Hello, I made a similar thread some time ago, if the moderators want, they can merge that one into this one: https://forum-en.gw2archive.eu/forum/game/gw2/Future-Elite-Specs/first#post5843614
Some of my ideas from that thread:
Warrior/ Warlord
Insead of specialize into a weapon, it would specialize in banners. The warlord could get an F2 skill that summon the 4 utility banners. But if the warlord pick the banner, each one would act like a different weapon (unlike now that all have the same attacks).
- Banner of Defense: would act like a shield, maybe with another weapon, could be a mace.
- Banner of Tactics: warhorn + axe
- Banner of Strength: hammer
- Banner of Discipline: greatsword
Thief/ Sniper
Rifle skills:
Basic Attack (nº 1): this attack increase its damage when the thief is in “sniper” mode.
Knock Down (nº 2): the enemy is knocked and recieve a crippling debuff.
Mark (nº 3): following @jeezlaweez’s idea this skill would add a significant debuff to the target or a bonus to the ones that hit that target. But this skill would have some downsides: this skill could be some kind of channeling skill, so the effect would be broken if the thief moves, recieve damage, or if the target go out of the line of sight.
Aim (nº 4): increase/add casting time to the rifle’s “1 – 3” attacks, and the character can only move at walking speed, but all hits would become critical hits.
Sniper (nº 5): increase/add CD to the rifle’s “1 – 3” attacks, and the character kneels (can’t move) and aim, but increase the range (could be double) of those attacks.
Btw “Mark”, “Aim” and “Sniper” could be used at the same time.
We don’t really need mounts to travel but would be really fun to have combat mounts. In fact, we alredy have some: the golems of pvp, an asura skill, could use golems in the marionette event, etc.
What would worry me about combat mounts is to see hundreds of people running to, for example, Tequatl, mounted and killing it too fast. Then they will balance those bosses to that new scenario and those mounts would become a must.
I think they could create a fun system to obtain this mounts and at the same time limit their use and also make some money.
1) Get the mount: as for this part i am only thinking in mechanic mounts like golems, char tanks, etc.
- Each piece could be created with a combination of quests/events, the use of the mystic forge and/or the use of a new crafting profession.
- The pieces could be arms, body and legs. And depending on the type the player makes it would have higher armor but less movement speed, more movement speed but less armor, more attack power but less range, or more range but less power. They could give more options ofc.
2) Build the mount: once the player has the mount it won’t be able to use it just like that. The mount would need to be build like we build a golem in WvW.
In PvE the player would need to complete events to build it and get ammo. Once the ammo runs out the player must do the event again, and if the mount is destroyed the player need to do the building event once again.
In WvW could be build like a regular golem, maybe more expensive, and would have unlimited ammo but each server would only be able to have a limited amount of this mounts on one map.
3) Black Lion: in the end, they could sell some skins, logos, etc in the black lion to decorate the mounts.
Thief – Assassin – Rifle
Can’t really think of a skill or mechanical edge to add to this. For the rifle, though, slow and steady is the name of the game. If you are choosing to use the rifle as an assassin, you are getting in position, finding your target, aiming, and squeezing off a single shot to get the job done. As such, I am thinking all but the auto will lock you in place, have a cast time of 1 second at the lowest, and a long cooldown. I am also imagining the longest range weapon in the game, with at least 2000 for it. The whole idea being, you COULD get the lucky shot to take out a target in a single hit. But you will be stationary, and need line of sight at that distance, so they can also manage to take cover if they can see you in time.
I like those ideas, I think the thief as sniper should have a very long range but at the same time wouldn’t be able to move and the fire rate should be quite low.
Thief Assassin: Uses Rifle. I don’t like the “Sniper” theme, because it implies high usages of stealth, that thief already has. This thief has access to shout skills that mark opponents for party benefits: you could mark an enemy and make your allies recharge skills faster when hitting him, for 5s. Or you could mark an enemy for 5 sec and everytime he is hit, an ally gains a random boon. The Elite skill would make every hit count toward a breakbar. You call the shots.
I like a lot the idea of mark the enemy, it made me remember those movies when they mark the target to call and air strike.
So, with the above ideas in mind, I made some modifications:
Thief/ Sniper
Rifle skills:
Basic Attack (nº 1): this attack increase its damage when the thief is in “sniper” mode.
