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In my view, legendaries arent worth it.

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Posted by: ReverantSpark.7309

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I actually looked up what ingredients/mats would be needed to make the staff last night and realized I will never own one lol. I can’t imagine how much time would be involved in obtaining this weapon…… To be honest I would actually be embarrassed to equip one of these on my character , To me it would be a badge of shame for all the hours of my life i just wasted grinding for one lol.

lol, aye, I can understand where your coming from. And the whole process is just for appearance sake too. All that effort just to make you look prettier or to show how leet you are.

But it seems this was the whole idea of the legendary weapon concept. I just dont understand why people would go through all that just for a skin though. The ends dont justify the means imo. But for some reason that completely eludes me, some people think it does. Im guessing its only the hardcore GW1 players that know and love the lore behind the specific weapon that bother making them. Or people who just want to show everyone how leet they are.

All I know is Im not gonna see owners of a legendary weapon in the same light anymore. Seeing someone with one would just make me want to ask them why they got it, and if they felt like it was really worth all the time they put in.
Im not saying that owners of legendary weapons are stupid… I just want to clarify that before a legendary owner goes nuts at me… lol
I would just honestly want to know what it was that motivated them to obtain one.

You might be interested in reading my other post about legendaries though…
https://forum-en.gw2archive.eu/forum/game/suggestions/Legendary-weapons-poorly-implemented-idea/first#post694086

Legendary weapons = poorly implemented idea.

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I only realized recently that legendary weapons dont have better stats than exotic weapons. Ive learnt that the whole concept of legendary weapons is nothing more than a skin, which means as far as legendary weapons go… Im out lol. The ends dont justify the means imo. But if there was a quest chain tied into obtaining them, maybe enlightening non guild wars 1 players to the story and lore behind each weapon, then the means in itself would justify owning a legendary weapon. I would be very interested in obtaining one then. Otherwise, it just seems like a waste of time to me.
It seems like its just content made for hardcore guild wars 1 fans who know and love the lore, or for people who like the look of a legendary weapon and have the time to waste on getting one.

Either way, Im no longer interested in legendaries.

In my view, legendaries arent worth it.

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@Coltz: I always welcome constructive criticism. Otherwise how do we refine our abilities and skills. But theres a few things I’d like to point out…
I barely even played guild wars 1, so Im not familiar with the lore. If I understood the lore behind the weapons, then I’d make them more fitting of that theme. I wasnt thinking about redesigning the current legendary weapons (cause some people obviously like the current designs) but just creating some new ones. But then there would be the issue of the lore behind the new designs.

As for anatomy… I have studied it, and I know my drawings arent perfect anatomy wise. It all comes from my head, what lines and shapes I find appealing… Basicaly, its my style that Ive developed. The anatomy of my drawings is almost perfect… But I tweak em a little to suit my taste. Look at artists like Tod Mcfarlane for example. His characters, while anatomically correct, have certain lines and proportions to them that make them instantly identifiable as his work. Thats basicaly the same thing I do. Im heavily influenced by good old Tod if you havent guessed lol. Thats the only two things I wanted to point out.
And yeah, I know it should be a three point view if it was actualy going to be used as concept art. But all I was doing was a basic example to give a basic idea. Its how I start with all my designs. Mainly because I can look at the “2D” drawing and I know exactly how all the proportions are, cause I know exactly how I work, know what I mean?

But Im interested in your last 2 points… How is there a perspective issue? And what do you mean by a step by step process? Having a concept design that is “bare bones” only showing the shape and proportions, and then having another that elaborates on it more showing more detail?
If it was a design that I was actualy going to have made, or was actualy going to be used in a game or something, then I would do the initial drawing like I have done of that sword, just to have an image to refer to. Then I would do a 3 point perspective version of it, before moving on to an exploded sketch of all the parts from different perspectives to show the proportions and shapes with measurements.

@alcopaul: Aye, I did think that was a bit strange… They are like a “jack of all trades” weapon lol. But then again, if its just something you get for the skin, I guess it doesnt realy matter, seeing as how people would just transmute their preferred stats onto it.

In my view, legendaries arent worth it.

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~looks at RoShamBo’s post with a blank expression… then shakes my head and goes back to playing halo 4~

I understand your reaction. You were simply in awe of my legendary ‘Flamespike’ dagger!!

