female sylvari (cannot remember the name). A little fun alternate: Instead a real WvW to decide the winner, there could be a minigame to decide the winner (like in one of the beta-end-events)
- Its WvW, soo there are players from other worlds needed. Three ideas I have for that.
- Conquering 1: The Map starts with 3 Worlds, If a world has lost, it cannot take part in the map anymore. If only one World remains, the PvE content starts and either you loose or you completly conquer the map, gain a reward (including a bonus for the PvE map of this world). After that all players are removed and the battle can start again. Plus-Point for the limited existence of the map: More maps increase the difference and so the joy, but more maps mean more players needed…
- Conquering 2: Each world has its own map. There is only one intruding point (for all other worlds) and intruders are curesed like “You fell under Tequatls curse and are a undead under his command” (remember one of the beta-end-events?). So intruders help the main enemy of the map. This would be a complete different design for WvW and could be a nice change from the actual way of WvW. My Favourite.
- The most boring. All Worlds are allied against the enemy.
I think such half PvE – half WvW maps could also be a great Idea to add more End-Content. I mean I am not too sure about the coming update, but for hardcore players the content will not last long enough and making it extra hard will only annoy the most not-so-good players like me. Multiple maps, that are mostly clones of actual maps (easy work I think) with challenging PvE-Elements, best farm-possibilities and thrilling WvW-elements to destroy any feeling of safety should be a thing to bring a lot of fun for a long time.
Further ideas: The Worm exist in a starter area. It would make more sense, if any world has it’s own map, to place the map in PvE instead copying it. Than there could be certain areas in the map, which are marked for LvL80 only including warnings and invulnerable guardians that kill you, if your level is below 80. For Intruders the normal area could be marked like the unneeded area during personal storys. This would make sense around dungeons (yeah, I would prefer a storyline quest for the storydungeons, that brings you safe to the dungeon, while changing the explorer version to only lvl 80) and with new places, thar can be reached only with skills from the coming mastery system. Also, in that case more areas should be increased to lvl 80 areas (so far story brings you not there, limit the lowLvl areas to a amount that is needed to reach Lvl 80), be more challenging and are intruded from time to time.
While mixing PvP, PvE and WvW together, It would be nice to also add some PvP to the other two like arenas in PvE, where players battle each other (existed so in GW1 before I had the game) or certain arenas in WvW areas (Arena has multiple safe entrances either or in the hall players are invulnerable while waiting for the battle. The winning in such a WvW-PvP battle will grant bonuses to the World of the winning team.
Some random suggestions half a year later…
Racial skills, throw them out. Actually there are skills like the asura utilitys that are really useful, but that is even more a reason to recreate them as profession skills. I mean a guardian should not work with confusion or poison. All actual skills beside the norn elite fit to a profession (sylvari to ranger, golems and mechanics to engeener) and dont you think norn forms fit greatly to the new profession, there thry might be worth dome changes to get useful.
Also I think there could be a few nice changes to conditions and boons
- weakness, poison, immobility and stability stack up to 5 stacks, in the case of the first the effect gets stronger with each stack. This to temove some limitations.
- aegis could grant increased healing while active.
- if a stack is full, the oldest stack is replaced an deals half of its damage. For example the first of 25 stacks would deal 100 damage over 4s, it is removed for the new stack and the foe is damaged for 50.
- how about a new boon, that works similar to retalitation, but based on condition damage. And a new boon (or additional effect on existing boons), that lowers condition and daze/stun duration on you and a condition lowering the duration of boons + dealing damage if a boon is temoved before it ends?
- let blind have a 50% miss chance on auto attacks while not ending through auto attacks?
- a new condition that damages your foe each time foe does get a new condition or looses one. The damage from condition damage that does not tick (confusion for example) can hit critical.
- a new condition like burning that is more hexlike and deals doubled damage and deals additional damage, if foe heals himself or gains new boons.
- new boon, that grants you additional damage for the next attacks, replaces certain on-next hit mechanics. New condition that deals additional damage if foe is next hit. Both stack up to 25 and one stacks on hit. The effects can be altered like stealing life or having s 100% crit chance.
- new condition, if foe attacks the next time, he is damaged and the condition ends. Effects can be altered through traits, for example on mesmer the condition last 2s and if it expires without effect, it will damage foe.
New attributes:
- thoughness now has an additional 1% condition reduction for each 100 points
- vitality now heals 1hp for each 25 points.
- healing power now increases the duration of boons and healing from you on othr allys.
- a new attribute increases healing and boonduration from you on yourself.
- condition damage now increases the duration of conditions bound to condition damage.
- power now increases the duration of vulnerability
- a new attribute increases the duration of all other conditions and also status effects.
Four weapon sets. Like in GW1, but after swapping the other 3 recharge 10s. There are now multiple “builds”, actual 2 free + 8 buyable in the gemstore. Each build includes 4 weaponsets, one armorset and the choosen trait (lines) and skills. Swapping only outside of battle possible, gems, outfit and backpack are the same for all builds.
The traitlines have now less but more logical traits. Like the precision line has always the chance to get the endurance boon with first minor, the other two work with dodging and on critical hit (for guadian burning on critical hit and healing on dodge), the other traits now can be choosen independent, sometimes stacked and here you use gour points like on attributes in gw1 (you can spend 5 points on a falling damage effect or on skill recharge reduction, if you choose last, you can spend further 10 points to buff these skills). This enables you to choose the attributes + playstyle and the traits you want independent from each other for a better personal build.
Special case ele. Ele gets his 4 elements at the position of the 4 weaponsets. As new F1-F4 skills he becomes the arcane skills. The utility arcane skills are removed. Arcane skills now reduce your endurance (you can trait against that effect.) The arcane might skill is removed, the arcane projectile skill has no recharge and can be very useful as alternate auto if you have only daggers. Conjured weapons now replace your weaponset and are not limited anymore. For example if you use the axe while summoned to water you gain the axe each time you swap to water. If equipped, the conjure skill is replaced by a aoe skill that places a conjured weapon for your ally. One of the 5 attack skills will destroy theconjured weapon, with the bow the freezing shot.
For the engeener, he can now buy kits and put them in his 4 weaponslots. Kits are removed from utility and heal skills. The actual elites will be switched to long recharging utility (the box is the tool belt skill of the cannon) with long recharge. As new elite skills there are elitekits (charrzooka would be nice), so you can swap between up to 5 kits, if noregular weapon Iis equipped.
You pants heretic I actually use three armor sets with pants, one with big skirt, the ascalon one with small skirt and yours. But what I want is normal pants like the light ascalon on male charakters. The same like with medium and cloaks, the krytan is the only non cloak I like. But still thanks for the tip.
Didn’t know this, but I think the situation doesn’t change that much. One second more or less Iis on second more or less
@jovian I would have loved a game with norn wearing norn clothes and sylvari only plant clothes, but they do wear all the same… The Norn could have kept also their rather pale skin instead of adding dark tones… I love the look of the norn, but humans ate smaller and have at least not only useless race skills. I wish only for a better looking human and thst would exactly be the way norn look to me.
@Anyandrell. I am actually neither interested in race nor in ptofession changes but obviously many others, especially the race change. The difference is to keep certain things:
- the name.
- progress like in dungeons or the map
- equipment
- after you cannot use lvl 80 gear with lvl 1 this have to be put in your bag or will be destroeyd. Through making it Accountbound it could be also used on other charakters if you change profession.
The actual idea is, that an only cosmetic change won’t do, everything bound to your race and profession had to be deleted. So Yeah, it is more or less making a complete new charakter, but that bit of personal story + Leveling to 80 is not really that much of work, deciding is everything after that. I mean lets say you played your first charakter very far and reached a lot with him like map completion and ascended gear, but on the other side you realized that you prefer another race and want to change that.
I actually prefer small Charakters, so I prefer Human, but the Norns are not build soo… and dont have faces soo… I have beautiful Norn and a unique human with undefined origin vause humans lack a nice build. also the tattoo options. They should add that for scars (musters iver the full body). Furthermore face tattoos and body tattoos should be chooseabke separately and get an equipment slot or at least a way like gear to show up or not. Btw, more classy underwear (a lot if skin, but more light decent skinny light armor) and a way to not show all of your armor would also be an option.
