Showing Posts For Keegan.1295:
I would love to see an construction engineer. The main skills would be all built items in the game that are target-able and have a degree of health to them to remove them. The class mechanic would be repair. Allowing you to repair and add health back to any of the constructed items.
Supply Depot: This would allow anyone to give themselves a small heal/w regen and a random boon. Tool belt would have to be a medium to large self heal similar to the medkit.
Wall: This would be a small impassible wall until destroyed. Tool belt would be throw brick and cause confusion
Platform: This would let 1 person interact with it and it would put them on top removing them from melee damage until destroyed. Tool belt would be a leap skill similar to the rifle.
Bunker: This would let 1 person enter removing them from range damage until destroyed. Tool belt would be armor platting granting toughness.
Barbwire: This would be a much larger section that would cause cripple and bleed when moving through it, but have low health for being destroyed. Tool belt would be strangle a melee range high bleed.
Weapon Rack: This would allow anyone to select a flame thrower, elixir gun, or grenade kit. Tool bell would be always ready and resets cool down on weapon skills.
Tank: This would be a long cast time and long cool down skill. It puts the engineer in a tank that is slow to move, has stability, high health, high toughness, very powerful aoe long recharge time single shot skill using the other 4 weapon skills for left right up down aiming. Tool belt would be air strike and aoe damage.
(edited by Keegan.1295)
Well I guess I’m alone in wanting this. I will leave this thread to wither and die on the vine. Thanks for the feedback everyone.
Well there’s a 15k cap on daily/old monthly ap, so given time you’ll eventually catch up.
If they separated the two then there wouldn’t be a need to cap “loyalty” achievements. The reason the cap is there is so that people can “catch up” but I don’t think that is needed you just need to keep the two types separate then there would be a loyalty leader someone who has never missed a day since launch.
well, theres a way achievements distinguish what you’ve done already: Titles
I.E. No amount of AP will get someone Honors in Applied Jumping,
Oh I agree titles are great and do a great job of representing specific difficult achievements, but I was more wanting something that is a over all like the leader boards are to distinguish between the two. In fact I think “if” they did this that titles should be associated with progression in the two types of achievements.
So in coming back to GW2 for the Heart of Thorns expansion I find that I’m woefully behind the majority of the game in Achievements points because of daily/monthly achievements counting towards the total. I feel Achievements should represent a players achievements in the game not their loyalty to the game. It would be great if the Dev’s could breakout the Achievements into two categories the first would be for everything that is a one time achievement like story, dungeon’s, collections, and jump puzzles. The second would be “loyalty” achievements this would be for all the repeatable achievements like dailies, old monthlies, and any other repeatable achievement. I don’t want this second type removed as it is still an important metric of pride to display but is fundamentally different than the first type to me. Both would work towards the achievement unlocks/rewards so that system would not need to be changed. However titles and leader boards would be able to separate the two type of Achievements.
What do you guys think good idea or poor one?
(edited by Keegan.1295)