Showing Posts For Malikkus.4396:

WvWvW World Events

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Posted by: Malikkus.4396

Malikkus.4396

Agreed, there should definitely be some more dynamic, more unpredictability.

Weapon&Armor Aging/Special Procs&Effects

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Posted by: Malikkus.4396

Malikkus.4396

Just throwing off ideas, but this could add some more connectivity between players if, let’s say a piece of gear gains ‘aging’ when it’s stats are put into effect like I was saying earlier. At certain tiers, you can upgrade a piece of gear’s age level, with the appropriate crafting skill in 400. If you don’t have the skill, you can party with someone who does, and they’ll gain exp for performing the task. Each time you do this, you can infuse skill points, and certain items from crafting professions to tune the stats towards your liking.

Weapon&Armor Aging/Special Procs&Effects

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Posted by: Malikkus.4396

Malikkus.4396

I just figure it also solves the problem of precursors, by not only giving more value to all other gear, but possibly introducing new methods of obtaining them/legendaries with aging, that crafting reinforcement thing I spoke about earlier, and the forge.

Weapon&Armor Aging/Special Procs&Effects

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Posted by: Malikkus.4396

Malikkus.4396

I like it, if anything that could be the aging system, just with a GW2 twist.

I mean most of the effects would be visual, but in the end there should always be some form of uniqueness to certain really amazing items, a sense of accomplishment. But this way, you could invest skill points into aging the weapon, and slowly changing the stats towards your taste. Throughout the process, it would get minor visual effects, with a bigger effect at the end of the aging process, along with the whole prefix thing.

I agree going too far with it would throw off the balance that they’ve achieved so far, but it would make things more interesting. With enough fine tuning, it doesn’t necessarily have to be class specific. If the effects are specific to the item, at least to a certain degree, it will do a lot to make each item feel unique. Even if the effects are very marginal.

Let’s say for example, the lodestone weapons when fully aged, have a small chance on hit (2-5%) to shoot a bolt of that element at the target, not causing any effect, but doing a bit of damage, maybe doing slightly more damage if the target is afflicted by the condition related to the weapon (frozen for corrupted weapons, burning for destroyer, etc)

The way the combat system works, I can’t say you’d really notice too much anyways with the lack of info in the combat log/debuff stacking. And that’s not to say only rare/expensive weapons can be aged. A lower level player can spend some time making themselves a nice aged common sword. Over time it gets battleworn and rusty, and eventually has a small bleed effect unique to it, or something along those lines.

(edited by Malikkus.4396)

NEW Armor stats.

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Posted by: Malikkus.4396

Malikkus.4396

I like that.. I guess that’s what it is that I’m looking for, I find myself using mostly the same sigils and that kind of thing, and that’s not to say that there aren’t a lot to choose from, but there isn’t much dynamic behind it all.

I made a post with an interesting idea for improving items, without ruining the economy or rewarding players who have more gold. Sort of an ‘aging’ system, check it out if you want, tell me what you think :P

https://forum-en.gw2archive.eu/forum/game/suggestions/Weapon-Armor-Aging-Special-Procs-Effects/first#post1890516

NEW Armor stats.

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Posted by: Malikkus.4396

Malikkus.4396

I agree completely, but I mean at this point we still have to put in all that hard work for the items.. It’s just a little bit anti-climactic when you farm a really amazing exotic, and you transmute it for something with better stats..

Everything should have it’s boundaries, and I have played too many games where the glorification of one stat or proc reduced the economy to garbage, but it does feel a little demeaning getting a really amazing item, or farm it, to realize I’m just gonna end up transmuting it with my Zerkers pearl item, cause it has the same/better stats, and cost me less than 1g to make.

WvW server seperate from PvE realm

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Posted by: Malikkus.4396

Malikkus.4396

I think you should have the opportunity to decide which server you join for PvP, separately from your standard realm. It would fix a lot of the balance issues, and it could be made to be something interesting.

When first going to WvW, you could join a training map where you run certain ops with people from all PvE realms, to get used to things. Then after passing your training, you go through a placement evaluation, to decide which WvW realm you’d be part of.

Which you end up being in would be effected by different factors, such as your skill/success in the training area, the realms population& success, if you’re being referred (helps people join the same realms as their guild/friends, but doesn’t guarantee it as to preserve balance. Getting multiple referrals, or joining the training area with guildies/friends would almost guarantee getting in the same WvW realm as them)

With the addition of the custom arena (which I don’t think should be solely available with gems, but as long as it isn’t outrageously priced, it’s understandable, they need their cash too :P) friends and guilds will always have a way to PvP together, but at least something like this would do something to prevent the massive landslides when free server transfers open up.