Knock Down (nº 2): the enemy is knocked and recieve a crippling debuff.
Mark (nº 3): following @jeezlaweez’s idea this skill would add a significant debuff to the target or a bonus to the ones that hit that target. But this skill would have some downsides: this skill could be some kind of channeling skill, so the effect would be broken if the thief moves, recieve damage, or if the target go out of the line of sight.
Aim (nº 4): increase/add casting time to the rifle’s “1 – 3” attacks, and the character can only move at walking speed, but all hits would become critical hits.
Sniper (nº 5): increase/add CD to the rifle’s “1 – 3” attacks, and the character kneels (can’t move) and aim, but increase the range (could be double) of those attacks.
Btw “Mark”, “Aim” and “Sniper” could be used at the same time.
(…)
Stronger the longer the battle
Warriors should be fighters that can endure long in battle and become stronger the longer the battle goes on, according to the description.
Currently their sustain seems to have improved a lot less compared to other classes in HoT.How about a buff that, as long as you are in battle, the tougher you become (taking less power and condition dmg and this could even be a different number for power and for condition dmg).
(…)
ADRENALINE:
The more adrenaline you use, the lower the cooldowns of some of our spells could become (a selection about which spells should be made).
I like your ideas, and I think a “simple” solution would be to add an adrenaline modifier to all/most of our skills.
So, our attacks could be stronger when our adrenaline is up, some CDs could go down, defenses could go up, could increase the radius effects, etc.
I agree that a warrior should get stronger when their are fighting, and the adrenaline bar could be the way to go.
The current values could be the ones of 1 or 2 bars of adrenaline: so with 0 would be lower and with 3 would be higher.
Wow, so many ideas i like there
)
I bring back the thread bcs I had a few more ideas.
Thief/ Sniper
Rifle skills:
The rifle would have 3 attacks and 2 utilities. One of the attacks could knock the target and another one could be a condition, but I wanted to focus in the 2 utilities.
Aim (nº 4): increase/add casting time to the rifle’s “1 – 3” attacks, and the character can only move at walking speed, but all hits would become critical hits.
Sniper (nº 5): increase/add CD to the rifle’s “1 – 3” attacks, and the character kneels (can’t move) and aim, but increase the range (could be double) of those attacks.
Warrior/ Warlord
I told before I didn’t knew which weapon they could specialize. But I had an alternative idea.
Insead of specialize into a weapon, it would specialize in banners. The warlord could get an F2 skill that summon the 4 utility banners. But if the warlord pick the banner, each one would act like a different weapon (unlike now that all have the same attacks).
- Banner of Defense: would act like a shield, maybe with another weapon, could be a mace.
- Banner of Tactics: warhorn + axe
- Banner of Strength: hammer
- Banner of Discipline: greatsword
(edited by Nadesh.7953)
Remove Signets
I have this idea from some time, and it would be to merge signets with banners, giving the signets’ passive effects to banners, and add the active effects mostly to physical skills and shouts.
With signets gone, it would be room to add another line of phyisical skills. There would be two lines, one of offensive physical skills and another one of utility physical skills.
Just a few ideas for this skills: jump, punch, blocking arm (block with the arm instead of use the shield).
Replace Signet of Rage with an elite shout, and Healing Signet with a banner (would need to balance it).
More uses for Adrenaline
Another idea would be to use the adrenaline bar for physical skills, giving those skills more powerful (or different) effects when the bar goes up.
An example:
-Stomp: each bar of adrenaline would add more radius and amount of affected targets. If increase the amount of targets isn’t posible then increase the launch distance.
Outfits are nice but I would like to see some armors too.
An idea for the outfits (this was suggested before) would be to have an option to turn on an off the helm, apart from the gear option. This would let us use our current helm instead of the one of the outfit, and if we don’t want any then turn off both.
This idea would also help to prevent some visual bugs like display the outfit’s helm underwater.
Another idea could be the oposite. Besides of the option to turn off the outfit’s helm, they could add an option to display only the outfit’s helm.
Any of this is a solution but at least would give some flexibility.
I am not a pvp player but I think they could allow people to use the elite specs in pvp. For the rest of the game should stay as it is, if don’t get the expansion then you can’t play them.
My reason to tell this is that since the start of the game they made pvp to give the players access to all the gear and builds, so the players could show their skills against other players. Now, if the elite specs give an adventage like this then one isn’t showing anything anymore, is just like any other p2w game.
