Showing Posts For Clockwork Cake.9138:

An improvement to the badge of honor system.

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Posted by: Clockwork Cake.9138

Clockwork Cake.9138

I think it’s a good idea as it means those who are playing actual WvW are getting rewarded for it instead of having to rely on JP’s. They could even make it so that people only get the badges if they achieve a gold in an event, ensuring said person has contributed enough to the goal. I think it would also give people more of an incentive to play WvW battles instead of constantly farming JP’s, providing a bit of choice over how you feel like earning your badges at that time.

For people like myself who can’t play in massive battles due to a drastic reduction in frame-rate, the JP’s would still be there.

DPS and Aggro Meters.

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Posted by: Clockwork Cake.9138

Clockwork Cake.9138

I’d also like to say that damage meters, in my opinion, should not be welcome in this game. Not only does it just invite competition between players and blame on individuals for a dungeon run gone awry (I’m sure I don’t need to give examples of other MMO’s having this mentality) but it doesn’t even make sense with the play style that Guild wars 2 has designed.
The whole point in the combat system for this game is to create a balanced character that may or may not be more geared to damage or survival. That is why everyone has their own healing skills and there are no specific tanks or healers. This means that when doing a dungeon there is more or less equal pressure on doing enough damage, keeping yourself alive and keeping other team members alive on everyone in the party. Therefore I don’t really understand where a damage meter would fit in anyway.

Boons tied to healing to something else?

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Posted by: Clockwork Cake.9138

Clockwork Cake.9138

I think the idea of them doing this is to give you the incentive to have a more active play style, although it’s not always really obvious at first. For example, granting vigor or swiftness on heal means that it helps you avoid incoming damage by aiding your dodge rolls or allowing you to escape a potentially fatal situation, which is what you want when your health is low enough to use a heal skill. I was confused by this a little until I thought about it more too.
One of the guardian trait lines (if you’re grandmaster) first gives you vigor on critical, then the second heals a small amount on dodge roll, then the third makes you do more damage at low endurance. By adding this in they’re trying to make you want to dodge around some more.

The Scythes...

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Posted by: Clockwork Cake.9138

Clockwork Cake.9138

I would suggest that the scythe wouldn’t really fit into the game at the moment. It is too peculiar a weapon, and technically a battle axe would do its job much better. As such I would suggest instead two handed axe but with a scythe-like skin for it.

I totally agree here this makes much more sense in my opinion. To be honest I’m still confused why they didn’t add 2 handed axes into the game in the first place.

GW2 is too happy & bright. Make it darker.

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Posted by: Clockwork Cake.9138

Clockwork Cake.9138

I agree. One thing that highlights how true this is sometimes is if you choose to side with the Durmand Priory and you get stuck under the leadership of that annoying woman. Seriously, she didn’t fit in with the game at all. I half expected her to be like “oh hi there risen corpse, how are you today?” during battle. I can't be the only one who was actually relieved when she died on claw island.

Trading post idea

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Posted by: Clockwork Cake.9138

Clockwork Cake.9138

The only problem I see with this is that for some bigger items, such as legendary weapons or expensive precursors, the amount of time needed to sell such an item I imagine is fairly long. If they included individual time limits for specific items then that wouldn’t be a problem though.

The Legend Behind the Legendary

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Posted by: Clockwork Cake.9138

Clockwork Cake.9138

I’ve seen the topic of legendary weapons everywhere, and it’s usually followed with a stream of conflicting posts about the ease or hardship of crafting one. I have some annoyances about them myself but I sat and though about it and I believe I’ve come up with a couple of suggestions worth noting about why everyone is making such a big deal about it.

  • There needs to be more legendary weapons. More choice between what amazingly cool-looking weapon you want to end up with. I know the idea is that legendary weapons are so challenging that it takes a very long time to create one and not everyone will be able to get one, but due to the few choices, that doesn’t matter – it just means in a fairly lengthy amount of time those who have been able to create a legendary will all have the same ones and they will lose their appeal. If many more legendary weapons are introduced this will make the pool of weapons more diverse and it won’t damage the stand-out effect that people want these weapons to have.
  • Make other legendary weapons a bit cooler looking. Correct me if I’m wrong, but I think the majority of us who are working towards a legendary are working towards making Twilight or Sunrise. I’m not saying that the others aren’t cool looking, they are, but most don’t have the same stand-out effect that those two greatswords do, at least in my opinion. This links in with the paragraph previously and I think these two ideas together would solve a lot. Also, it wouldn’t hurt to add in some more exotic weapon skins in general. I like the idea of seeing someone run past with a weapon and I’m like “I didn’t even know that existed!” (that’s a bit unrealistic maybe, but you get the idea).
  • As many recent threads have discussed, Legendary weapons at the moment seem less about doing things legendary and more about farming for endless hours that aren’t fun. Something that’s worse is that this is the case for some more than others by a big margin. If two people with a legendary come across each other they should be able to reminisce with one-another about the challenges they both faced and the equal amount of hard work they both must have put in to achieve it. Just now however, one might have taken half of the time to get their legendary than the other just because they were lucky enough to receive various loot drops that the other didn’t. My suggestion is to create something that’s more skill-orientated for the player to receive certain drops, like precursors. I know there’s this scavenger hunt that will hopefully be implementing something more along those lines, and this point is just to reaffirm that I think this is a great idea.
  • Similar to my previous point. I think legendary weapons should have a legendary background to go with them. In a story you wouldn’t hear about the heroic adventurer who achieved world-wide fame and crushed his/her foes with the legendary weapon such-and-such that they spent months gathering the materials to forge. Yes we should have to gather lots and lots of materials in the actual game to get a legendary but it would be cool if they had a background of their own origins, and this somehow maybe was implemented into your characters personal story.

These are just my personal ideas on what would maybe solve this issue a bit as well as enhance the game experience. I apologise for the mass amount of text, and appreciate the time you took if you read it all. I welcome comments on my ideas or other people’s similar suggestions but please don’t make this thread about farming lodestones or other materials – that is not what I intended here.