GW2 does a great job at separating PvE, and PvP, why should something like PvE-centric free transfers have such an effect on the flow of PvP?

Just ideas, what do you think?

Weapon&Armor Aging/Special Procs&Effects

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Posted by: Malikkus.4396

Malikkus.4396

I think that weapons, and items in general are a little disappointing. Seeing the reality of the end game farm, along with the fact that your reward is pretty much interchangeable weapon skins that have no noteworthy stats or qualities beyond visuals, was a bit discerning. The material farm, the dust farm/price, lodestones, precursors.. All this stuff is fine, but I’m sure I can speak for us all when I say we really want something more than a skin out of it in the end.

So this brings me to my first idea..

Aging

The first step to bringing us closer to our items. I played quite a few games with different versions of this system, and every time I really enjoyed it.

In GW2, a weapon could start off on the first stage, with no benefits. You would age a weapon by using skills, and if your skill has an effect on another person/npc (damage done, healed, utility used) the age bonus is multiplied, given you’re using the weapon in action.

With time, your weapon would advance through stages, gaining certain bonuses (a side idea: you could use items made from crafting professions to influence or ‘reinforce’ the bonus with each layer of aging.) These stages can also give visual effects, varying from the basic tarnish and wear on a low sword, to a mystic glow on a staff showing the wielders affinity to the weapon. Each stage could also give the weapon a new prefix:

Scuffed -> Aged -> Ancient Greatsword, as an example.

Another idea, which would also work on armor, would be for aging to come with use of the stats on a piece of gear. So if you crit, any gear with +crit would age. If you heal someone/yourself, your +healing gear would age, and so on.

This could bring different ‘stages’ to certain rare items, giving more of a sense of progression. It may also help deal with PRECURSORS, as a well aged weapon would be worth more to Zommoros. Or take the dependence on the Forge out completely, leave the low chance to get a precursor, but one could also be obtained by aging/reinforcing a weapon properly.

Marginal stats/effects/visuals from aging levels are great, but the real fun would come from aging them fully, which brings me to my next point:

Special Procs/Effects

When a piece of gear is fully aged, it should come with a bonus specific to that item, such as a proc or a stat that really defines it. As an example, Final Rest, where the demon on the end would grow as the staff ages, and when fully aged, the demon would attack your target after a skill (more of a damage boost and a visual, as opposed to a pet).

The same could be applied to armor, where a fully aged mesmer helm may give you a 2% chance on being hit to teleport your enemy back 5 seconds (just throwing out ideas, just something more dynamic than the usual +5 to this, +10 to that). A fully aged molten shield could have a chance to erupt depending on the noise of the skills cast around it (gunfire/explosions/yells have more of a chance to set off).

A 5-piece fully aged set could give you a dynamic aura related to the gear, for example a rare necromancer set that has a cloud of death, decaying the strength of healing (more random ideas). A mesmer set could have the visual of illusions trailing behind you as you run, like an echo. To add dynamic to it, any enemy that touches an echo would get a stack of refraction, which would begin to slowly bend and distort their screen as stacks build.

That’s not to say sigils should be removed, I think they should stay right where they are.. There just needs to be something more.

These are all just ideas and in no way am I saying the skills themselves would be completely viable or balanced, it’s more just to give you an idea of the whole system :P


Thanks to all for reading this huge post, looking forward to hearing all responses/ideas, and I’ll definitely post more as I think it over, but I think whether they take my route, or another, this game has SO much unused potential in the item system. When comparing it to all the other things GW2 does so well, I think it’s only a matter of time ?

PvP Duels?!

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Posted by: Malikkus.4396

Malikkus.4396

Well I didn’t see any of those other threads, but i agree.

NEW Armor stats.

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Posted by: Malikkus.4396

Malikkus.4396

I was a little disappointed with stats, it seems like most things are the same with interchangeable skins. I was really hoping for weapon-specific stats or procs that would make them more desirable, at this point the only thing that really exceeds the stat value of an exotic is a legendary, because it’ll eventually scale with better weapons.

Nothing wrong with the sigil system, but there’s nothing special about it either.