To make it short, i think they are going against the pvp game philosophy they had until now.
Plus, unlock the elite specs in pvp would let all players test them and maybe encourage them to play the expansion. Ofc, pvp players may not like to us the “noobs” go to pvp just to test those specs.
Today the game crashed to me again: once when I tryed to move from one map to the other and another time during Tequatl.
Info:
Win XP 32bits (up to date)
Old client
Don’t have the expansion
I run the game with the “-windowed” thing in poperties/target (I don’t know if they fixed that problem or not)
Same here. My game crashed when I first log after the patch (was with my warrior at Lion’s Arch), then the game crashed again when teleported to another map, also crashed in the middle of Tequatl, and crashed again when switched to my Thief at Malchor’s Leap.
Before today my game only crashed some times when I tryied to teleport to another map after Tequatl.
I don’t know if it would be posible or not but I would like if we at least had a character slot item that let us create a new character in the other server with the same account.
This is highly unlikely.
I regreat to check that spoiler T.T
- Mesmer: Dancer, with daggers.
Mesmer needs a second melee weapon! With chronomancer being a more defensive (shield) and strategic (well placement) spec, an aggressive spec that goes more toe-to-toe with the enemy would be nice.
- Thief: Sniper, with rifle.
Thief needs that long range weapon.
I like that idea about mesmer, that sounds beautiful. What about the name “Ether Dancer”?
I imagine a skill that let the mesmer to switch places with an illussion to hit the target, and can active it again to go back to the original place. Another skill could create clones that follow the caster movements: I imagine the caster dancing around the enemy and the clones would copy the caster’s moves, I imagine it could look great with a vault move like the thief one, jumping over the enemy while hit it.
My idea about the Illussionist was to give the mesmer the hability of cast clones of the targeted enemies (except very big size monsters) and crate illussionary monster of his/her own.
Another idea would be to let the mesmer use long bow (or short bow).
Warrior/Warlord: I think the warlord could have an F2 skill, or something like that, that cast all the banners (except the elite one) at once.
1) Do people think we will get more in the furure?
2) I don’t have HoT, but, the other NPCs from Rytlock’s team, will get a specialization in the future too? I know Logan needs one. And which ones do you think they could get? Someone told me Eir should become a Druid.
3) If we get more elite specs, which one you would like for each class, and which weapons those classes would use?
- Thief: I think the next one should be Sniper (or a better name), and focus on rifle.
- Mesmer: Illussionist, and focus on warhorns.
- Warrior: Warlord, but don’t know which weapon could be.
Yes! I love that place too, is very well made.
1) Since we have a mask that display as tattoos in the face, and we also have (or it looks like we have) invisible shoes, why not have a gem store chest armor that make us look like we weren’s using one or one that add body tattoos. Since chars and norns have tattoos/fur patterns, this ones could be different to the ones they use.
2) There are a lot of Back items in the gem store and other places, but I don’t feel that we have many that fit with a more fighter kind of look. As an example, we could have one that is 2 crossed swords, or a nailed sword/dagger on the back.
It is good looking staff for casting spells but i would like legendary staff for melee use revenant,thief. Other than rainbow color stick we have now.
I agree with this. I love the weapons I saw but the staff may not fit very well for melee users. It would be nice to have one like that in the future, something a monk would use.
I just saw this:
The Exalted–Pure Dedication: https://www.guildwars2.com/es/news/the-exalted-pure-dedication/
At the first look I thought it was an Outfits, but it wasn’t. But I think it could be a great outfit if they made it.
The current system is simple and easy, and many people like that.
My point of view is that they could do many changes to the current system but the current dailies should stay for the ones that want to do something else and want to get them done quickly.
For this ideas I will focus in pve:
1) First, I think they should add events like in the WS map for all maps. Something like Scarlet’s invasions. The idea isn’t to have those events running all the time in all maps or most would be empty all the time. The idea is to rotate that map each x amount of time (could be daily or weekly).
2) Back to the dailies. The idea would be to add dailies (this won’t affect the current dailies) focused in the event (invasion) map. This way the player can complete the dailies and play the invasion event at the same time.
3) Maybe add dailies based on the Order we are in. This way in one they ask us to kill stuff, in another one they ask us to get x items/resources, etc.