Hey. I think there is one additional problem with conditions. The lost quarterseconds. I am not a fan of exactly calculating the duration, not any skill inflicts the condition for thesame time anyway. If the guardian has + 50 % burning duration, but has only the passive virtue, the two quarterseconds are useless. If a Thief has +24% bleeding duration on Pistols, the bleeding of the auto ist not affected, if it is 25% longer, you deal also 25% more damage…
[Edit] Nearly forgot the most important scaling
If my lvl 3 charakter needs 20 hits to kill the lvl 3 foe, 50 level 80 players should need 1000 hits on the same foe! Only increase health if foe does get a hit from an additional player and give a max dmg amount a foe can get from a single player. Adding a few champs on crowded events is not really a solution.
@conncept: Even if I google, I wouldnt understand anyway. Cant they alternate clone the skins for each instead throwing them together? I mean there are already a few skins that share the same skin for light, heavy and medium. And I didnt mean mixing street clothes with other skins. I mean to create a set only out of street clothes that functions than as an outfit. Anyway, light pants would be already enough to make me happy
(edited by Chris.6105)
Hey there! I was away from the game and wonder, if there are still no plans to change certain things.
Armor
There still no standard pants for light and heavy armor? How lame. I think you should finally remove the skin barrier regarding the light, heavy and medium status. After there are Outfits now, Heavy can wear dresses and light gets armed anyway. While parting the skins into three armorclasses, we loose lots of nice combinations (light in medium pants!). Though medium cloaks and light skirts might clip heavy, there are already more than enough clipping issues and you do not have to combine it. Furthermore the lines between heavy (mini skirts with a bit of metal), medium (human t3 shows more skin than most light armors) and light (the reward armors look mostly like heavy). Only add some stronger attribute differences between the armors, so that a glasscannon warrior in light armor deals even more damage, but can take less than a glass cannon ele. Also still non colorateable parts on skins with less than three colors..
Appearance
Still no norn faces/hairstyles for human and the other way around? That does only limit our possibility to give our charakter a personal design. Furthermore add finally a tattoo slot. The erong tattoo can destroy a real cool look and the right one can perfect it. For especially good examples take the starter for necro. They wood make great tattoos (especially on Norn), but they are limited to light armor, are limited to the face and cannot combined with with other helmets. Also scars would be a nice addition.
Rebirth Kit
New stuff, new living world content, new perspective. I think a way to completly remodel a char would be a great idea (equipment gets account bound, personal or at least race bound story is deleted, equipped equipment will be destroyed after a warning, you loose your skills and fall back to level one, therefore you can change everything including race and profession). This could be a start to a new kind of items – without effect on the actual game (no buff or so) and as such only buyable with real money and not with gems is OK. The thought behind this is the price. There are a few things I would pay for a bit of money like 5 € or less for a make over kit or a name change. I mean items only buyable with real money could be rather cheap to bait many player while gemstoreitems must have a certain price to keep the ingame-economy.
Combinated street clothes as outfits
Why not add a new npc, that sells street clothing outfits: you can there choose a set of street clorhes and colorate it with 4 different colors, this set can than be equipped as an outfit. Make it 500 gems and you can be sure that many will love this npc.
I think we need a new strategy to look into the world. We all know, that Zheitan is dead, but cause not everyone finished it, the World cannot change. At the same time, the living world goes on, leaving behind the ones new or without time.
The actual World
The World changes. It does fit to the living story. There must be a way to explain it logical to new players, also you should add some additions, that may annoy the most players. These additions are a explaining storyline (more story) for new players (no good rewards, no challange to Level 80 players). To not confuse players, reduce the former storys (including zheithan) to mere hints.
The old World
NPCs will explain what happened so far. They explain it not as new content, but as if you were part of it (otherwise parts where you plain the main-role would make no sense and so also a second time playing through it won’t need different text). Through this, you can (re-)play older storys they tell you part and than you go to the next step.
Playing alone
There are parts of the story, that cannot be played alone. There the asura Time manipulation comes in handy. If a part cannot be played alone, NPC will explain it to you, best was a sequence-scene. But the asura, intelligent as they are, have build a time manipulatotm that changes a map for a certain time to another state of the game. This will not be a autochange, you have to enter the map through talking to the NPC at the time manipulator. An alternate would be, that after there are older maps, that you as new player cannot enter the actual maps while you are not far enough in the story.
Better Chronic
Create a new NPC in your Hometown, that retells your Chronic in more details and includes cutsequences. For example you finished all dungeons and your storyline withot any order and furthermore you know noone wants to wait in a random dungeon group for the guy who watsches the cutscenes… now you are interested in the story in order, the NPC gives you a short summary and you are able to watch alle cutscenes again.
Forms, Racial Skills and summons
I think rampage should be a third weapon set like with the healing kit for engineer (of course without a third weapen set slot)
Instead of transforming into a plague, i would prefer to create an weaker effect around me while able to attack further with my weapons.
I think it would be nice to give Polymorph different possible forms.
Melandrus Avatar and/or Summon Druid Spirit seems to be a good Ranger Elite skill.
Reaper of Grenth (by other Name) could be a great skill for thief or Necro.
Lich Form could be an Elite-Form you can change too while in Death Shroud. It also has a life Force increasing effect.
A Thieves Guild does not exist, the idea of doppelgangers with the same body like you (only female humans in my case, but also skin, hight, body shape) sounds far better to me. Also i think it would be great, if you can hide between your fellow thiefs through gainig the armor and the title of the summoned thiefs.
charrzooka would make a great engeener kit with Artillery Barrage as toolbelt skill.
Summon Sylvan Hound should be better replaced with another plant pet for ranger (more plant pets needed!)
Racial non elite should be removed or added as new profession skills
While Technobabble is interesting lorewise, the skill is not needed in my eyes, add Radiation field as magic turret to engineer which creates the field as overcharge skill and Pain Inverter/Prayer to Lyssa make great Mesmer-Manipulations. Hidden Pistol and Shrapnel Mine make good gadgets, Roars could be a good concept for “active warrior virtues”.
Racial Elite Human
Avatars would be a nice thing, only changing the form and giving a slight buff. The Avatar recharges 300s and recharges 150s, if casted, you create an additional effect, for balthasar, you summon two dogs. There could be a PvP-Map, where you can gain the Avatar-Form, not depending on the race.
Racial Elite Norn
Transform you in a animal Form, skill 1-5 depends on the form, 6-10 is identical for all. The form has no time limitation, but recharges 240s after entering and after leaving. While in the form, all traits and all equipment is negated (means you may have an alternate form, but it must not be balnced cause there is near to no possible interaction with the actual profession.
Racial Elite Charr
Summon an allie, the skin depends on your personal story, but the skills they use depends only on the summon skill.
Racial Elite Asura
Sumon different, rather weak golems. No time limit. Also sumons a possible golem suit.
Racial Elite Sylvari
Works around roots and plant turrets. Have often some passive effects which create turrets from time to time.
Mechanical creatures
I think there are many other machines than golems. Maybe add a new skilltype for engeeners to create such.
toxic polls and antitoxin
New skilltype useable for all professions. Antitoxin spray is the first. Name the type. Also other function for the spray. If you have no conditions, it works like Prayer to Dwayna.
Also add some effects of toxic to professions. I think toxic polls as new condition, inflicted through another of these general skills and maybe trough ranger (also add Mordrem Wolf as pet <3 ), necro and sylvari racial elite.
Mesmer
You can read my suggestion to the Mesmer above by Themed Professions. Also I would like to have a Mesmer with Weapons able to attack different in Melee and ranged (sword 1 will be like Greatsword 1, if ranged (up to 900), Skill 2 like Wand Skill 3 including distortion, Skill 3 creates a clone behind you instead if in Melee; Wand Skills will be like a magic mace in Melee). Also maybe an off-hand dagger for Mesmer, that has thrown the same effect like Magic Bullet and also a skill to work more with shadow stepping (one spear skill also should include a shadow step, if not in melee rang), therefore Magic bullet has no controleffect and no CD anymore, is an alternate auto, but a bit strong, therfore inflicting vulnerability on yourself.
Shadow steps should be used only by thiefs, guardians, mesmers and air-ele and stealth only by mesmer and thiefs, but i think you should also have enough skills to create a build around these mechanics (shadowsteps work great on Thief through weapons, but stealth for example without off-hand dagger and both stealth and shadowstep underwater could need some love)
Necro
Want a two handed Axe for him, that he holds like a staff wrong around while using Necrotic Gasp. Also I think even Skill 1 with staff should be a symbol. Spectral skills should now be mechanic skills (F3-F4), Also in Death Shroud, you should be able to gain health and your attacks depend on your weapon skills.