:)

Haha! xD
For a moment I thought you were trying to be a tool there… But that reply did make me chuckle lol :P

In my view, legendaries arent worth it.

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Posted by: ReverantSpark.7309

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…Uhm…so what exactly is you problem with implementing weapons which require a HUGE time investment to get, but only provide a very special skin vs. an advantage over players who are unable to invest that huge amount of time?

There really are other ways to keep people playing – and believe me, there are enough who will invest the time simply to feel like a very special snowflake in a specific skin.

And to everyone saying the game won’t last long on skins alone? Look at GW1. Max level was 20, everything beyond that was skins and titles. Worked just fine.
I believe people are forgetting another part of the philosophy behind making GW2 a game without monthly fees – enabeling players to play more than one MMO at one time. If you are bored with GW2 when you have reached your personal goals – fine, just go and play something else for a while; until the next update or holiday comes along (I have a feeling that those create quite a bit of revenue in cash shop items).

Aye, I get the point. Legendaries are nothing more than skins you grind/farm for. I was looking at the whole thing as though they were a tier above exotic, which has been made clear they arent. And Im quite fine with that. I’ll gladly admit that I misunderstood the whole legendary concept.

~looks at RoShamBo’s post with a blank expression… then shakes my head and goes back to playing halo 4~

In my view, legendaries arent worth it.

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@Awesome.6120: Heres a quick concept design of one the designs I have in my head. Imagine the whole thing a dark grey, not quite black, as though its made from charred bone… With a rough scratchy texture similar to bone. Then imagine a black smoke particle effect billowing up the blade…
It is only a quick concept design though, hence it not being heavily detailed. I havent had enough time to elaborate on it lol.

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In my view, legendaries arent worth it.

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GW2 is about getting skins, not getting items that make you more powerful then the next guy. It’s a fairer system. Besides, I have a legendary, what else am I going to spend my gold on? Nice sword design though.

Realy? Ive always thought one of the key aspects of any type of RPG was the “quest for power.”
It just seemed strange to me that you have tiers of weapons that improve stat wise as they ascend, masterwork being better than fine, rare being better than masterwork…
It seemed crazy to me that the final tier that is so difficult to get was just the same as the tier below it.
I guess I just misunderstood what the whole concept of what a legendary weapon was then, not a final tier, but a status/aesthetic thing.
And thanks, glad you like the sword design. Ive been seeking out custom sword makers to actually have one made lol :P
But its pretty pricey due to the fact I wont even consider owning a sword unless its a genuine functional piece. Otherwise it isnt a sword imo. So Ive been having second thoughts.

GW has always been about making max level gear easily available to the players. The main point of gear isent stats but instead about aesthetics

I see. That does make sense considering the variety of same lvl gear that have the same stats. It does imply that gear is more aesthetic what with the ease of getting end game gear like you say.

In my view, legendaries arent worth it.

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@Awesome.6120: Well… I might just do a sketch of a legendary greatsword… Cause I actually do have a design in my head that i wanna draw from all the thinking about what kind of sword I would like to wield in game lol. I think the general look that they have gone for isnt far off the mark. Drastic overly embelished weapons that fit the legendary status… But imo, I just think they shouldnt look so childish. As I said in another post, they look like toys, not weapons.

@BabelFish.7234: Now I do like that idea… It would then at least give a functional reason to obtain the swords instead of them being purely for aesthetic/status purposes. If they had some interesting sigils on them, then I most likely would consider going for a legendary weapon.

In my view, legendaries arent worth it.

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Posted by: ReverantSpark.7309

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GW2 is about getting skins, not getting items that make you more powerful then the next guy. It’s a fairer system. Besides, I have a legendary, what else am I going to spend my gold on? Nice sword design though.

Realy? Ive always thought one of the key aspects of any type of RPG was the “quest for power.”
It just seemed strange to me that you have tiers of weapons that improve stat wise as they ascend, masterwork being better than fine, rare being better than masterwork…
It seemed crazy to me that the final tier that is so difficult to get was just the same as the tier below it.
I guess I just misunderstood what the whole concept of what a legendary weapon was then, not a final tier, but a status/aesthetic thing.
And thanks, glad you like the sword design. Ive been seeking out custom sword makers to actually have one made lol :P
But its pretty pricey due to the fact I wont even consider owning a sword unless its a genuine functional piece. Otherwise it isnt a sword imo. So Ive been having second thoughts.