4) I think dailies could count x2 when are hardder than others. For example, the one that ask to complete “x” events in “y” map, should count x2.
5) In all this ideas the required dailies would remain at 5. All this is just to add some choices.
In the last big patch thieves got a second slot (F2) in their mechanic bar. This gave me a few ideas I wanted to post here.
Thief
When they added the second slot my idea was that it would let the thief have more than one stolen item.
I was thinking that would be nice if they had a slot to save the stolen objects. They could do this in one of two ways.
1st way: let the F1 to steal like it did before the patch and leave the second slot (F2) to store another stolen item.
2nd way: add another slot (F3) and leave the F1 as it is now, that would let the thief to steal more than one item.
The steal will be limited bcs the F1 would keep its CD.
Necromancer
I would like to see an F2 option. I don’t know how it could be but could be something in the lines of the warrior ones where the new power would be defined by the weapon.
Warrior
I would like to see an F2 option, at least when we use an off-hand. In the case of one-handed weapons, the F2 would be the burst from the off-hand weapon: I know this could bring some animation problems but would be nice. In the case of other off-hands, the F2 would be new burst skills.
Thx a lot for read and would be nice to see what you think about this and which are your ideas for this and the other classes too.
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Nadesh.7953
I didn’t read the whole thread so, sorry if someone alredy posted/answer this:
1. Since the cost we see is for a pre-order, which include an exclusive title and be able to play some events before HoT launch. Taking in account those things (or some of those things) won’t be available after launch: the cost of the game will be different after launch? It will cost less? If the answer is yes (which I doubt), then maybe the current cost isn’t that bad, if it is not (most likely) then the cost may be too high.
2. With the current cost, I think is fine to give players the base game for free if they buy the expansion. If the cost is reduced (which I doubt) it could be ok to leave the current cost for the ones that don’t have the basic game.
3. I think that if the current cost isn’t changed they could, at least, give something else:
For the standard edition, add a free character slot. And to the other 2 add another slot or free bag slots (1 or 2) to be used in the character they want, or something like that.
Which of the new stuffs will be expansion only and which (if any) will be for all the players?
From now on, all the new content will be only for the ones with the expansion? I guess that class balance and bug fixes will be for all, but what about future maps, LS, bosses, etc. This is important bcs if they don’t add anything else if you don’t have the expansion, sooner or later it will be game over for the ones that don’t buy it.
@Silversteen.1360 thx for answer but that wasn’t the question. Probably what I wrote wasnt very clear, my english is very poor. What I meant is that if i buy the expansion some time after the release, I will need to buy the episodes for 200 gems like it is now or the full LS (or what is left of it) will be unlocked when we buy the expansion?
Another one: the expansion will give us an extra character expansion slot or we will need to buy one (or delete an existent character) to create the new class one? (I have enough slots to create the new one but i know people that would need to buy one).
(edited by Nadesh.7953)
Sorry if this was alredy asked.
1. Specializations: if there are more than one per class, there will be a way to reset it and pick another one?
2. From now on, all the LS new content will be expansion only?
3. If the LS is expansion only and keep working as it is now, what will happen if I buy the expansion 1 or 2 months after the release? I will need to buy all the episodes with gems?
I will probably buy it but first i want to know how much it will cost. Also, I would like to know if from now on the LS will be expansion only and if all major content will start to come like this, bcs one thing is buy one expansion and another one is to buy one expansion per year.
Same happen to me. I solved it by playing with exit the game and log in, and also abandon the episode and turn it on again.
Hello, this probably was reported alredy but after the patch there is a bug when place an offer for an item.
Before, if one wanted to put an amount lower than the minimum accepted for a specific item, the amount was changed to that minimum. Now one can set any amount but the accept button isn’t available until the right one is selected, so, we must guess now? I think this is a bug and was a lot better before.
Sorry for the broken english
@TheGrimm.5624 I like that idea, it would be great to have that. Sadly I don’t know if they will do something like that (or any of this post’s ideas) bcs that is the benefit the gem ones give.
Maybe if the salvage kit slot items show the sum of all the kits of the same kind (to be able to use them together) but the kits at the bag still would use the same amount of slots. It would be far from be like your idea but would be better than what we have now.
I would also like to keep the salvage kit activated after salvaging a Yellow item. People say its a safety measure but isn’t the warning prompt a safety measure and not having to re-select the kit after salvaging.