I mean I really miss interest in the skills, I dont want to teleport next to the foe (even if I am using daggers, to run to him is often not that bad as alternate), the auto is annoying, only good, if you dont have a ranged weapon equipped, but if you really need a ranged weapon, death shroud is no alternate cause the time limitation. and skill 4/5 are great, but only cause you miss other strong AoE-Skills and worthless if you are not near the foe.
I think it would be far better to add a few other AoE facts and instead of gaining new skills in Death shroud, the weapon skills are only slightly changed. The skills also should recharge together. Therefore I also want an off-hand axe (with AoE-skills fitting to the actual deathshroud skills 4/5)
Necro Minions
Minions are really strong with the right traits, but they steal all your utility skills. I think you should be able to summon minions with your weapons (one type per weapon set, so at least two in each build) and trough other skills. So Enfeevling blood could create the wurm, a symbol jagged horrors (symbols now only with staff), Wail of Doom summons two Bone Minions, focus summons a Bone Fiend and it is replaced with a skill, that comands it while casting spinal shivers.
Two new Corruption skills, One creates a Blood Fiend while Blinding you, the other A flesh Golem while Crippling yourself.
Two new skill types, one is “Black” Magic, it is a skill type without side effects (like Consume Conditions), one creates a Shadow Fiend and the Elite creates an Aaxte, different to flesh minions, these have a limited duration. Also this skill type works around Hallucinations and toxic pollen. The other is “Soul Magic” and uses life Force, if you have no life force left, you will loose health.
Underwater-Weapons
Want Double-Swords with warrior, guardian and Thief, trident with Ranger and harpoon gun with Mesmer.
Engineer
First I would like to make the Engeener a soldier. I would add maces (both handed) and a hammer to him, they work with magnetic/static/explosion effects. The Pistols auto counts now as explosion.
The Engineer now has weapon swap. Your Engineer Trainer sells you your Kits (Grenades, Bombs, Flame Thrower, Tool Kit), these can be choosen as two-handed weapons. While “F4” depends on your actual choosen weapon, your other skills work still like before with the toolbelt.
Instead of the heal skill, there is also a swap arrow in position 6. You can choose a heal kit in an additional slot in your equipment menu with engeener. By using this again you go back to your actual weapon set, by using your normal weapon swap, you change to your other set, both swaps have own recharges. The Heal Kits are Med-Kit (a cannon like the birthday one, skill 1 shots Bandages, skill 2 drops three around you, skill 3 is the actual heal skill “bandage yourself”, F4 will be Supply crate), Elexir gun (super elixir is replaced with healing mist, which now includes self healing) and Super Kit (includes Elixir H, thrown as F4, AED (as only self heal!), Healing Turret, a Signet and an auto attack with small damage, maybe also an additional all skill types offensive kit?). Hammer and Main-Mace include a heal skill and can therefore only placed in the heal slot, so it is possible to play with three weapon sets without kits. Engineer start now with three kits, Flamethrower on land, med kit as heal, a new flamethrower underwater. Timid Charge is now a F4 Skill and Harpoon gun gains a heal skill and is now placed in the healing weapon set. You can use weapons only if you reached a certain level.
Turrets now will not change their tool belt skill, if installed. The Engeener has signets now, the tool belt skill will be magic attacks fitting to the signet. Mortar works now like any turret with a slightly changed form, but instead of an overcharged skill, u can command your mortar to swap to the manning mode.
Ele
The traits are different now. The traitlines grant you shorter attunement recharge (fire, water and earth, the minor master is now minor adept; air increases Condition Duration and has Fresh Air as minor grandmaster; arcana has as minor adept the effects of the 4 old minor adepts of the other traitlines, the arcana trailtine let the effect linger for 1s for each point)
The Ele has a 2nd weapon set, which is not useable outside of battle. Additional to this, all other professions should get a grandmaster traits, that gives a strong buff to the weapon but will disable you to swap your weapon during combat.
Auras are now an utility trait. Auras have charges (typical 5). The Utility skill gives you 3 Charges and nearby allies 1 Charge, the Trait increases the granted Charges by 2. Chaos Armor (as Aura) is an Elite Armor and there is a Trait that grants you Spectral armor if you rally (poisons foe on hit, if you are not a Necro), Arcane Aura is still an Arcane Skill, but will be effected by Aura traits. There will be a new healing Aura that will be also possible to create with Guardian.
Glyphes cannot be used to create elemantals anymore, but have another effect to make glyphe builds more interesting. The former Aura Skills now create elementals, there is a trait to create elite elementals.
Arcane Blast is far weaker now, but can be used as auto attack (no CD). Arcane Power increases your critical damage (instead of the trait). Transforms to another skill, that fires 5 projetiles and ends the buff.
Tornado is now a Cantrip, the new healing cantrip poisons foes.
Conjured Weapons now replace your actual attunement: If you conjure Flame while in water magic, you have the flame axe instead of your water magic skills. The axe will vanish, if you attune to another element, but if you attune back to water, you again gain the axe. Conjured weapons wield by you have no charges anymore, you have to drop them. Glyph of Elemental Power now additional creates a conjured weapon. Instead of Firestorm, Skill 5 with YOUR OWN Fiery Greatsword conjures a Greatsword for allies (120s CD, AoE-burn, replaced with Fire Storm while recharging). As heal skill, you create a illusionary sword (inspired by the GW1 Skill, not the GW2 Weapons). Unerwater the Elite is a harpoon gun, all other Spears.
armor types and equipment “bank”
I think most professions should be able to wear different armor types (not any). For example ele should be only able to wear light, but guardian should be able to wear all three types. The armors attributes should reflect the armor type (instead higher defense heavy has only defensive attributes as main-attribute and light only offensive. After we all now, that offensive stats are far more prefered, the defensive attributes on heavy armor could be higher that the offensive on light armor. Medium could work with multiple attributes, especially also with celestial.
Maybe some will see a problem with the armors looks, but thanks to skins useable for all types (looks most likely like heavy), skinny heavy and medium armor (leahter and metal, you still could think of them as light armor) and outfits, you cannot speak of a certain look for each armortype anymore…
Also we all need a way to store our equipment! I think a special bag would be nice. This equipment bag (additional place through gemstore) has place only for (soulbound) equipment and the menu for this include also the slots for your used equipment.
- You can choose an armortype here. You cannot mix diferent types
- You have up to three rider for different armors/equipment (purchaseable in the gemstore)
- You choose the equipment from your equipment bag, not your normal bag anymore. You pull them into the equipment slots, but that will not remove the equipment out of the bag, so you can use the same items multiple times (especially interesting for weapons, you dont need to buy a weapon twice, if you want to use weapon swap but don’t want to swap actual. Or if you want with war to use the same axe in main- and off-hand.
upgraded equipment
Maybe also the upgrade system should be overworked: Accessoires and such things don’t really need upgrades so far i know (upgrades are included), sigils on weapons are not to useful (while it can be interesting to use different sigils on different working weapons, many builds use the same on both sets) and Runes cannot combined anyway. I think to add a way to play upgrades free and choose them similiar like in PvP would be great. Also maybe three general slots would be better than two bound to a weaponset.
Also maybe you coud reward playing free all upgrades in a way needed to create things for players that want legendaries and similiar stuff…
Tomes as weapons
I think it would be great to add Tomes as weapons. Of course in a weakened version. Beside Guardian, Tomes could be interesting for Ele and maybe Necro I think. Maybe they are Items obtained from guardian Trainers instead beeing added as regular obtainable weapons.
storeable environmental weapons
I think these have a big disadvantage. They have most likely a weak auto and hinder you to use your actual skills. I think it would be great to devide them into two types. One has 5 skills. This one replaces your actual weapon set. Instead of the Weapon swap position, the drop skill is on the right side of your bar. Only certain items that must be dropped work similiar with less skills.
The other has only one Skill. This one will NOT replace your weapons and will not be hold in your hand, but an Mechanic slot: Warrior Burst, Guradian “Burst”, Ranger F2, Thief F2, Engeener ?, Ele, Mesmer and Necro will have it replace their weapons, but they have magical attacks (working similiar for all three, but themed magic) for the empty skill slots, it also is placed in position 5 instead of 1.
If it is placed in an mechani field, it has additional effects depending on itrm type (melee, thrown, consumed), ranger gives a command to its pet (it has a buff for the next attack) and warriors gain a buff depending on adrenaline (boons with different length for consumed items)
Pet behavior
I think it would be nice to have a better control for your pet. You shouldn’t be able to completly let it avoid attacks, rather if on guard, it should only stay next to you and reduce attacks on foes that have your aggro. Of course, against ranged foes this shouldn’t be any difference, but so it doesn’t run around and is especially useful if it has ranged attacks or if you fight a foe in mellee.
