Showing Posts For Zetsubo.2589:
I’d like to say, while I don’t agree with the choice of stat increase on Ascended gear, I do appreciate such a big content infusion so soon in the game’s lifespan. Thank you ANet for your hard work.
Legendary items were the highest tier prior to this patch.
Legendary items will still be the highest tier after this patch.
In their notes, they state that legendary items will be adjusted so that they are always the best-in-slot gear.
…So yea, they haven’t added a new tier above legendary.
That’s fine, but the fact that they have to adjust the Legendary stats even once means that max-stat gear wasn’t fixed from the start of the game, although that was promised to us by the devs: no need to ever go out of your way to get gear again, get max-stat gear once, have it forever.
I see zero reasons why they should break that promise and that is the problem I have with Ascended armor (which DOES increase the ceiling of gear stats).
Please ANet, no further. One of the greatest strengths of the Guild Wars series was that if I needed to leave the game for a while (Holiday, exams, …) I could come back and jump right back in, because my max level gear was still relevant. Right now, it’s only one added tier so the difference is tolerable. It’s the same as running around in Rares, like I do: I use a Rare MF set for farming in Orr because I didn’t want to shell out for the Exotic version. But if we allow this tiering to progress, there will come a time where I will have to put one of my alts through months of grind before I can play the content I want, which is exactly the opposite of what I want out of this game and what was promised by the game’s developers from the start.
Sadly, the current Ascended tier is probably too far gone to stop. However, please join me and tons of others in an effort to stop the gear progression right here. We don’t want it and it shouldn’t be needed. Content should be able to stand on its own, i.e. it should be fun enough so people would run it regardless of reward.
Please try and convince the playerbase to keep playing because your content is fun, not because you offer “the next set of awesome gear”.
I think it’s just a problem of numbers. I’v ekilled my share of thieves and mesmers, as I’ve been killed by nearly as many. When I lose the 1v1, it’s probably because I screwed up or the other guy’s just better (since I killed both profs in 1v1 before). I think people are just sick of seeing so many thiefs and mesmers, even if they kill them all the time. Would nerfing these profs help? No it won’t, the FOTM’ers will just jump on some other profs that then becomes “OP” and the cycle continues.
IMO: NEVER use hot-join prof usage numbers to judge balance. If certain builds appear to be unbalanced in Tournaments, then that needs a fix, but overwhelming numbers of certain profs should go down in time, as those players will get bored with it and move on to other classes.
Loving the game so far, but I’m really missing a few features from GW1:
1) Option to save builds.
It would be really helpful to be able to save trait builds, so after resetting your traits at the NPC you can just load up your build from a save file. that way, you can switch quickly between different setups for WvW and PvE, for instance. Also, for PvP this would be immensely helpful to keep track of your builds.
2) Time since last activity in Guild Panel.
The GW1 Guild Panel showed the time since a player last logged into the game. For a guild officer, this info is very valuable to determine a member’s activity. As far as I know, this information is not present in GW2. I’d very much like to see this back.
The above are only small things, but they are immensely helpful and since they were used in some form in the original game, I hope there are plans to implement them in the future.
I suggest an enhancement of the Crafting system: the Gear Creator.
Note: I realize that the system I propose might entail a lot of work/coding, but I feel the advantages are real and time-saving in other places.
Basic idea: allow people to craft basic components of weapons and armor and mix and match them at will. This would only affect the weapon’s skin, not the stats.
For example:
A Hammer could consist of 5 pieces:
- Hammer head
- Left Hammer end: seperate hammer head ends allow for making symmetrical or asymmetrical hammers
- Right Hammer end
- Grip
- Grip end: this piece is a ornament at the end of the grip.
If you then have 3 craftable options per piece, you can craft up to 15 different-looking hammers. This system can then easily be expanded over time by adding new piece options.
This system promotes creativity, the use of crafting as a money sink and greatly enhances the number of available weapon skins in the game, even if the seperate components use existing skins (since the components can now be reassembled in original ways). This system can then also be used to “dye” weapons, by using different-colored piece options, based on used materials. For example, a Bronze hammer head will be Bronze and an Iron one will be silver-colored.
Introducing one new armor/weapon set would also introduce a large number of new combinations, if the new set is introduced as component pieces.
I propose this system because, personally, I don’t have much incentive to do crafting, because I dislike the offered skins. The above system would inspire me to be creative and search for new skin combinations on my own.