In my view, legendaries arent worth it.

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Yeah, granted, I did forget the IMO part…
But still, all that work just for a skin?… Seems ridiculous. Even if it was just a slight boost in stats, then it would seem worth it… imo.
Aside from legendaries, I cant fault the game. I think its epic. I’ll just have to pass on legendaries I guess then.
And Im not one of those players that “throw money at the screen” lol.

And as for my designs, the weapon example I gave is a pretty poor example of what I can do to be honest. But like I said, I dont have any of my other works anymore, and Im not prepared to waste my time doing more designs if they arent interested.

Well, I think I’ll just stop making suggestions. It seems like a pointless effort. Legendaries are what they are, and they will probably stay that way. I’ll just keep my ideas to myself.

In my view, legendaries arent worth it.

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Ok, so you might have seen my previous post about legendary weapons being a poorly implemented idea… And now Ive just realised something that is gonna make me not bother with them at all…

Legendaries only do the same damage as exotics?… SERIOUSLY!?
Your gonna make us do all that work just for a skin!? Epic fail ANET, epic fail…
The only reason that I had for considering making one was because I thought “well, at least it will have higher damage and better stats…”
But nope, they are just animated skins… I dont even like the skins. Well, of the greatswords anyway.
I cant believe that the only benefit of all that hard work is aesthetic… And even then the aesthetics suck.
One of my fave hobbies is weapon and armor designing. Ive been studying arms and armor since I first learnt to draw… I’ll do you some truly legendary designs that you can use in the game for FREE, just to see some good looking legendaries in this game… But only if you bump up the stats on legendaries to reflect their legendary status. This is a serious offer Im making… Custom sword/knife makers have shown interest in my designs, so I am offering some high quality work… Get in touch and let me know if you are interested, and I’ll do you 2 or 3 designs of a couple of weapon types to show you what I can do. But Im not gonna waste my time doing designs to show you unless you say your interested.
Im honestly shocked and majorly disappointed at how poorly legendaries have been implemented…

Anyways, I’ll attach a couple of examples of my work. They are only simple concept designs, but it should give you an idea of what I can do. I can churn out weapon designs non stop, and i can go from authentic looking weapons to full on fantasy weapons.
The sword design attached is inspired by the eastern “Nagimaki” which is basicaly the merging of a katana, and a naginata (a pole arm with a short katana/saber style blade)
The Nagimaki itself is in effect a greatsword. My design was basically a “dark elf” styled version of it.
Bare in mind these designs were quick concept designs, quick sketch’s. The quality of a final piece would be greater than what I have shown here, as I specialize in high detail art work as you can see in the armor design. Unfortunately I lost most of my old designs when I moved house, so I dont have many more to show.
(you’ll have to forgive the poor image quality of the armor design, it was the only pic i could find of it.)

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Server change issues, and the solution.

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I just wanted to highlight an issue with the server change feature…
Our guild was on a low populated server that kept getting our butts kicked in WvW, so, we moved our guild to a more populated server… We lost all our upgrades in doing so, meaning we had to restart all over again… While this was a pain, this isnt the main problem…
The main problem is the fact that once we got there, we noticed a lot of guilds were leaving the server, meaning the population started to drop again, and our WvW capabilities were nerfed… So in essence, we changed server and lost all our upgrades for nothing…
Basically, your allowing people to switch to the winning server by allowing server transfers. And unfortunately, this is now what everyone HAS to do if they want to have a chance in WvW. Luckily for you, (and all of us) I have a solution…

Do away with permanent server transfers. Simples.
Balance the population of the servers by identifying how many guilds there are, and how many members they have, then spread them out across servers so its balanced. Then disable permanent server transfers. Make it so you can “visit” other servers so you can still play with friends around the world, but everything you do affects your “home” server. And when you enter WvW while visiting another server, it puts you back on your servers side. And when you leave… It puts you back on whatever server you were playing before.

Its either that, or balance the populations of the servers and do away with server transfers altogether. Cause as it stands, server transfers are ruining WvW and server population. Our server has just lost the 4 major guilds it had thanks to the server transfer feature… See my point?

All multiplayer team based games have some form of autobalance feature, WvW needs something similar. But considering the fact that its a persisting battle, and not just rounds like an FPS game, and your always representing the same team (your server) it cant have the traditional autobalance feature seen in FPS games. It needs something that would work for a persistent battle, something like what I suggested a moment ago.