Also use F1-F4 a bit different. F1 is still “Attack my target”. If you still are targeting this foe, F1 does change to “Return to Me”, if not you can use F1 to change the target and by clicking it twice fast you can again command the return.
The now free F3 skill should be a pet heal. This means no shared heal for both of you anymore. If pet is dead/dowened, F3 is replaced with a fitting rezz. F3 could also include chooseable (pet menu) skills of F2, that are rather supporting like regenerate or Furious Screeach, that also bring the pets heal now.
F2 could also need some love. Commands are only useful if the command itself is needed. Immobilize, fear, daze, these sure could be more useful if not spammed mindless, but most skills would be OK in my eyes, if the pet controls them itself. I think reduce the amount of pet skills and give the pets a fourth skill would be nice. Also, like explained above, I think the pet command should be chooseable in the pet menu, maybe place the ranger shouts also here, after all these are real useful commands and they wortk together, so to give only one (or two with F3) would not too big of a change.
Next I think there should be “general types of pet behavior” (that maybe also be an alternate to Guard/Avoid attacks). The actual downed system for pets is overworked and no additional swap recharge while pet is downed.
One type is the actual type and most typical, but it will die if health is zero. While dead, F2 will be something like vengeance with long recharge and will also recharge F3, which becomes a rezz (similiar to rezzing an ally, but you can rezz from everywhere while moving like a channeling skill, auto revive after leaving battle). The dead pet will stay on the ground even after swapping pets and must be revived.
One type runs back to you after loosing all health. It will slowly revive itself and can still use F2/F3, but will first attack again after reaching 100% health. If swapping, the swap recharges 5s longer for each 25% health missing.
One type is especially designed for pet haters. They have low aggro, they have a great ability to dodge and if health get low, they will vanish for a short time to heal themself. Birds fly away, jellyfish will vanish into the water. Therefore they need near to no rezz, but also have a low attack rate. F2 will bring them back to attack and F3 skills have support, but no selfheal.
Thief
I know, many of you will hate me for this suggestion, but give the thief a pet, especially the last type would be a good way to not interfere too much with the actual way the thief works.
The thief can have only one pet and there are some differences in pet commands fitting to the actual way the thief does work (remove stealth from the ranger and thief pets work more with stealth and shadowstepping than the ranger) F4 will become the “steal” skill, but it will have alternate skills fitting to your weapon (it is not always useful to shadowstep to your foe). Also some pets will steal and replace their F2 skill with the stolen skill (same for ranger with pigs). After there now are two professions with pets, pet gain maybe more love for further updates
I would like to see Greatsword (maybe with sideeffects to make the thief more vulnerable) off-hand sword, longbow (I would like to kind of move war’s bow to thief) and torch (dual wield skills like without off hand)
(edited by Chris.6105)
Soo. Some annoying stuff still in action though I wasn’t playing for nearly an year.
Dowened Mechanic
Would be nice to have the normal skillbar like in a form, the selfheal at position 6 and maybe an Elite only for beeing downed? (Revenge with warrior, for Necro a skill to enter Death Shroud or maybe an Elite-Form like Lich-Form for any profession? If last, make it use your downed health and work around that?)
Guardian
To create a build around burning is slightly annoying. A grandmaster trait in Radiance (or in Zeal instead of the +33% damage) to increase the burn Duration of passive Virtue of justice to 2s would be really great. Also a 4th maechanic skill around your weapon (maybe symbols?) like the warrior would be great. BTW, still no symbols underwater…
I would like to see Warhorn, Off-Hand sword, Off-Hand mace on guardian.
Warrior
Why not adding commands working in a similiar way like virtues to the warrior?
I would like to see off-hand pistol (maybe with an alternate auto for ranged attacks) and either no bow or also short bow. Also please add two Handed Axe.
Ranger
More pet Skins please (golden and green Moa for example and I am pretty sure to have seen hammer sharks), also make the pet skill chooseable. I might want to play a black Moa, but I am not interested in the Daze screach, also a Wolf calling a companion would be more my style than a hyena. Of course certain effects like chilling foes should be limited to snow pets for example.
Furthermore some more pets would be interesting, especially crazy ones like the Jackalope. Maybe the Ranger could also get a few skills to summon pets, especially insects.
I would like to see off-hand sword (with the hard to control auto as alternate auto in position 4?), two handed Axe and magicial weapons for pet support (for example stave auto buffs your next pet attack for each use with a max of 5), after all pet is rangers main and ranger is rather nature magic than rifle hunt. I would prefer a torch on thief and no torch on ranger (removing burning from ranger and warrior while adding it with Longbow and torch to thief). Also your pets should always have max. attributes, these could be increased further by your additional attributes through traitponts. After all a 30 beastmaster pet is a lot stronger and this should be in any build the case. The new attribute could be reduced F2 (F3, see below) recharge.
(edited by Chris.6105)
OMG, I am back to my suggesting fever followed by WoT-syndromes…
This is still about the idea above (if I start more suggestions, I will post them also here…)
First, keep the actual traitlines to decide you playstyles. The number of major traits is highly reduced, the minor traits are the important choices. To give more freedom, certain minor traits will limit your further choice to give the freedom of traits that not work together.
For example my lovely Mesmer. Beforehand I still wish for an only interrupt meaning skill is interrupted, recharges, maybe additional effect if a skill was interrupted, but no control effects like daze or stun.
Minor traits domination could be adept: make foes vulnerable, if you daze them, master: more damage against inactive foes, grandmaster: diversion hits multiple targets. This works well with the chaos minors: adept: interrupting foes inflicts a random condition on them, master: interrupts grant you a random boon, grandmaster: all your shatters are single target, stronger effect for each shattered illusion (mind wrack damages foe and binterrupts, scream of frustration confuses and blinds, diversion dazes – aoe if with domination grandmaster, distortion knocks foe down. Illusion shatter at their actual position. All other on shatter effects trigger around your target, but only once, therefore illusions are killed instead of shattered for further effects) . Domination and chaos mostly have major traits around interrupts.
Chaos does not work together with inspiration: adept: shattering illlusions grants allies swiftness, master: shattering illusions grants allies vigor, grandmaster: your shatterskills have supporteffect (mind wrack stealths yourself, cry of frustration heals yourself, diversion breaks stun and removes a condition from you). Btw, after distortion lets illusion run to the target without own offensive effect, why not let it remove stealth?
Dueling adept: grants vigor on critical hit, master: Critical hits of illusions inflict bleeding, hrandmaster: mind wrack deals more damage and has increased critical hit chance. Illusions adept: all shatters inflict confusion, master: shatters grant you a boon (mind wrack might, cry of frustration retalitation, diversion fury and distortion stability), grandmaster: illusionary persona.
Major traits here are only general traits like on shatter, on illision death, on critical hit, on interrupt, also around stealth. Traits not thought for combination simply include a info, that they will noy work together.
Additional there are traits chooseable out of traitlines. You can choose four adept, two master and two grandmaster traits. You cannot choose an adept ttait for the mater or grandmaster spot, but there are two grandmaster traiy giving you each one additional adept and one additional master spot. There are colours to better differentiate between effects, one colour for skills, one for weapons, one for dodging, one for…
Dodging on mesmer would for example be adept: gain swiftness after dodging, adept: gain protection after dodging, master: gain aegis after dodging with CD, grandmaster: create an illusion after dodging.
Also the traitlines will give only one attribute now and cannot be changed like you want.
Typical the attributes are precision, healing power, an mechanic-attribute, power and Thoughness. For the Ele I would think decreased techarge for the choosen element (fire recharges faster through fire attunement).
Now the most important question… anyone bored enough to read this WoT
Hmm. Instead of posting an idea without any realistic chance, telling you my problems might be the better idea to let you come up with own suggestions.
- traits bring two attributes with them. Some builds may need a trait in a traitline, that does not fit to your build. Easy example, you are really lazy and want to play an phantasmbuild. This Build shall not use condition damage or shatters to a worthy use of illudsions attributes (shortened shatter recharge and condition damage. At the same time, for really strong phantasms, you should have shortened illusion skill recharge and shortened skill recharge for your phantasms. (Both illusions traits). Furthermore some minor traits also wont fit to your build, like zeals symbols underwater and markmanships first hit extra against long lasting foes without longbow.
I think to give a line with attributs and minor traits supporting each other and with use for any style without the major styles is a nice idea.
