Showing Posts Upvoted By Shades.4572:

Every Black Lion Chest should give 1 scrap?

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Posted by: Dommmmmmmmmm.6984

Dommmmmmmmmm.6984

Nah, that makes too much sense

Two-Handed weapons with 2 sigils

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Posted by: Mel.8769

Mel.8769

I’m flabbergasted at the beautiful simplicity of this idea. It makes so much sense!

Common sense is a flower that doesn’t grow in everyone’s garden. -Unknown

Two-Handed weapons with 2 sigils

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Posted by: Leamas.5803

Leamas.5803

I agree, this would be a definite improvement.

Two-Handed weapons with 2 sigils

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Posted by: Dand.8231

Dand.8231

I’m surprised this sort of thing hasn’t gotten more attention. It’s a pretty glaring flaw between 2handed vs 1 handed weapons.

And it literally affects every class:
Guardian: Greatsword vs Sword/Shield
Engi: Rifle vs Pistol/Shield
Elementalist: Staff vs D/D
Thief: Shortbow vs anything else
etc…

Two-Handed weapons with 2 sigils

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Posted by: ikereid.4637

ikereid.4637

+1, it needs to be done.

Desktop: 4790k@4.6ghz-1.25v, AMD 295×2, 32GB 1866CL10 RAM, 850Evo 500GB SSD
Laptop: M6600 – 2720QM, AMD HD6970M, 32GB 1600CL9 RAM, Arc100 480GB SSD

Two-Handed weapons with 2 sigils

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Posted by: Dand.8231

Dand.8231

+1
It’s quite silly to have it done this way, there’s no real reason for a 2handed weapon NOT to be able to rock two sigils!

Two-Handed weapons with 2 sigils

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Posted by: Nretep.2564

Nretep.2564

Well, it’d be time two handed weapons would get the stat bonus of two single handed weapons – like giver’s prefix.
As they also implemented dual-infusions, I don’t see a big reason not to get a second sigil slot …

Two-Handed weapons with 2 sigils

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Posted by: ChaoSeeker.2146

ChaoSeeker.2146

Simple idea, one-handed wepons can have one sigil same as two-handed.

If i have equiped 2 one-handed weapons that means i have one more extra effect on them as i would have by equiping a two-handed.

I like two-handed weapons and they are my play stile, but why would i lose that one extra effect that those who weild 2 one-handed weapons have, seems not fair.

Not sure if it was a subject like this, if it wasnt pls tell me what you guys think

Infusions overpriced/underpowered?

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Posted by: snow.8097

snow.8097

i think we will be able to make own infusions when the others crafting Jobs scaled to lv 500 with far better stats then this u can buy in WvW with +5 stats.

I like the idea of leamas too, but i dont think anet will do this, how to work with Players who Plays with traits/skills/runes with +25% movement Speed? Speed increases do not stack.
I think infusions with Boon and condition Duration would be cool when anet decides to make no asc winter/giver stats .
But i think we will all see this with windersday update

Safi/Clio Del Ray |Ranger, Elonas Reach,
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Gemstore-Items/page/31#post4533037
the skrittfinisher was my idea!

Infusions overpriced/underpowered?

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Posted by: thefantasticg.3984

thefantasticg.3984

Because of the high stats already on ascended I don’t even think infusions need to be be offensive/defensive. More options in the utility range and allow utilities to be applied to all trinkets. Things, like a speed infusion to increase player speed, or one to increase stamina/health regen rate or slot skill recharge rate, or even profession specific infusions. Lots that could be done here to make ascended less tied to the fractals.

I really like this idea…

RNG is a bell curve. Better hope you’re on the right side.

Infusions overpriced/underpowered?

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Posted by: Leamas.5803

Leamas.5803

Because of the high stats already on ascended I don’t even think infusions need to be be offensive/defensive. More options in the utility range and allow utilities to be applied to all trinkets. Things, like a speed infusion to increase player speed, or one to increase stamina/health regen rate or slot skill recharge rate, or even profession specific infusions. Lots that could be done here to make ascended less tied to the fractals.

Musings on Tequatl event

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Posted by: Kenaron.3654

Kenaron.3654

I run Tequatl events regularly with the TTS guilds, and I have no issues about how the Tequatl event runs with a full map organized group. I wanted to make a suggestion on how to adjust the event in such a way to preserve event’s current flow regarding how full map organized groups go about it while at the same time making it more possible for smaller groups to succeed, if at reduced reward.