Legendary weapons = poorly implemented idea.

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Posted by: ReverantSpark.7309

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Essentialy, what needs to be done is… The level of difficulty to obtain a legendary needs to stay the same, but the process has to be more fun and interesting instead of being bland and chore like.

Legendary weapons = poorly implemented idea.

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The feeling of legendariness goes away when you realize that ammount of time and effort that you have to put into it is not the same for everyone.

I agree, thats another reason why a quest chain would be a good idea. It would force people to go through the process of questing for em, instead of just going “Ive got more money than sense, so Ima cheat and buy gold and buy everything I need… boom! I has legendary!”

Legendary weapons = poorly implemented idea.

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(and others) suggested the challenge being the quests/puzzles and not the farming. Theres already enough reasons to farm in this game, you shouldnt be forced to farm at endgame to get your legendaries. A quest chain would solve this while also adding some much desired endgame content. Think about it, you’ve just finished your story quest, you’ve got to 80, feeling like theres not much left to do but farm… But then… Oh wait! there is another awesome and engaging epic quest chain still to do!

And what happens when the 6 month event chain ends and BAM! Everyone suddenly has a legendary and they arent special at all anymore. When you offer a legendary as endgame content, everyone will go for it and they will get it eventually. I oppose this happening and as such am quite fine with the grindy RNG concept we have now, which serves to keep the amount of them low because the less dedicated people wont bother.

Btw, this is coming from someone who doesnt have a legendary or a precursor.

Aye, I can see your point there. Stops em being all that special cause they would be more common. I thought about it, and I think I have a solution… While Im not to big on the amount of farming you have to do… You could incorporate farming into the quest chain. That way it would at least break it up into bite size chunks instead of going “ok, go gather 1000’s of rare materials, enjoy the dull gameplay.” If it was done that way, you’d at least feel like your making some kind of progress if you get what I mean. Plus if they made it so you had gather smaller amounts of a bigger variety of mats, it would mean people are more spread out across the world, and it would make it less tedious. You’d at least often have a change of scenery. I think if it was done that way, it would improve the legendary weapon content.

As it stands now, if you have enough gold, you could effectively buy a legendary weapon in no time at all. But if there was a quest chain involved which only allowed you to do one quest a day… It would mean the people that have all that money (no doubt from buying gold illegally or through gems) wouldnt be able to buy all the mats and stuff and make it right there and then, it would make it a long process, which would reduce the amount of Legendaries being made, making them more rare, aswell as making it more interesting and fun for people who arent big on farming, due to breaking the farming up into stages.
You’ve got to remember though, the game isnt made just for hardcore players. While I do consider myself a hardcore gamer, I still think the means of obtaining a legendary weapon is bland and ridiculous. The only way Im gonna end up with one is if they either implement something to make the process more fun, or if I some day end up with enough gold to “buy” one. Which I dont see happening for a very long time lol. And like I say, the game isnt just for hardcore players, why should those players be denied such awesome weapons? Why should these weapons only be available to “leet” players who have the “Im gonna farm for days on end” mindset?

(edited by ReverantSpark.7309)

Legendary weapons = poorly implemented idea.

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I think the chain shouldn’t be so streamlined.
It’d make more sense if it was a mix of grinding, farming and questing.

  1. You get fragments of a recipe from all over the world, in a challenging – not grinding – way.
    The challenge should involve jumping puzzle, and/or an event that scales properly the more people participate, to avoid making it something easily done with a group.
    It should require skill.
  2. Once you have all the fragments, they combine into the recipe for the legendary precursor.
  3. Sacrificing exotics in the mystic forge get you a rare material of wich you require multiple to craft the precursor – instead of giving you a stupidly tiny chance to obtain the full precursor.
  4. Once you have the precursor, a certain NPC scholar will show interest and give you insight on an ancient craft, sharing his knowledge towards obtaining the necessary information.
  5. The clues take you to tougher challenges than the precursor, and help you obtain some unique materials that along with a bunch of crafting materials allow you to craft the weapon in them mystic forge.

It must require dedication (thus the grind/farm), but also skill.