- Skill and weapon traits are not bound to certain playstyles. Rangers traps could be very well in an build without weapon swap, high precision, but the traitlines bring these. Or spirits, I like them very well with longbow in a damage build, but nature magic is a defensife/support traitline…
I think to choose the “free to choose” traits independent from traitlines would be a great thing. Also if the traitlines have some major traits, these could be only few fittig well to the attributes and the minor traits.
- combinations of traits… to create a build often means to choose some well fitting traits that demand certain points. Often there are some additional traits, that you want to choose but cannot be choosen cause of no traitpoints left while there are some traitspots empty without interesting choice (you need a master trait but this traitline doesnt bring a adept trait you like)
after the individual playstyles idea did not work out, we can choose freely, but also have to change the whole traitlines… I think to bind your traits to traitlines is completly unneeded. Let us choose complete freely, give a rank and costs to the trait for balancing. For example master traits shall cost more than adept traits, but the costs are individual per trait. So if certain traits are rather weak, you can choose a higher amount of them. Grandmaster traits cost depending on their strength too, but not too much, instead there is a limitation of 2 for grandmaster traits.
(edited by Chris.6105)
[EDIT] Lets ignore the WoT below, short answer, three styles was only an example for the possible numbers of styles. Furthermore, even if the trinity fits well for guardian, itis only an example. There could also very well be three offensive styles.
Maybe for the guardian, but espacially that made him a good example.
My Mesmer for example, I love to play half in melee, illusionary persona and clones on dodge make this a perfect build for me. But at the same time I am bound to the traitlines and furthermore there are other great traits in there but combared to those two… No chance I would actually use them… so it would be great to have them as general effect, but at the same time there should be an alternate.
So lets go over to my "defensive style. I think to differ it, to make the shatters instant with single target would be great. Though many will prefer AoE, this must’nt be less powerfull, to make it even more effective against single target, the shatters should include interrupts (preferable even other shatterskills than trying to alter the actual ones) You most likely know, the mesmer has tons of traits using intrrupts, but the number of interrupts is rather low, especially without a build centered around interrupt skills. After some other professions like war and engi are already great for crowd control, I would loveto see an ccomeback of the good old interruption mesmer. Since skills work different to GW1, 5s or better 10s should be better than a whole recharge and without daze it also shoudn’t be too strong to add “only interrupts”, especially after these would fit also great to some other professions playstyles.
The third idea for my mesmer (I never suggested it to be only three, but I would be already happy, if Anet would decide to give at least one alternate), here “support” does fit well with spammming boons, but the actual idea is to give the mesmer a invisibility playstyle. Torch, glamor, elite, clone, trait. Though the group invisibility is great, I would prefer a more speedy playstyle like the thief with dagger. To make the shortest shatter grant invisibility (only) to you would be a great way for this. (of course something similiar for the thief would be great, after all the great funny playstyle is bound to dagger). Cause the Mesmer shall not be an 2nd thief, he shall also not concentrate on damage in this playstyle. So to replace the shatter attacks with shatter supports would be a great thing, at the same time heal is not limited to this playstyle, so the others are not less effective suporting.
The final idea behind this is to revive the old idea of an unique playstyle. Actually you have three kinds of traits. The ones usefull in general and not creating a real playstyle, the ones useful with certain weapons/skills depending on what you choose and last the ones that create a playstyle through their strong unique effect (like illusionary persona, slight of hand or altruistic healing) or their working together (dodge skills and endurance regeneration, interrupt and daze skills on mesmer, life steal traits on necro, invisibility traits on thief)
The first are most likely useful if you have no fitting traits of the second or third in your build. The second fit great to certain builds making them perfect to be saved and loaded to swap fast. The third ones are great to alter your playstyle but you most likely can’t choose effective fitting traits of the 2nd kind. At least I often have the problem to create builds around either a playstyle unable too buff my choosen skills or to buff my skills leaving me unable to have a effective build with other skills without changing my traitpoints.
So I suggest to give all professions certain playstyles and remove the traits of the 3rd kind or at least limit them to the fitting playstyle. Furthermore the choosen playstyle should be not soo easy to swap like traits before reviving at least a bit the thought of an individual playstyle.
(edited by Chris.6105)
I am missing some control over my playstyle. Of course, there are many traits and skills and at least for some professions these can bring big changes for your playstyle. But these are bound to certain builds. Where is my personal style, that cannot be switches that easy?
Example for guardian. Here I think the virtue traits show a good direction. Three examples for playstyles You should be able to choose independent instead through traits.
- offensive brings the two virtue traits for justice, increases burn duration by 33%, aegis burns nearby foes on removal and grants mights on allies, additional to the healing of resolve retalitation is given to allies.
- passive brings the courage traits, burns on block, you are healed for each boon and virtues grant boons on activation.
- support brings the resolve traits and other healing traits, also increased healing to allies. Burn is less often inflicted but justive has a chance to remove boons passive and a 100% chance active.
The guardian is a good example for different playstyles, but also for the boundaries to thetraits. Of course the thoughness traiyline should have a few fitting defensive traits, but selfheal thtough boons together with +600 vitality… obvious which traits I choose for tanking. especially annoying is the fact, that you have +33% burn duration in one traitline, aoe burn in another and increased burnduration and conditiondamage in a third traitline… if I would play radiance, I would play with burn, but the two most effective burn traits are grandmaster in two different lines.
[Edit] This also should be not this hard to roughly balance, after all choosing between these three playstyles is like choosing between three stron traits, furthermorr like you can see I try to use existing traits to create a difference between the playstyles instead of creatin domethin completly new.
For Mesmer I have the same idea. There are many interrupt traits but what about a interrupt playstyle? Also the shatterheal shouldnt be doubled by illusionary persona.
- Offensive: aoe shatter effect, including around yourself, a few ttaits to create clones, especially on dodge roll.
- defensive: works with interrupt and solo target. All shatters interrupt and solo target, but the clones are shatterd on Iinstamt without aoe. BTW, add interrupt as new mechanic, it will only interrupt without dazing or stunning, but interrupted skills recharge longer and interrupt skills have an effect on interrupt.
- support works a lot with boons and invisibility. Clones do not run to foes and have support effects on shatter. Mindwrack grants you invisibility.
(edited by Chris.6105)
I try to stop me from talking too much, soo…
What I don’t like about Boon and Condition Duration:
- useless with already full stacks.
- damage/heal per second has no use for increased durations < 1s
- increased condition duration is often more effective than condition damage.
My suggestions:
- stacking in duration: The nine stacks are shown now. They stack not in duration but for each existing stack the next lasts 1s longer. For example 3 stacks of stability, the longest lasts 10s, if another 5s stability is added, it will last 5+3s. Removal will remove only 3 stacks but always the 3 longest lasting. If nine stacks are full and a new stack is added, the 9 shortest are removed and gain a strong effect like knock down for cripple or stun break for stability.
- stacking in intensity: removal will remove the 5 longest lasting stacks. If the stacks are full, you gain a little weak bonus for compensation. For example vulnerability will deal a fixed amount of damage for each 1/10 s of vulnerability based on power.
- damage per second will work the same like above for each 1/10 s additional to the full seconds. Of course this time condition damage is used. Same could be used for the whole duration on foes immune to these conditions. To say it again, the damage is an compensation, far lower than the dame the condition would have dealed.
[Edit] OK, I hope my writing is understandable. Maybe a few smore thoughts.
Burning of the guardian passive lasts only for one second, also fear on necro dealing damage, you normally won’t have +100% condition duration. So already 5% more or less could double the damage or not, thats a bit too much I think. Also some skills like rangers torch will inflict multiple short burnings making the stack maximum kind of annoying.
Also I think immobilization and fear would be better as effects like stun or daze.
(edited by Chris.6105)
I do not really get, how you obtaion ascended weapons and I am not really interested in it at this point, but some things i really have to say.
I am actually not interested in crafting, I do not like it. I know, the amounts of mats needed for ascended weapons is a lot higher than normal, but i realized a few things I really dislike:
Ascended trinkets can be only obtained with laurels (really easy, but takes much time) and with fractal-coins (which is a lot harder compared to laurels, furthermore I do not play fractals, no fun for me). There should be more ways to get these, I do not understand, why you did not add a way to craft them like you craft weapons.