Yes, we should have an option that let us select which kind of items we want to be able to salvage without confirmation.
Also add functionality to infinite salvage tools so you can right click them and now have a option pop up that lets you select to salvage all white items or blue or green etc. and you would have like a check box beside each so you could select multiple choices once you click on the ones you want to activate you would hit a salvage button and every item you selected would go poof
I would like that too. Maybe that could solve the other problem too, since we would get only one confirmation window.
Here is a summary of all the ideas:
@Nadesh.7953 Salvage kit Slot
@Lishtenbird.2814 “Count me in if these slots are account-bound.”
@Wolfheart.7483 “I would like to see an account bag slot added to the game, purchasable for gems.”
@Aerinndis.2730 “Having a bag that shows in inventory account-wide that takes only account wide items would be very nice.”
@C Gunner.9406 “I would also like to keep the salvage kit activated after salvaging a Yellow item.”
@Gummy.4278 “If it was done as I have suggested before where in the hero tab there would be a tab for tools where the dyes/minis/equip/wardrobe/etc. If you have multiple tools of the same kind you could be allowed to get them switched for another tool skin.”
@Gummy.4278 “Also add functionality to infinite salvage tools so you can right click them and now have a option pop up that lets you select to salvage all white items or blue or green etc.”
I like the idea of the account bag, that could be very nice. I play a game that have something similar and is quite useful.
I want to make clear that in my original idea the savage kit slots weren’t account shared but I like that idea too.
The idea is kind of a QoL improvement. The idea was mainly to have the kits at one side to be able to scroll the bag without lose sight over the kits, when we use any bag window size. Ofc, for the ones that use the bag window at its max size this may not make a difference. Also, this change would allow people that don’t like it, to keep using the kits from the normal bag slots, so, it wouldn’t be something like “must use” or “must buy”.
Yes, there is the option to change the size of the inventory window but this option would let the players have the kit at hand at all times no matter which window size they want to use.
I like the size I use bcs it let me know exactly where the items are at all times and doesn’t cover the screen, letting me do stuff on the inventory while I play.
I also want to make clear that with this idea the players that still want to have their kits on the normal inventory would be able to do it too. This would be like a quick slot.
Hello, after countless hours of salvage items to reach the 300% magic find i think it would be nice to have a salvage kit slot below the bag slots (used to increase the bag size).
This slots could be used to place the salvage kit we want. This could be useful because we would have the salvage kit at hand not matter if we scroll the bag down or up.
I think 3 slots would be more than enough. And if the devs want can give 1-2 for free and the rest could be sold at the gem store.
I leave a small screen showing how it could look.
I like the change. I like they send us to specific maps to do things. I think there should be dailies that send us to do things on our home region, others that send us to do things for our Faction and for the Pact.
I was thinking abou this:
1. New Race: unlikely, bcs it would require voices, animations, design a city for them, create a personal story (at least the first steps), design the armors, etc.
2. New Profession: this could happen but it is a lot of work, they would need to create all the skills and balance them.
3. Secondary Profession: it would be hard to balance. I would like this but the chances are low too.
4. Secondary Profession Variations: i think what @RyuDragnier.9476 is right, a more limited and selected amount of skills could make it a lot easier to balance. This set of skills could be existent ones or new ones (a specialization, maybe).
I like the idea of the specialization bcs it would be even easier to balance and one can go further into their own class or cross with another one.
For example, you could have a Thief/Assassin, or a Warrior/Warlord, but also could have a Warrior/Assassin.
How about a sticky of commonly asked topics, such as this one, with links to where many of the discussions occurred? I believe one already exists:
Would this be worth creating as a sticky?
I posted this a while back, I think it would be a reasonable work-around for the search feature:
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestion-Sticky-for-FAQ-type-topics
A single sticky with links to popular questions, laid out FAQ style, would be really helpful for both newcomers, and old-timers trying to answer their questions.
It could also be a place to mark topics that your team is looking into in addition to indexing the answers that have been given, which I think would be a great way of showcasing new communication efforts :-)
I like the idea of the sticky. I did that in an old game i played. Just need to keep it simple, put the topic name and the links to the different threads. This way people can check it before they post a suggestion.