At this point, when people speak about their gear, more times they’ll just say what stat set it falls into (like berserker/valk/etc) instead of the name of the gear itself. If gear had notable stats, then you could just say you had a Zhed’s set, and people would know you had a certain aversion to your stats (more offense) and an interesting 5-piece effect, exclusive to that set.

Not the best example cause something like Zhed’s is known but, let’s say you had final rest, would you rather people stop you saying “hey, nice skin”, or “hey, that’s a kitten staff, did the demon on the end just fly off and start attacking your enemy?!?” or something along those lines.

Crossbows

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Posted by: Malikkus.4396

Malikkus.4396

Well I’m thinking of a spear on my mesmer, reminds me of phantom lancer from dota :P

Warriors and Pistols

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Posted by: Malikkus.4396

Malikkus.4396

I can’t see it at all.

And besides, they do have more than enough weapon skills already.

removing events from around skill points

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Posted by: Malikkus.4396

Malikkus.4396

I’ve been at 99% for a week or 2 now and TBH I don’t mind really. I have everything outside of WvW, but even if it was a skill point, I felt more accomplished knowing I really completed the game. Same goes for what I have left in WvW, it only makes sense to me that if I really want to finish completion of the world, I would need to complete the enemy territory too. Same goes for skill points around events or champions, it’s part of the challenge.

Consequences/incentives for DE participation

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Posted by: Malikkus.4396

Malikkus.4396

I like this idea, but the meter should be hidden, to make it feel more ‘organic’.

Crossbows

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Posted by: Malikkus.4396

Malikkus.4396

Crossbows would be awesome. I wouldn’t mind a polearm type of weapon either.. Maybe a land spear? The class/weapon combinations would be really cool.

Dead levels in Guild upgrade trees?

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Posted by: Malikkus.4396

Malikkus.4396

Agreed, more dynamic needed throughout the whole guild system, without all the cool stuff being at the end. At least a few things to make people want to get together with guildies more, do things, and make a name for themselves.

At this point it mostly just rewards you for recruiting a lot of people to the point where you don’t need to worry about anything. Maybe with some good changes to what you can do with a small group of guild members, and how you’re rewarded, you’ll see more exclusive, memorable guilds.. and less of these McGuilds spamming the same ad for their 300+ strong members.

Change mesmer portal

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Posted by: Malikkus.4396

Malikkus.4396

#1: Not like there are 10 mesmers sitting around porting people in all the good JQ’s to trivialize the content, and someone would have to complete the puzzle in the first place to be able to get there. Should we take away necro’s return, or swiftness in any class on a JP, because it gives them an advantage? If anything I’d trade getting ported 1/10 times when I run it for a constant swiftness, like a signet.

#2: There’s nothing wrong with mesmer ports in WvW, it’s a class mechanic that at this point, isn’t really worth all this fuss. Think about it realistically, you’re in a magical world where people can make themselves invisible and teleport from one place to another in a second.. You’re telling me after storming an enemy keep, you wouldn’t do a thorough sweep of it to make sure there’s no one left? …I’d say it’s your fault at that point, and you deserve 20 invaders poppin in behind ya.

Free Trial

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Posted by: Malikkus.4396

Malikkus.4396

A free trial wouldn’t be bad, but if they do that they should have a trial client, with a smaller download.

Social Encouragement

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Posted by: Malikkus.4396

Malikkus.4396

That might not be so bad if they were added as micro-dailies or something, and they’re hidden so they just happen if you take the initiative to do social things (tells, making groups, emotes, sending mail, etc..) and doing like 5 or 10 would complete 1/5 of the daily requirements?

Daily Achievements to roll over PLEASE

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Posted by: Malikkus.4396

Malikkus.4396

They should add a set of weekly achievements that you can complete, and you either get your laurels from dailies, or from that each week, but it’ll still award some gold/exp.

Maybe you get 6 laurels from the weekly, or you could decide to do a daily, which locks you out from the 6 weekly laurels, but gives you the opportunity to get 7 from the week in dailies. Doing either would still award the gold/exp.

Making GW2 More Like GW1 - Cross Class Skills

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Posted by: Malikkus.4396

Malikkus.4396

IMO that’s kinda what turned me off the gameplay of GW1 a little bit. I didn’t feel enough of a sense of identity with a class, but maybe that’s just me..

I think they could do a lot more with the combo system, make it have more of an impact on the battlefield. And I mean there could be a system where you influence or change the way certain skills work, or giving them a certain ‘flavor’ from another class?