Ascended weapons are accountbound. Many mats are only obtainable in some special situation. I hope, there will be easier or at least other ways to get them. I know, you cannot make it to easy, only because some players plan to get them 8 times, for each profession, but still, dont make it too hard, there are legendaries as the ultimate goal, not ascended weapons. Furthermore even the mats are accountbound… I make dungeons a lot, but i get mats i cannot use yet and also cannot sell them… You know, one stack ist only 250, what shall I do with all of them…
Differences between gametypes are soo annoying: There are WvW-infusions and Fractalinfusions, you have to decide between and at least without fractalinfusion in higher fractals, you will get problems.
What i would like to see would be something like this:
- Ascended crafting, the mats should be sellable to make them not useless for non-crafter and to give a possibility to get them for others (you may have no luck with getting, what you need or you dislike a way to get a certain mat). There could be different sets, account bound (to show off) and sellable with boring/not unique skin.
- Loot, but no direct weapons. This loot is needed to upgrade certain exotic weapons (like illusion weapons). If new weapons are added, these are first created as exotics.
- Fractals, but only a way to upgrade the fractals weapons together with the mystic forge.
- Dungeons. These are the easiest way to obtain ascended gear. For weapons, you need a gift, the weapon (like ac GS and a gift of Ascalon), 100 Philosophers stone and a buyable item (from NPC, around 20g?), that decides the stats (can be replaced by mystic forge stones, if the stats remain the ones of the exotic weapon). For trinkets, you use instead of the gift offers, the exotic trinket itself has to be crafted with the offer before.
Yeah, this may is a bit easy, but you should not work hard for this items in my eyes, hard work should be a need for legendaries. Furthermore, exotic infusions (usable from level 60 to fit to the other max upgrades) could be a real hard deal: They are not too much better compared to infusions, but to perfect the weapon, you need them (also on legendaries), also some especially expensive infusions could add graphi effects.
New world info and overworked world boss/champion rewards
Champions should become better again and less farmable, also world bosses should be recreated. Also Scarlet, the yellow info is not very helpful!
- Champions should not be zerged. The reward is a good way to make no-event champs a nice target. Soo change no-event champs in the following way: They are random and spawn sometimes instead of veterans, so it is not “spider is back”, but “hey guys, I found a champ”. Also, if a champ looses too much health in a too short time, they should become invulnerable in a short time or heal themself to give players a chance to also obtain loot.
- Champions should not be zerged. There are also group events, where a veteran is too kill. Make also eventchamps a rare random champ, most time rather only veterans. If an eventchamp spawns, this one should be much stronger than normal champs. Also, this should be a mapwide event you can see in the new map info.
- World bosses should be a highlight of the area, also for the normal players. Remove the high reward (i suggest a great alternate later), make it a normal event for the low players, that do want to enjoy the map. The world boss cheat is a total fail, especially in the lower areas:
- It is a map for the lower levels, but these can not always keep up with the high level zerg.
- The fast killing destroys the highlight. These are nteresting big events with a gteat boss as a final, but actually players face a farm spot, where 50 players hit it to get the reward. That is not nice.
- It is a map for lower levels, but the big reward is only for high levels. It is hilarious to not give players fitting into the map rewards, while getting tons of high levels not fitting into the map by a high reward exclusive to them. I mean, the loot from normal foes is adjusted to your charakers level and you are downscaled, this is great to let high level players still enjoy low level maps. But what you do, is making the low level area into a farm spot for high level players!
- After it gives no big reward anymore, you can make it happem mor irregiulat without timer.
To remove the champ-farming-zerg from champs and world bosses will bring a great low level area back. But still, these are World bosses, there should be something special about them… sometimes
Make world bosses normally to map events, shown in the map info and no special reward… normally. I have a great idea to make world bosses to more of a highlight than it is now, make them sometimes to rare high level events with high rewards.
For example behe, normally it will stay like it is, hopefully less farmed cause the removed reward. But once per day, the behe event is improved to a lvl 80 event and a lot harder than normally.
- The reward is increased to show the rare situation of this event and to let tons of players come there. OK, this is again a high level reward in a low level area, but once per day this should be no problem.
- The event is always a level 80 event, undependent of the map.
- Low Level charas can not really take part in the event, the have no chance againt the high level foes. If killed by one, their armor is not damaged and they are teleported automatically away to a safe spot.
- This event is a new “World Event” and will be announced in the new world info. Soo you can see it, if a world event goes on and the dagon timer and the “was behe there” is not needed anymore. The pre-events will also be 80-events and there is a short time before behe comes, so players have enough time to come.
There will be multiple world events. There are World bosses (each once or twice per day), scarlets invasions and other (future) events. I think the players will love the world event info and the world events themself. Also these are the most useful way to obtain ascended rewards!
I try to make it short and understandable…
In the beginning, there was a nice little map, called queensdale, there where lot of nice champ-events and a highlight foe called behemoth.
Now there are questions about behe all the time and the champs go down so fast, that killing before the zerg is there is kind of unsocial… Furthermore, it is a starter area, but the good loot goes only to the higher levels (behe) and the fast kills are also not obtained by low levels. Farm-Areas are OK, but please not in a starter area…
I suggest to overwork the shown information right on the screen and also many big events. This is a lot of a nerf, but it will recreate a lot of atmosphare.
You can choose, what will be shown at the right, there will be a limit, but there is a lot between you can choose:
Personal Story
This is always the first thing there und should be choosen for a new player automatically. It shows the actual progress in your story, but it could also include other storys dungeon progress or living world with rox and braham.
Achievements
You can choose the categorys you want to see, daylies, monthlies, your own list, a living world category… My own list is already a good thing, but to choose my daylies each time again is annoying…
No Living World and Map situation
To see in some areas forever the information “there is a conflict with centaurs” or such thing… soo unneeded. Even if the situation does change “centaurs attack”, this does not help before you are near enough to the event to know where to go. Also LW info. I get a letter about living world, this should be enough. Why do I have to see the info forever.
New map info
You can choose to obtain the info about the actual state on the map. These includes bigger event chains, world boss events and champ events.
I wanna suggest again alternate weapon skills. I think, it is important, to keep attacks similiar to existing ones for weapons instead of creating only new ones, so for example:
- GS: Melee, third attack is a dodge.
- GS: Block, push back (like 5) and create clone on block; throw a bouncing projectile to immobilize foes.
- GS: Like 3, big target circle, creates up to 5 attacks in the area, no boon removal
- GS: Throw yourself in (like the phantasm); port yourself back and create a clone
- GS: Like 3, channel and create multiple autotargeting attacks.
- Staff: Attack does not bounce, but explode in a small area, hitting up to three foes and inflict random burning (50%), confusion (20%), blind (10%) and poison (20%) for 1s.
- Staff: Create a clone behind you.
- Staff: Transfer one condition to the foe and steal one boon (same icon like Arcane Thievery)
- Staff: Grants switness to nearby allies while tormenting foes. Blast Finisher.
- Staff: Create a chaos field, grants protection, vigor or regeneration while vulnerating, crippling, weakening or fearing (10%) foes.
So lets change it completly over. The Hero I want to be is a hero, that fights the deciding battle in a small group beside the mainorganisation, which does fight the unimportnat things. In GW2 I am the mainorganisation, I am even their Leader!
Soo add far more options to the personal storyline, lets start with the beginning:
- The story is decided by the biography. A street rat will play the street rat.
- At a point after finishing the street rat story, some important NPCs in your home instance give you a task to play the nobles story.
- The story is not completly identical, it is harder and you are not the main-person, you instead help a noble NPC out to play the story of a noble.
- All you finished racial tasks can be played again ba talking to a NPC in your home instance (mother tree for sylvaries)
Next the order. The order hast more tasks for you.
- These are not paths to choose one from, you can play all of them. But the actual one has to be finished to play the main story to the end.
- The order could give you a high amount of jobs, these do not have to be added all at once.
- All jobs can be done by any order, but for some of them, you are send to another order (if the job is done by vigil, whispers do not deal with it themself, they send you to help vigil with it).
- All your finished tasks can be played again by talking to the orders story teller.
- Storylines of other races could be played here. You are ordere to help a blood legion member as human for example.
Next the pact: You will finish the dumb dragon like you do.
Add a new sequence in the future after killing zhaitan:
- The pact will become a new order, it deals with maintaining teamwork between the races and orders.
- You have to choose: Stay second commander and leaving your actual order or go back to your actual order. You stay a welcomed guest at both orders, but you only are part of one order.
- The task of this new order is to maintain work between these orders, but also between races and to rebuilt Orr including fighting the remaining undead.