There are two big problems with this kind of sticky:
The first is to create it if you plan to use old suggestions. In a game like this that would be hard. But if the search thing worked fine it would be easier to create it based on the new ideas that are posted. For example, if someone open a thread about mounts the one in charge of the sticky could search for all the threads related to that and link them to the list.
The second problem is to keep it updated: maybe if that sticky have a name like “before post your suggestion read this” or something like that, and have a manager text encouraging to use old threads instead of create new ones…
The mounts i would like to see are combat ones. We alredy have those (siege golem for example), it would be a matter of extend their use. I love to see the siege golems and also the ones of the LS and PS. I remember the Golem X (i think that was the name) which could shoot a beam that hit all on its path and could teleport too.
For WvW i would add recipes that let us upgrade the siege golems with the other siege weapons. For example, a Siege Golem + Trebuchet = a Siege Golem with a demolition ball; a Siege Golem + Flame Ram = a Siege Golem that charge and knock down all enemies on its path.
For PvE this combat suits could have a bigger customisation (shape, color, weapons, etc) but would be more limited on their use since it would be pointless to select a character class, skills, gear, etc if we will only use a combat mount. Maybe could have charges we get doing events or a big CD, or both.
Another thing. I think it could be nice if at least the guilds could build an airship (like the ones of the Pact). This airships could unlock new guild events like combat dragons or a fleet of pirate airships.
Thx for answer, I will try that. I hope they fix it soon, is the first time it happens to me but was quite annoying.
Hello, a minute ago i went into a breach (the yellow one) to kill the boss and i got teleported away to the new waypoint of that map. I went back to the boss and got ported away once again, and that keep happening until the boss died, then i could stay there.
Is this a bug or something. If not, why this happen?
I think this are great ideas and could go together with the suggestion of an underwater world boss:
https://forum-en.gw2archive.eu/forum/game/gw2/An-Underwater-World-boss/first#post4498702
I would love an underwater world boss. I posted a suggestion long ago about a boss but now i cant find it, the closest i found is this:
I would also like an airship world boss:
Same as @Java.7391
Log out and log in, didnt help
Exit and go back in, didnt help
(edited by Nadesh.7953)
- Some people would like to an option repeat hearts. Many people are opposed to being required to repeat hearts which is probably enough reason not to require it. In the future we ought to consider repeat rewards or even a prestige system for voluntarily replaying one-time content.
I think one could have the option to repeat them each x amount of time, idealy each day. But in all cases should be just an option. Unless it was done as part of some kind of reputation system (could be map rep, region rep, race rep and/or faction rep).
First i want to said that i find this as a very interesting topic, bcs i think that the game would benefit a lot from repeteable content such as repeteable hearts, an improved daily/monthly goals and/or daily faction quests.
As a side note, i think all this could be done using existent content such as events, puzzles, bosses, etc.
The intent of the Renown Heart system was originally to help players find event content. They also provide a decent method for us to give the player some context and awareness of what’s going on in the area. There are probably a few issues in that design which we could discuss. We could also let it suffice to say that hearts do not make the best repeatable content the game has to offer.
I could agree that maybe it wouldnt be the best repeteable content but i also think that it wouldnt hurt to have the option to repeat them if someone want to do it.
Following this line, i think an option to repeat the heart could be added. With this the players that want to repeat the hearts could do them and the ones that dont want to do them again could just skip that option.
But i also think that the hearts and the posibility of make them repeteable could open a door to have something like a “map reputation” system in which the player “fill” the heart while they do events, puzzles, bosses, etc, and when it is complete new rewards could be unlocked.
On the topic of keeping players engaged with open world content, I think this goal may be for more approachable from a different angle. Consider Dry Top, which has no hearts. Players on that map are participating in events all the time, largely on the premise that each event contributes to both map-level and personal-level goals. This gives me the notion that with a little help at the system level, events can and should be the bulk of repeatable open world content in Tyria.
I’d be very interested in hearing your thoughts on that.
I agree with this. I think a repeteable system should be based on the events. The problem i see with Dry Top is that with time there wont be that many people to do those stuffs. But i think that using an improved daily/monthly goals, that could be fixed. There could be npcs (could be npcs from the factions, for example) or just a message (like it is with the dailies, for example) that send the players to a specific map to do the events and stuffs like in Dry Top.
I think this could also be combined with mega events such as “Scarlet’s invasions” which could happen less often to dont overwhelm. This invasions could be sent by the dragons which became more agressive after the recent events.
