Showing Posts For Sevnir Aril.6308:
I like the idea of an arena for a skill. It would be sort of the the Norn Fighting Tournament in GW1. Not sure about swapping out skills though. That may be asking for too much customization.
I miss capturing elite skills like in GW1, and there is a significant lack of elite skill variety for classes (non-racial elites).
I suggest that some (or just the main) event bosses in areas have a very rare chance to “drop/learn” an elite skill from them. This would bring some fun variety to the game, and increase overall population in some very dead areas.
Some possible elite skill suggestions:
Mesmers could make illusions of monsters. Maybe allow them to make either one big or a couple small phantasms of spiders, snakes, etc. It’s kinda silly that we can only make illusions of ourselves or humanoids.
Engineers/rangers could gain a powerful shot that immobilizes/cripples, burns and poisons from a venomous boss.
The Shatterer could grant elites that daze, stun, and/or confuse. Could have an AoE daze or confuse skill.
Tequatl the Sunless could grant elites that poison and/or fear.
Claw of Jormag could grant chilling and/or weakening elites.
Maddoctor hit the nail on the head for the solo player vs. group drop rate.
I have a few issues with the instantaneous trading post mail system:
1. It makes the game a bit less realistic. You buy something from the trading post and it’s instantly delivered to you in the middle of Orr?
2. I’m not big on the instant gratification aspect—both with crafting and general purchases. It makes sense to me that you shouldn’t be able to camp the crafting station and go from 1 to 400 without a hitch. Also, if you finally get enough gold to buy a big purchase, you shouldn’t be able to get it in a second and keep on farming (again with the realism). The same goes for replenishing your consumables.
I know those two points are not that important, nor are they easily defended, but that’s how I feel.
Thanks for the support! I wouldn’t think it would be that difficult. It’s certainly less complex than the trading post. It’s also a very common feature in many games, so we know that it’s feasible.
Buying a variety of ingredients from karma vendors at renown hearts is a pain, and is unfairly singling out one profession: chefs.
Any other crafting profession can buy everything they need from the trading post or the profession master, but chefs have to travel and fight their way to the ends of the earth to get some ingredients.
Here’s my suggestion to make this less of a hassle without allowing free trade of karma items or further diluting the drop/node pool:
Once you have completed a renown heart on a map, and have purchased the item once from that specific karma vendor, you can pay a one-time fee of 10 times the normal karma price to add the item to a karma vendor in Lion’s Arch (I don’t care whether you pay the price to the renown heart vendor or the LA vendor).
An example of how this would work:
I want a faster/easier/less expensive/less time-consuming way to buy a cooking ingredient from a far-off renown heart vendor. So, I make sure that I have that vendor’s renown heart completed. I buy the ingredient from that vendor for its normal karma price…say 35 karma. Then, I have an option to have that ingredient stocked by the Lion’s Arch vendor for a one-time fee of 350 karma. Once I pay the 350 karma, I can go to Lion’s Arch and buy the ingredient from that vendor for 35 karma.
If this makes the ingredient too convenient for some people, the price of the unlock could be 20+ times the original karma price, or the unlock price could increase with the difficulty of the area of the original vendor. This way the unlock price for an ingredient sold at a renown heart in a level 60 area would be far greater than the unlock price for an ingredient available in a starter area.
3 & 4: Absolutely! I loved the skill variety of GW1, and am disappointed in the lack of it in GW2.
5 – 9: Yes. Especially 6. Having to make 4+ items before you can make the final item is just annoying.
10: No. You’re penalizing solo players.
11: Yes. Allow soloing or smaller groups to enjoy content.
12: No. Kills some of the immersion.
13: Yes. Traits should be free to switch at any of the 6 cities once you’ve unlocked the manuals.
14: Dyes should unlock account-wide. Shouldn’t have to pay 25 gold so that each character can have access to the same color.
15: No.
17: NO!
18: YES!! I’d love to be able to rank up in the order and unlock more content.
23 & 24: Yes and YES.
I guess no one cares.
I agree 100%. I have bought more bank space, and I need to buy even more for these materials and intermediate crafting items. An expanded collection tab is a must.
We need an artificer potion for branded creatures. There are potions for all the other dragon minions (icebrood, destroyers, and undead), but there is no potion for minions of Kralkatorrik.
Also, we need changes to potion ingredients. All other potions are easy and cheap to make, but potions for icebrood, destroyers, and undead all require rare drops from those same creatures. To make the highest tier of destroyer and icebrood potions, the rare ingredient costs an entire gold. That’s just crazy. We should not have to pay 1 gold (or farm for hours) for a consumable that only lasts 1 hour.