- A pact story teller let you play your finished tasks again. Here you also can play the path you did not play as the story of another Pact group (little bit overworked, if for example traherane is in all three paths)
After Zhaitan is defeated, some changes should go to the new world:
- NPCs get new dialogues showing, that one dragon is defeated.
- The Dungeons are also “finished”, you can enter directly explo mode.
- All four orders get new unique tasks. Play with friends to do them all.
- Areas change, less undead foes. A new reason for the undeads to fight (A bunch of Lich Lords creating a organisation to rule the world or such a thing)
There should be a split up for new players:
- Other (old) dialogues before finishing the storyline from all NPCs.
- Orr-area-instances, that show the old orr, not the overworked new one. Although the same map in some way, there will be two instances.
- After finishing the story, you can enter these old orr instance through a NPC in the Pact-Mainquarter. (There should be a big change between old and new Orr, so that having two instances is worth it, like different JPs). You also could build the Pact mainquarter bigger and make it a new city.
Telling old storys.
There is a fifth order, that you cannot be part off. The work of the order is rather small and has no importance for the actual problems. I tells the storys beside the dragons. One task/path is the flame and frost story, another the southsun story. there is a bit explaing by the NPC giving the task (including the informations in the blogs), than you have to go to the places you also entered the instances. Each complete finished task/path grants you a nice reward.
Overwork dungeons:
All dungeons are closed down. Now the orders have a second path, that has also to be finished before finishing the dragon off: The dungeons story. Why? Many do not feel to finish the story anymore, only 1 of 5 needs to have it after all. Also the story has a line behind it, but if you do it not in a line and with a lot of time between it, you cannot fallow it anymore. Also add a new room in the pacts mainquarter, from where you can enter all dungeons (explo). This would be a good place to search for groups.
Also may think about the sequences. Random groups often do not want to see them, cause you do dungeons multiple times, you often also skip the sequence already before thinking about it. Because most players including me do not want to see the story over and over again, we end without having some sequences ever seen and that is not the way it should be.
Living World = The World Changes? You add ne content, but aren’t you forgetting the old content?
I am some high important person in my order and even the something, that united all orders (I still think, to be one of the heros saving the world is better than being the ONE hero and a sidekick of the plant, that is not the one hero, but better than anything I can do myself), I finished my tasks in my personal story and so on…
1.: I loved the starter-personal story, furthermore there are enough options to be not able to having played them all by having 8 charakters. It would be great to have some options to play all personal story content later. Of course there is no need to do so, but it would be fun, and especially made it possible to play this content for any player. I mean, there is this short great storyline, but each charakter can play only one of them…
2.: I remember some amazing parts of the personal starter story, Malyck, Riot Alice, I burn to see them again, I am highly interesred in their future ingame. The blog about scarlet is interesting, but does she interest me ingame? NO! Also although Braham and Rox were highly interesing to me during Flame and Frost, they do not anymore. But both, Malyck and Riot Alice (like i said, you cannot play all of the starter lines so I do not know too many).
3.: I am still a member of the order. How to add a new storyline to the orders instead of Living World Content like now. Permanent or afterwards.
4.: Like the title says, Zheitan is dead. OK, not all players finished the storyline already, but the world should change a bit, even if you have to split it for charakters.
5.: I love the start of the storyline, but I totally hate it afterwards. To make it even worse, so far you do not choose the same biography, the start is unique, but the end is absolutly not. Of course, there are sometimes two possible ways chooseable, but changes nothing. More or less there are only 3 paths to choose between, but I have 8 possible charakters. Through racial biography, there are up to 15 paths in the start, soesn’t work out, right?
Problem one, choosing your path
First, storyline depends on the things choosen in biography. But I choose the biography mostly to give my Charakter an image (~RP). Yeah, there are 15 possible first paths, but what if I want only noble humans? Than I will play the same path 8 times… Furthermore, this will nearly stop completly afterwards… My street rat was a nice storyline, but I feel zero like a street rat since some time now. I have no place where I belong with my street rat friends or so, no small NPC-Community. OK, I do not really visit my home instance, but I also do not feel any need to do so. Make the biography choosen more valuable, it doesn’t have to be much, but so something. You could create a small nice community of NPCs in your home instance, some resaon to go there (unique items, a minigame like annoying the nobles as street rat or a fighting compitition as charr, a small minidungeon with reward, that your non-streetrat/charr-friends can enter with you) and somthing around each part of the biography. For example my Human-Guardian-Street-Rat (No Parents, Dwayna, Fanatics Pauldrons) has unique NPCs cause Your real Parents, A small dwayna Shrine and a personal Fanatic Pauldrons guardian-mentor. The biography could be such a great thing, but really, it has no meaning to me like it is now and I visited my home instance not once ever so far (outside of personal story). Also the last thing, my personality. My Biography says, I am a charming one, my hero channel says the opposite! Also, if you add great merchants and such stuff to it, you could add a travel option to there like you can travel now to the HotM.
Second, choosing your paths later in the game. There is nothing explained before, there is a question and this decides everything. My ele does the kitten boring story I did already with my Mesmer, but wait, I looked it up… The tree asked me, what I fear, I already thought, that the same answer means same story… I did not wish for logging to my mesmer to look it up and was sure anyway to now it… It was the same again. After there is no other time, where I can see, what comes (help frogs->frog-story. become vigil->work for vigil. fear something I absolutly do fear not->no, that says nothing to me), so it would be great so swap the my personality in my “That’s me” description to a I fear.
Third I choose? I CHOOSE? Noo, no I did not, to choose between two ways to do the same is no a option to choose. To choose between three dragons is a great option, to choose between three not too different ways to kill the same dragon not.
What I hate most about the Living World:
- You miss most of the tiny bit of lore, if you do not search the wiki articles.
- The lore vanishes completly afterwards.
- You are annoyed by too many events and confusing massages, but dont get ingame, what it is about.
- You play it, cause nothing else to do, cause easy earned achievement points, cause unique rewards, cause time limitation, but not, because you think “WOW, interesting, I cannot get enough of it”!
About the Achievements and rewards:
- Gold… There are tons of Accountbound/Soubound things, to hinder a too strong flow of gold like in GW1, but it seems to me, that each update brings more gold with it… People have more and more gold, the wort of gold goes down like hell (you can see this well at the price of gems, after players have so much more gold, they have more and more to use for gems).
- Achievements… They are great outside of living world, there are nice ones done as a sideline like X kills with sword, X pirate kills; there are some channeling ones like finishing all paths in all dungeon, but you can do them whenever you like to. There are some kittenes that you have problem with, whatever, you can try so often, like you want. But the Living World achievements are different… There are kill X foes achievments, or use a item X times and these are boring and annoying like hell, if you finish them in the limited time. Also there are kittenes again, but you have no time to try later, you will loose the chance after the limited time ends.
- The rewards are good and bad at the same time, minis and such stuff, not anyone likes them or even is completly not interested (you cannot even sell them), at the same time, sometimes you will love the skins (like I the Fervid Censer), that are not obtainable afterwards.
About the lore:
- The small part of lore is interesting, but first you dont get all of it ingame, second you do not always get all of the lore (especially if it is part of multiple living world contents), third it does not last forever (you want to play it again, couldnt or didnt want to, while it was active or you got the game only afterwards).
- Some content like from aetherblades introduction to kiels election could be played by a coworker-NPC. This explaines lore and makes it playable again, if this cannot be made a part of the world anymore.
- Some can be temporal content (yeah, a bit boring) like canach breaking out and you have to cathch him again and the chaos breaks out again, as a bonus the storyline behind this is explained in some way.
- Content like Halloween comes each year again, so no problem here.
Annoyences rather than changes:
- What did change afterwards? Flame and Frost did not really change anything. Southun something added a new area, but you dont get the content behind this. There need to be really changes, like small places, where the consortium still works at southsun, explaining the lore behind it (also big event chains for this would be nice), or a small extra area somwhere, where the molten aliance still is active and an event chain explaining about them. OK, some NPCs change, but that there stands a NPC where it does not stand before has near to no meaning to it…
- What does change temporal? Some events are overall at some maps (OK, this Scarlet stuff is a bit better, though the zerging has no gameplay to it…) I mean some random events with eventfoes explain nothing and are boring… where is the lore or the fun to it to see equal foes spam over and over again…
- Special case dragon bash and Adventure box… Some players like it, some not, but more important, the skins destroy the game, they fit zero to the actual game
I think I have a bit of understanding about the Plant-People, but I would like to ask:
If I understand it right, the Sylvari are born at the tree, get a life task decided by their dream and stay in connection for their lifetime.