Nah, I disagree. The suggestion Runiir made seems the best and most logical so far. Like he said, if it was too quick, then you make it so you can only do 1 “legendary quest” a day, so you do have to put the time in over a period of months. For example… You complete one part, and then a 24 hour “cool down” is put into effect, meaning you cant do another til the next day. This would make Legendaries viable for casual and hardcore players alike, while still having to put long term time and effort into it, thus meaning it takes dedication and skill to do.
The aim is to do away with grinding/farming and have an interesting FUN way of obtaining the weapons that is still challenging. Grinding/farming just kills gameplay. It takes a great game, and makes it tedious and mind numbing. Its supposed to be a game, not a chore. Ive hit lvl 80, and now Im farming gold for my cultural armor set (which is way overpriced imo) and its killing my enjoyment of the game. It needs something engaging that isnt repetitive and mind numbing. Hence why I (and others) suggested the challenge being the quests/puzzles and not the farming. Theres already enough reasons to farm in this game, you shouldnt be forced to farm at endgame to get your legendaries. A quest chain would solve this while also adding some much desired endgame content. Think about it, you’ve just finished your story quest, you’ve got to 80, feeling like theres not much left to do but farm… But then… Oh wait! there is another awesome and engaging epic quest chain still to do!

Legendary weapons = poorly implemented idea.

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That being said, it still needs a story to it. I mean, the weapons should have a story behind them, they are Legendary after all.
Yeah, make the events randomly located… But then make it so the boss encounter I mentioned is in a static and relevant location. For example, a legendary molten sword requires a boss encounter in Mount Maelstrom, or a drop (100% chance) from a boss in CoF. It needs to have a logical story and locations for at least 1 of the items you need to obtain. Maybe you could have all the artifacts scattered and randomly located like we said, but the final piece you gather is from a relevant boss type in a fitting location.

Legendary weapons = poorly implemented idea.

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Those wanting the requirement of maxing the appropriate weapon master skill are forgettign some huge problems with this.

Maxing shield is such an uphill battle that it requires purposefully wasting a skill to get killing blows. Yes, WASTING a skill. The guardian one is for aoe tag damage and for applying protection (best saved for when a mob is winding up an attack you cant avoid or don’t want to move from your spot) while the warrior skill is best used for interupting a skill rather than as a go to skill. Secondary skills for both cause no damage. Using the skills to kill something is a waste of a skill if it isn’t the last mob in a pack or a solo kill.

What about warrior’s that use warhorn? Hint: neither skill does damage, thus can’t get weaponmaster for the horn.

Weaponmaster stats are also shared across all characters further making this a BAD choice. Legendary weapons are designed to be character based (hence why map completion is required).


What would work…is to make hints in the game on blacksmiths hidden around the world. You find the blacksmiths (let these be static, the wiki can even say which blacksmith is linked to which weapon). Go to the blackmith at level 80, after having totally completed the storyline. Upon reaching the blacksmith they send you out to a randomly generated location in the world, all you get is a vista like picture as a clue of where you have to go. You go out to the location and when you get within 600 range of the exact spot a chest appears. You do this 4 times, it is always 100% random on where it could send you, just somewhere in the open world. You now have 4 peices of the weapon. Take all 4 to the forge and you create a makeshift version of the weapon, it is inert and unequipable.

Take this to the blacksmith and you will get random tasks (specific events) in the open world that you must complete and get a gold on. This leads us as a means of sending players to low population centers as it would be random, and the low pop sections of the map are more numerous than the high pop. Each task nets a peice of an enchantment, every 4 peices need combined int he forge and taken to the blacksmith. Earn 3 enchantments and the blacksmith sends you to take the inert weapon and the 3 enchantments to the forge. Combine them and you get the first precursor.

Take this back and the blacksmith then tasks you with more events, only now you must do the events with the precursor equiped. here you get 3 enchantments made the same way you did before, and a peice of special material that only drops from one of the world dragons and only if you have a precursor equiped. Combine these in the forge. This creates another peice of the artifact and must be done 3 times. Take these 3 items with the precursor into the forge and finally you have your legendary.

In this way you get the legendary over a period of time, the tasks are always random and you can even add new future zones to the list easily. Everyone has a different path to take and is unable to plan the next step in advance. If you think it is too fast then have the blacksmith only give out one task in a 20 hour period (the reason for not 24 is to prevent people sitting at the blacksmith for 10 min waiting on the timer). This would require over a month of dedicated time (one thing a day) in order to accomplish. For each new weapon just add a new blacksmith randomly in the world…the rest of the task is already there as it is always random and sends people to do events that likely sit undone for days in certain zones.