Thx for take the time to read and sorry for the bad english.
I liked what they did with this new part of the living story since they used existent events for it. This is exactly what they could do for the daily order missions or other kind of daily missions.
Daily bounty hunts could also use existent events.
There are a lot of events all over the world, we just need to be pointed at them and sent, like they did with this LS.
I like this ideas. I think the game has a great world map with many places and events, but with no many reasons to go there. Something like the order missions could be a great way to make people to go to the different places, travel around the maps and feel rewarded for do it.
They could always use things we alredy have (and add new things ofc) to do it, like events, bosses, puzzles, renown hearts (if they make them repeteable). Most of the stuffs are alredy there, they only need to create a system that send the players to those places and reward them.
This could work like an expansion of the daily goals. They could keep the daily goals as the basic ones, rewarding with achievement points and laurels, and add new daily goals separated in categories. We could have order goals (would be unlocked when we join one), race goals (would be available since the start of the game, depending on the character we are playing) and then pact goals (once we join the pact).
They could also make monthly ones. This ones could be more like the personal story, when the players selected which strategy they wanted to use to acomplish the mision.
The rewards could be with tokens or points. Apart from that they could add reward npcs in each map or general npcs that unlock rewards like they do in the new map (Dry Top).
They could also add a Bounty Hunt, something like the guild ones but for all the players.
Also could be Duels, which could be related to the bounty hunt. The idea would be to add npcs, like the Queen’s Champions (from Queen’s Jubilee event) or the ones from the group known as Modus Sceleris. This npcs could be challenged to duels and the player that beat them could get rewards.
I posted something like this here: https://forum-en.gw2archive.eu/forum/game/gw2/Suggestion-Reputation-and-Invasion/first#post4199005
There could be events with a basic objective, then bonus objectives depending on order.
For example, when taking over some fort that was captured by dragon minions, whispers could get an order to sneak in, and sabotage and take out key objectives fro the inside, vigil could get orders to build the support a battery of siege weapons (defending them, rebuilding broken ones, recovering ammunition, defending supply lines from a nearby camp…) while priory test experimental weaponry on the enemies or analyze the structure of the fort, applying “structural vulnerability” in the walls they analyze to make them weaker against whisper sabotage explosions and vigil siege.
If you are not in any order you can always just attack the door and kill stuff, you simply won’t get bonus “order faction”.
Among the stuff you could get with this “order faction” there could be discounts in the weapons and armor, and them some other stuff like the ones you can find in the guild vendors, like minis, potions and back items. They could even sell the dyes of their respective order as part of a “factions” dye set that includes the colors typically used by Seraph, lionguard, the legions, the orders, etc.
I like that, they could even make it work with something like i suggested here: https://forum-en.gw2archive.eu/forum/game/gw2/Suggestion-Reputation-and-Invasion/first#post4199005
“Invasion
This is something we alredy had in the living story with the Scarlet’s invasions.
1) A first kind of invasion would be done by the same kind of mobs that we can find in one map, for example the Flame Legion, the Pirates, etc. Could happen at random maps each x amount of hours.
2) World Boss invasion: this kind of invasion would be leaded by a world boss (mainly dragons like the Claw of Jormag, Tequatl, etc) and would happen before the boss event start. For example, with Tequatl the bone ships and risen could start to attack the map and could be events to kill them or defend specific places. The dragon could fly all over the map and help its troops by landing in some places and attacking the players or simply throwing its poison breath. For example, when the Claw of Jormag breath, it could deal damage over the enemies and turn the allies (for example the Sons of Svanir) into Icebrood. When the characters win the invasion the dragon land and the final fight against the boss start."
Could have tasks like destroy x, scort a caravan with suplies, get ammo, build weapons and other defenses to put a stop to the invasions.
About the rewards, i was thinking something in those lines. With the tokens/points they could do something like in Dry Top, when the npc unlock the rewards the gold cost could be lowered and the rest payed with tokens. At the start they could simply sell the order’s armors and weapons, and later they could add more rewards to make people want to keep doing the events and stuffs.
Edited:
Another idea, they could ask to build airships, siege golems and other stuffs like those to help to repel the invasion. For example, when an airship is built an event start which ask the players to go on board and then destroy an enemy airship or enemy flying dragons or another mob.