- Most decide to follow their task and stay in good connection to the tree.
- Some decide to ignore the tree like Scarlet or the Soundless. Still, the connection is not really cut, they could come back anytime.
- Some are corrupted by the nightmare (by other members or out of free will) and use the remaining connection to corrupt the Dream.
Q1: What about Pirates and other organisations committing evil deeds? They seem not to be part of the nightmare court, So are they sylvaries, that cut connections to the tree? Or shall they be part of the other tree, where Malyck comes from? Also how does Canach fit in?
Q2: What about Percilak the Knights armor? Theoretical an Armor making yourself invulnerable shouldn’t be a one-time-thing in the beginners Story.
Q3: Why are the Nightmare Court so hilariously dumb? They are an evil kind of organisation with the power to corrupt other creatures (anyone else here see a slight resemblence to the borg ;P ), they could be so more evil, if they would use their brain a bit more. I mean, Scarlet and Canach are Sylvari and commit evil deeds, but a Nightmare Court member, that releases himself from the nightmare court, but keeps his evil nature could be such a great story
Scarlets Problem is the missing way between the Dream and the Nightmare. I really cant wait for the living world content, although i fear it will disappoint us, after all the pale tree can never be a fightplace, it stays safe out of lore as starting place for the race. Furthermore there is the possiblity of another tree (other seeds inside the cave, malyck) and https://forum-en.gw2archive.eu/forum/races/sylvari/Sylvari-the-Lost-Desciples-of-Mordremoth/first#post2721302.
Q4: Why is it so hard to add the thought into the game, that “we” as Sylvarie could be an evil tribe changed by Ventari. Of course, the nightmare court has an earnest problem and their believing would kind of fit to the theorie of them being minions, but it does not make any sense to me, that the good sylvarie rather join the Nightmare Court out of free will only cause their possible real nature instead okittennowledging the possibility only. I mean, it is discussed forever, if humans are rather good or evil creatures (greed, hate, egoism, blablabla), but you wouldnt decide to do evil deeds, only because you acknowledge the possibility to be evil.
Q5: Although the pale tree has for sure great might, it is not something allmighty. The eternal alchemie is a concept of how the world works, so it is not bound only to the pale tree. Is there any hint so far, that the rank of scarlet is more than bound to the pale tree?
Now some questions about the sylvarie style: I really like the look of Sylvarie in plant clothes, but most sylvaries wear normal armor. Most normal armor does not fit to the races culture, after all players like a big nunmber of outfits over a limitted fitting to the race.
Q6: What do you think about the style of NPC-sylvaries like Pirates? Would you also prefer to see them more in plantclothes?
Q7: What about sylvan hounds? Isn’t it boring and unlikely, that there are other creatures born from the tree, but only dogs? Wouldn’t it be nice, also lorewise to have a bunch of plant creatures, not only the dogs?
would be funny to make back items out of them. 250 or 1 permanent button is needed to craft a back item to have kiel forever (all my friends hate me for supportin kiel )
Another thing, there are normal sylvaris and there are the nightmare sylvari. How exactly fit Pirate-sylvaris into this concept?? I mean pirates kill innocent people (evil) and steal (greed), this is the complete opposite to ventaris teachings, also it does not fit to the nightmare..
OK, there are also many nice skins, but let me remember GWs skins.
This is of course my opinion, but in GW1 are many (weapon) skins, that are beautiful in my eyes, even if not of the same family, they furthermore fit well together through the more realistic nature. In GW2 i hardly have enough weapons of my taste to find a fitting set for my charakter.
I really liked Asuran and Imperial weapons and would love to see them in GW2. Also tormented, celestial and zodiac weapons would look so great… or so I thought…
The GW2 zodiac weapons look interesting, but are a completly different style, I really dont understand, why you had do overwork them.
Also armor, the boring GW2 armor… many GW1 armors look more modern in my eyes, especially for scholars, which seem rather old-fashioned, but with far too much skin.
This is only the start of GW2, and this is my taste, but already in prophecies were more armors and weapons I like than in GW2 yet…
Sigil of battle is the best example. If swapping each 10s, you have 6 stacks of might all the time, means +210 for two attributes.
BTW, both ugly sigils, Generosity and Purity also trigger, if you have no condition, making them even worse.
Also a great example, the celestial Runes shall be weaker, cause they do not buff certain attributes, but they give +12% Critical Damage, while Critical Damage Runes give only +10%…
I agree, I took part in the gameplay through using all support tokens to support kiel. Short after the end, they made the tokens sellable, If I ignored the Living World, i had gotten nearly 2g, but instead i have tons of useless buttons now…
I feel a bit like being punished by playing the LW now…
I actually hate summoning equipment. My charakter has a theme. If my Ele gains the lifesteal effect (Rune of Vampirism, looks like necro-dagger-auto), I can life with that. But summonings like fleashreaver, stonedog or the golem (PvE) totally destroy these themes.
Lfg is one of the most annoying things on the map, furthermore, LA is already overspammed with Lfg cause the FotM and some players are furthermore searching in general for dungeons, not for one certain dungeon. So why not making two new areas:
FotM-Area, a perfect start point for FotM and searching for a group.
Dungeon Area, a place, where is an entrence(-asuraportal) to any dungeon, perfect for group search.
There could be also a new ? for travel, to HotM, each city and these both areas.
Remember the ship for traveling in GW1, also the Beach later added (I really wonder, why they do not use their best ideas for GW2).
I love to create charakters, which fit perfectly together. For example, i would never buy a legendary, because it has a unique look and it would never fit to my other weapons.
First, like the title says, about the exotic weapon rewards from AC, I totally are in love with the day-skins, although it is a strong effect, i like the blue flames, cause they are there only at night, but i totally hate the green weapons at night outside of battle without the flames. Soo i would wish either for a different way to look at night (slight blue flames or the same look like at day, if not hold) or to split day and night (I can life very well without the nightfalames and there seem also players, that dislike the “boring” daylook)
Second, like I said, I love fitting sets, but there are only few weapons at the moment, and often also without a set. I love the new violet-glowing champion-blades, but no fitting other weapons, I love nightmare weapons, but hate the scepter, … I would wish for more weapons, that fit together, so there are violet plant weapons, why not make other violet plant weapons (maybe with additional violet glowings for the efect lovers) for example instead of a unique new weapon, whixh fit to no existing weapon.
Third and last, please no effects, if the weapon is not used. Beside me disliking the lights, they also can distroy fitting sets. Maybe the glowing of two weapons does not fit, but only during the battle, i can ignore this. Also the HoM-Blade would so much better without the burning outside of battle. Furthermore, there is a new yellow-glow-runed axe, that would fit great to a existing sword, bot only one of them glows also, if not hold.
Haha, OMG, I know, my english sucks, but you seem to hardly understand anything…
to Thief: I have no thief
to Ranger: I hate the Markmanship minor traits, three traits underpowered in each long-duration fight, also I like the idea of adding more stealth, but already each 8s with longbow seem far to extreme to me.
to guardian: This is a skill, that fits great to the virtues, but is shall not be a virtue itself → no passive effect.
to (or is it about ) Warrior: I like the idea a lot, whatever, I titled this thread not without reason “unbalanced” ^^
to ele, this is about better options to buff one element. You can buff one element with more damage, shorter skill recharge and indirect like more damage against burning foes buffs fire. Cause only one element is buffed, playing all elements equal doesnt support this. It would be great, if fire attunement recharges faster, if I skilled fire magic.
to engeener, for example the mentioned skill is a bomb, so if you have three racial skills, the F1-F4 bar has three bombs.
to necromancer: three different skills, only the green glow is, what all three skills have, while active.
F1 let you run faster for 8s and during this 8s, you can port back, F2 let you deal more damage for few seconds and while active, you can port to the foe, F3 reduces damage for a few seconds and while active, you can heal yourself
Only skill no1 would depend on the weapons, not all 5 skills.
A mark as skill no1 for non-DS-staff should’nt be OP, it replaces the auto, so the damage is really low (but i remember now marks being bugged with foes like the TA-trees)
to Mesmer: the numbers mean the illusions shattered:
1 inflicts 7s confusion (x1), 1s AoE daze (x1), 1s distortion (distortion recharges 20s)
2 inflict 5s confusion (x2), 1/2s AoE daze (x2), 2s distortion (distortion recharges 40s)
3 inflict 3s confusion (x3), 1/4s AoE daze (x3), 3s distortion (distortion recharges 60s)
3 + illusionary self grant 4s distortion (distortion recharges 80s)