Now this idea I love… Its pretty much exactly what I was aiming for. And it would be so easy to implement too in comparison to the other ideas we have come up with.
You’ve pretty much taken my idea and refined it.
Awesome idea man. I’d be more than happy if this was how they did it. The only thing I would suggest is having a boss encounter at the end of each “round of crafting.” By which I mean you have to face a guardian of the artifact before you can take it back to the smith and forge it to its next stage.
And as for the hints idea, I like it… You could be walking around and you overhear a conversation between 2 NPC’s… “weaponsmith Daryn was apparently pouring over old texts for some reason, I have no idea why a smith would be so interested in old arcane records…”

Legendary weapons = poorly implemented idea.

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+1. Call me crazy, but legendaries are too easy to get. Someone either does it the right way and gathers all the materials or someone if they have the funds and wana be lazy, can actually buy every single material and essentially buy a “Legendary”. The way it is now gives me no motivation to make one. I wana have an adventure with some story telling to get my end-game pieces not grind it out.

Exactly my point
They should have some form of story tied to them. The path to obtaining them should be a fun epic journey, not another reason for mind numbing farming.
I wouldnt say they are too easy to get… (with the exception of just “buying” them)
But the road to obtaining them is just… Well, its like it was the last thing on the list of things to implement, and they just wanted to get out of work on time and didnt put any thought into it.
employee 1: just make em craftable
employee 2: but they need to be hard to obtain…
employee 1: then just make it so you need insane amounts of mats ~shrugs~

Considering how much thought they have put into other aspects of this game and how innovative they have been, Im surprised and disappointed to see that they chose such a half baked approach to obtaining them.
Legendary weapons should have a legendary means of obtaining them. Gathering stupid amounts of mats arent exactly legendary actions worthy of a hero of tyria.
Would a hero go on a legendary journey to obtain a powerful artifact, or get a job as a labourer to get it?

Legendary weapons = poorly implemented idea.

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Well, I dont think it would be that difficult to implement. If they managed to implement a one time halloween event, and are already creating a new one time event, then surely they could implement the quest idea. What I was thinking of wasnt adding new areas or anything, no new instanceing for each part of the quest. I meant actualy having them as world events, or using other instances even. Giving you the option to enter CoF solo for part of the quest for example. The only thing they would realy need to do is add new scripting and npc’s, not create new areas or anything. Hell, you could even have it without anything but the new npc dialogue added. You could make it so you have to go complete a specific dungeon to get a “legendary artifact” which the end boss drops, which would work considering how each player gets their own loot. My thinking was to have a varied combination of tasks. Completing world quests unique to your character, completing dungeon quests… I do like the idea of a puzzle/treasure hunt though… Maybe that could be how you acquire some of the parts as well as the quests. For example… During a quest you hear of a powerful mad sorcerer who had got his hands on and hidden one of the artifacts. Then once you have worked out his clues and completed the treasure hunt, and you find the final location and interact with the object, it spawns a guardian of the artifact that you have to kill and loot to obtain said artifact..
And like I said, your herald would point you in the direction of multiple npc’s meaning you choose which weapon to quest for. Your not tied down to questing for one specific item.
And if you dual wield for example… You could go complete the chain again by going and starting dialogue with the weapons respective npc again. Think of it as a long world wide event chain, which is only triggered once you have completed the prerequisite quest in the previous zone.

And I dont like the idea of having to do everything else in the game first… That seems like a pointless requirement… “so, Ive got my legendary weapon… now what do I do with it?…”
Tools arent much use if you’ve already completed the jobs you need em for lol.
And sure there will be new expansions in time, but who wants to wait for new content to get the benefits of their new weapon? Plus with new expansions comes new more powerful weapons. And using items from unique seasonal events to make them is a bit extreme. Not everyone is able to make it on during the event. It would make legendaries inaccessible to a lot of players. Plus it would mean giving up those cool items that you only have 1 chance to get, like the book from the halloween event.

Like I said, the point is to make them hard to obtain by the dificulty of the quests and puzzles, not by having to use crazy mats.

Legendary weapons = poorly implemented idea.

