Showing Posts For Iralara.1825:
BANK/COLLECTIONS
13. Add a collections tab to the bank for rare crafting materials (i.e. slivers/cores, doubloons, essences, ectoplasms, etc.). There is no reason why these should be taking up space in my inventory or bank.
DUNGEON REWARDS
14. Increase dungeon reward tokens or reduce the number of tokens required for armor pieces. The grind for tokens is just that: a grind. A very painful, mind-numbing, weeks-long grind.
15. Allow us to sell back unaltered dungeon armor or weapons purchased from a token vendor for a full refund within a limited time frame after purchase (i.e. 1 hour of game time) in case we accidentally purchased the wrong piece.
16. Consider making dungeon items purchased from dungeon token vendors account bound UNTIL EQUIPPED rather than soulbound. While #15 is preferable, #16 would be an improvement over the current situation.
ACHIEVEMENTS/TITLES
17. I want a jumping puzzle title.
18. A dive master title might also be nice, but it could be too easy to obtain (?).
19. More titles in general (e.g. for killing all world bosses, map completion, slayer, etc.)
Things that drive me insane (some of which others have already mentioned):
TRADING POST
1. We should be able to preview items on the TP.
2. The TP categories and subcategories are simultaneously too specific and not specific enough.
a) The categories available on the TP (e.g. consumable, upgrade component, crafting material) are difficult to navigate and are at times too specific. For example, why do gems say “crafting material” on their tooltip, yet they can be found on the TP only under “upgrade component”? Where in the world does dye fit in? Is it a consumable or an unlock? To me, it could be either, and I’m still not sure I’ve ever figured out what the TP gods think it should be. There should not be 13 main categories and even more subcategories on the TP if players have a difficult time figuring out where the TP gods think they should go.
b) Make armor (and weapons, gems, etc) filterable by type (e.g. heavy, medium, light) and by stats (e.g. condition damage, magic find, etc.). Not all items with “berserker” stats have the word “berserker” in the item name.
c) Make dyes filterable by hue, material, and set (see Dye Mode for what I mean by that).
USER INTERFACE, CONTROLS, and SKILL BEHAVIOR
3. Change priority of ESC key functionality. It should go something like this in terms of priority starting with the highest priority: Close last opened (or all) open windows > Stop autoattack > Clear target > Stop autorun.
UNDER NO CIRCUMSTANCES SHOULD “STOP AUTORUN” OCCUR BEFORE ANY OF THE OTHER ACTIONS THAT ESC PERFORMS. NONE!!!!! When I am fleeing for my life and trying to close windows so I can see my screen, or clear my target so I stop autoattacking it, I WOULD LIKE TO KEEP FLEEING FOR MY LIFE.
4. Turn off right click targeting. I am CONSTANTLY losing targets because I end my right click during a camera adjustment while hovering over an npc, a different enemy, a party member, a dead mesmer clone, a rabbit, etc. This is annoying because it is so difficult to acquire targets as a ranged DPS. (See #5.)
5. Make health bars for enemies huge and show them all the time. We need more than names. As a ranged dps, it is almost impossible to click-target an enemy that is hidden behind players.
6. Dodging (including by using a keybinding) should interrupt ANY other action I am currently engaged in. This includes autoattacks, skills, in-process resurrections, etc.
7. Activating a weapon skill, utility skill, or dodging should ALWAYS interrupt an in-process resurrection.
8. Give us the ability to show target of target or to set a focus target. (See World of Warcraft if you need to understand what I’m talking about.) This will make it much easier to target appropriately and to acquire and reacquire targets. (Refer to #4 and 5.)
9. I would appreciate the ability to chain skills rather than interrupting them. For example, if I am casting a skill and accidentally start casting a different skill too soon, it cancels the first skill and gives it a short cooldown. I’d rather it just queue up the second skill.
10. Conversely, I think there should be a way to cancel a HEAL skill cast other than by dodging. This is especially true of our self-heal skill. Why are all other skills canceled by starting a new skill, but the heal skill is not? Yeah, I get that we might want our heal to go through even if we accidentally start a new skill, but I also don’t want to waste it with a 20-sec cooldown if I accidentally activate a heal when I don’t need it.
11. The loot key and resurrect key should not use the same button. Starting to resurrect a useless, dead NPC when you are trying to loot a corpse is exceedingly aggravating. (See #6 and 7.)
12. DO NOT let us cast spells that are out of range. Give us an error the same way you give an error for skills that require you to have an enemy targeted or at least make it a shorter cooldown like you do when the skill is interrupted rather than the full cooldown of the skill. This is especially frustrating when patch changes reduce the range of skills. I cannot tell you how many times I have wasted Phantasm utility skill cooldowns since the most recent patch (which changed the range from 1200 to 900).