(edited by Nadesh.7953)
I am ok with mounts for travel, but i would like it more combat mounts. We alredy have siege golems and similar ones, we ckittene, and other stuffs like airships and charr tanks in the game. It would be only a matter of let us use them. Ofc, they can limit the use bcs which would be the point of create x class if you are always mounted into a tank.
sorry for the broken english
Hello. There was a discussion about that in the Collaborative Development threads and a lot of people liked that idea.
When we start the game, we unlock the skills from 1 to 5 for all weapons but what happen after that? Nothing. One would said that someone that fight for a long time with a weapon can learn new “moves”.
More skills for each slot
I like D3 system in which one can unlock different runes (something like the traits here) for each skill and modify them in different ways.
Something like that could also be done with a multi class system in which the player select a secondary class. Lets said the player pick 2 classes that ckittene 1h sword, then they can select if they use the class 1 or class 2 skill for the 1st, 2nd, 3rd, etc slots.
1h weapons: 5 skills
They could make each 1h weapon have 5 skills if there are no secondary weapon equiped.
Off-hand
I think the off-hands, over all the ones that can be equiped in the main hand too, should be used when do the basic attack (skill 1). The basic attacks have 3 different hits, i think when an off-hand (at least the ones that can be equiped in the main hand) is equiped, the 2nd hit from the basic attack should be replaced for an off-hand attack.
This would make the combat with 2 1h weapons more fluid.
I like this ideas. I think the game has a great world map with many places and events, but with no many reasons to go there. Something like the order missions could be a great way to make people to go to the different places, travel around the maps and feel rewarded for do it.
They could always use things we alredy have (and add new things ofc) to do it, like events, bosses, puzzles, renown hearts (if they make them repeteable). Most of the stuffs are alredy there, they only need to create a system that send the players to those places and reward them.
This could work like an expansion of the daily goals. They could keep the daily goals as the basic ones, rewarding with achievement points and laurels, and add new daily goals separated in categories. We could have order goals (would be unlocked when we join one), race goals (would be available since the start of the game, depending on the character we are playing) and then pact goals (once we join the pact).
They could also make monthly ones. This ones could be more like the personal story, when the players selected which strategy they wanted to use to acomplish the mision.
The rewards could be with tokens or points. Apart from that they could add reward npcs in each map or general npcs that unlock rewards like they do in the new map (Dry Top).
They could also add a Bounty Hunt, something like the guild ones but for all the players.
Also could be Duels, which could be related to the bounty hunt. The idea would be to add npcs, like the Queen’s Champions (from Queen’s Jubilee event) or the ones from the group known as Modus Sceleris. This npcs could be challenged to duels and the player that beat them could get rewards.
I posted something like this here: https://forum-en.gw2archive.eu/forum/game/gw2/Suggestion-Reputation-and-Invasion/first#post4199005
I would like to have the invasions too, i think they did it well with Scarlet. It is just a mater of have the dragon minions to start to do the same.
About the reputation: maybe was a bad idea to call it like that, it is more like an extention of the daily achievement things. The idea is to give people reasons to go to different maps (visit diferent places) and do different things than what we do now.
@Ascimator.6735 i like that, i loved the marionette event and the combat suits we could use during the fight. Those were strong but the number was limited. That was a nice balance.
About the farming: they always can limit that in different ways. For example, they could give x charges when complete the daily quest or a specific event that gives it as reward only once a day. And the amount of charges one could have would be xy —> y ? 10. They could also add a big CD to prevent it to be used all the time. Or could be events one must complete to build it each time: something like build it in wvw but with an event. And if the golem was more complex, they could limit the amount of ammo one can carry, that would mean that even if the golem is up (unless it is for tank) the player would need to unmount to keep attacking.
I think there is many ways to make it posible, i just a matter of find balance.
@ITheNormalPerson.9275 yes, i think this kind of thing shouldnt be available for pvp and dont know if even for wvw. In the case of wvw, if were implemented, it should require sumis to use them (could be more or less than the siege golem ones depending on their power).
For wvw i have an idea of use the siege golem + another siege device to create different kinds of siege golems.
I also love the idea of the airships. There could be many things related to them: for one side could be the guild events like i wrote before, but could be “normal” events too or even world bosses based on airship’s fights. I think that add something like this to the game would also give a sence that this isnt just monsters attacking anymore, but this is becoming into a big war.