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Posted by: ReverantSpark.7309

ReverantSpark.7309

Ive been looking into making legendary weapons, and Im pretty dissapointed. All you have done is make it so we have to gather insane amounts of mats… Dont you think thats a pretty poor way of doing it? Its like you couldnt be bothered to think of a fun and interesting way of implementing it and just went “stuff it, just make it so people have to use stupid amounts of mats to get em.” thats not a legendary weapon, thats a pain in the butt weapon… The amount of farming/money it would take to gather all those mats is stupid.

There are far better ways of acquiring a legendary weapon that dont seem like a ridiculous farm/grind mission. The way it SHOULD have been implemented is like this…

Each weapon has an epic quest chain taking you all over tyria, a quest chain that can only be acquired when you hit lvl 80. You get messages throughout the game from your herald, (I think it was a herald) you should get a message from him when you hit 80 pointing you in the direction of NPC’s that start the quest chain for each respective weapon. For example…
“greetings, Im writing to inform you that there have been rumors circulating as to the whereabouts of the legendary weapons of tyria. [npc name] is said to have information on the whereabouts of such and such weapon, [npc name] has information on another weapon” and so on…

You could make it so the herald only points you in the direction of npcs that have info on the weapons usable by your class. Then during the quest chain for that specific weapon, you obtain parts of the weapon (artifacts) from each part of the quest as a reward or boss drop. Sort of like another story chain, but for endgame. Then once you have completed that quest chain, you have to use each part in the mystic forge along with a REASONABLE amount of mats to revive that pieces power. Then once you have empowered all of the pieces, you then combine those in the mystic forge to create a TRUE legendary weapon.

At the moment, legendary weapons are the “korean mmo” of weapons in guild wars… a huge grind/farm fest. As it stands, Im probably not gonna bother with them, cause to me it doesnt seem worth all the time and effort. But if it was incorporated into a quest chain… It would make the experience and road to acquiring your legendary weapons actually fun. I would happily play through a huge quest chain to get em, and Im sure that most if not everyone would prefer it that way too.

In place of a ridiculous number of expensive mats (I understand you made the numbers so high as to make them difficult to obtain) you could make it so the quest chains were long, challengeing, and pretty difficult.

A weapon isnt legendary imo cause of the umpteen amount of mats you have to gather, but because of how much of a challenge it is to obtain. And gathering/buying mats isnt a challenge. Thats only a challenge of how much mind numbing boring gameplay you can stand.

Weapon Dying/Customization.

in Suggestions

Posted by: ReverantSpark.7309

ReverantSpark.7309

Just had another idea I thought I’d share. I was thinking… We all love customizing our gear for aesthetic purposes, mixing and matching set pieces, changing the dye colours… And it made me think of how cool it would be if you could also dye your weapons too. Then you could have that realy cool looking weapon, AND have it fit the colour scheme of your gear.

I had another idea for weapon customization too… “Modular Weapon Customization.”
Let me run you through what I visualize…
Say I have a greatsword, and I dont like the way it looks (unfortunately true of all greatswords, which sucks seeing as my main is a greatsword warrior :/) I head over to a weapon station, and select the customization tab. I drop my weapon into the weapon slot, and have the option to change features of the sword. The pommel, handle, hilt, and blade. The way you obtain different looking parts is by dropping a weapon into the item customization window, and hitting the “salvage parts” button, which gives you the “recipe” for each of that weapons individual parts, while destroying the item. This way, you could collect a vast amount of aesthetic customization options, and everyone would be wielding their own custom designed weapon

It would add a whole new level of customization, and make crafting skills more fun. Plus it would add a new social element of sharing designs, talking about what parts you used and where you got em.
Just thought I’d share the idea with you

Wings/Slowfall ability/item

in Suggestions

Posted by: ReverantSpark.7309

ReverantSpark.7309

The title pretty much says it all. I was thinking about how cool it would be if you could have wings either as an ability, or a feature of a back piece. As far as funtionality goes, I thought about them being used to slow your fall when you drop down from high locations, or allow you to glide a short distance if you hold down forward during the fall.

What i would love to see is a back piece that was a tattered cloak/cape (dyeable please :P) that has a toggleable ability, that when activated would transform into a set of demonic wings that would slow my fall or allow me to glide a short distance… Or just activate it to walk around for a while looking awesome… You could even go as far as it maybe affecting your basic attacks and their animations while the “wings Buff” is active.

Prolly wont ever see it in game… But its too awesome to not suggest lol xP