Showing Posts For Vik.9617:
I wholeheartedly agree, if they would change this it would be totally awesome. Choosing skills outside of combat/precombat was one of the things that defined GW1 and the thing that made me feel unique, even if it ended with most players getting the same skills in the end, in GW2 they have gimped the skill choice almost to oblivion.
If they hadn’t been for the trait system I would have stopped playing all together but it is a bit of a dodge not to get into the skill balancing issue. Devs said that skill balancing was an issue in GW1 but the way they changed it in GW2 was almost too much if you ask me. They made it almost into a game where your customization almost didn’t matter, sure you have a few skills that are different, but you can only use them to get an edge in a few situations once every other minute or so. You cannot radically change your playstyle in the way you could in GW1, you still use the same skills 90% of the time when a using different build but the same weapons.
If we could get more selectable skills for our weapons outside of combat that would be awesome, giving each weapon 10 skills would be a great thing for an expansion where we could alter the 5 skills however we want.
Dumbing down games has been something I’ve seen for a long time as a gamer and I find it very sad. Games that I remember as great games where games that forced me to think and had a sever consequence for failure. Don’t make games just a way to kill time, aim to make it an experience worthy of remembering. Anet has done that in some regards and GW2 is a great game, but there is so much potential in this game to make it so much better.
I love jumping puzzles as well I have one problem with them though the rewards are very often the same and pretty bad, except for the WvW JPs. I would love it if they had different kinds of drops depending on their location. For instance you could have a chance at getting a molten lodestone in you do a jumping puzzle near lava, and so on.
The harder the puzzle the greater the reward I think would have been a nice touch as well. One way of doing this could be to see how many times a puzzle was done yesterday and checking the average time spent to set the days reward level.
Last and but not least it would have been awesome (while this would be pretty hard to do) to create a random generated JP, as JPs are never as hard as the first time you do them making one that is randomly generated would have been fantastic.
GW2 needs Duels, Open World PvP (in mid-high lvl maps , 40+ or so) and yes, Arenas, even 1×1 matches. Then, this game will be perfect.
Open world PvP is what WvW is for and that is IMO perfect as it is, some players prefer to play the game without having to worry about ganking rouges behind every corner. I do however agree on the 1vs1 matches maybe an arena like the one in black citadel could be used for this. Would have been awesome if the added a replayable survival mode here as well.
Just like with how the crafting system was before where you had to take every item out of the bank before you could use it?
This change is about making the game smoother nothing else why would anyone be against that? While I love my Ele having to open up inventory searching for my staff before fort attacks in WvW, then after searching my plagued inventory for my daggers to be able to fight in melee after is quite annoying, so much that I stopped doing it and settled for a scepter/dagger instead. Making it smoother would improve my gaming experience.
I want to second this, I’ve been bothered by this as well. Adding the ability to fast swap outside combat would be great.
I just wanted to say that I stopped playing this game because of the waypoint cost. Punishing me for playing with my lower level friends ruined the game feeling for me, it may seem feel trivial but the constant considering weither or not to waypoint travel to friends removed my will to play the game.
I suggest that you remove it or add an option to remove it if you haven’t already