The difference would begin with a trigger for some state in the event that makes it very clear that the event is going to fail. Something that would never happen on a full map. For instance, when Tequatl puts up a bone wall that persists for over a minute, or alternatively if all 6 hylek turrets are destroyed at once. Or perhaps if Tequatl’s health is over a certain amount when the timer is at some other amount. There are a lot of possible ways to trigger this. It should happen well before the first battery defense phase begins.

When triggered, some form of reinforcements arrive. They do something flashy that weakens Tequatl significantly. As a for instance, a Priory group arrives on in a flash of lightning with a massive air elemental that briefly wrestles with Tequatl, damaging the dragon before it obliterates the elemental. Something as dramatic as the vigil lazer firing really; the thematics aren’t important to my overall suggestion here. Tequatl gets a chunk of his health gone by something dramatic, and NPC’s arrive. Afterward they hold the western battery. However they manage it, the western battery no longer needs to be defended.

As for how much this event helps, I would say aim for where a group about half of the size seen in full maps can be reasonably expected to succeed at the event afterward. The rewards should be less, though, to encourage players to better organize. Remove the exotic chest for instance. Note that it is impossible to get Power Play when this triggers. You could also change the condition for “Slaughter in the Swamp” to kill Tequatl without reinforcements. If the reinforcement arrival replaces a battery phase entirely this would mean they could not get the rare Tequatl chest at all.

A second event like this could trigger for the Order of Whispers, if things are still going quite poorly later on. And afterwards they hold the Eastern battery so it doesn’t need to be defended. Or if the first trigger happens, either the Priory or Order of Whispers arrives for their support and later if needed the other shows up. That would give both of the other orders equal showing in the Trinity operation here. And if both of these events happen then the rewards should be even further reduced. I would say ideally set it so a group of 20-25 people can win using both of these events, and with rewards more in line with lower level world events (Admiral Taidha Covington for instance) or the reward level that Tequatl had before his major update.

In conclusion, the benefit of this proposal would be that it would not effect organized groups who regularly succeed at killing Tequatl, but it would make players more willing to come out and try. In my first few attempts at Tequatl before joining a tequatl-slaying guild, I found that players who have never gotten to the first battery phase treat the event as just impossible, but that once they get through that it usually ‘clicks’ how everything works (more or less that is) and it’s not long from there untill they can get to a group that would win. A less organized group should be able to beat tequatl using the reinforcements, and from there improve their method such that in future runs they rely less and less on them.

WvW Golem Mastery skill

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Posted by: Basharic.1654

Basharic.1654

We came up with this on the mumble tonight in WvW.

A top tier Golem mastery skill that let’s the driver self-destruct the golem – doing massive damage to nearby enemy players.

We could have damage radius/effect affected by amount of life left in the golem. Though I suspect the skill would have to be locked out to the last 20 percent or so of HP. If we didn’t we’d likely have trolls exploding them any chance they get.

The intent is to give smaller forces a way to possibly drop a significant portion of a larger force in a pinch, and it opens up some interesting tactical variables for commanders.

Inspect gear feature

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Posted by: Einlanzer.1627

Einlanzer.1627

I don’t really know that I think it’s a good idea. There’s already too much elitism in the game.

Stop with the bikini armor

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Posted by: Ghostwolf.9863

Ghostwolf.9863

I agree that not everyone likes the skimpy armor, but I feel pretty certain that there are just as many percentages of females playing this game who prefers skimpy armor as there are males preferring it, there are even female players going with the most skimpy armor they can find, because they find it cool and appealing.

I’d say they should make more cooler non-skimpy armor, but leave the skimpy ones, because removing/changing the skimpy ones would be like removing/changing one of the cooler plate armors for male characters and would limit their options on what to wear.

And I’ll end my post with a question that comes to my mind a lot.
Who’s worse? The female who wears or the male who stares?

Thief, Engineer, Mesmer – Seafarer’s Rest (EU)

Stop with the bikini armor

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Posted by: Mindy Mcreedy.3486

Mindy Mcreedy.3486

Personally I would welcome some more variety in the medium armors. Most of them are trenchcoat style with the exception of like 2 that happen to be somewhat “skimpy.” I use that term loosely in keeping with the thread. I think a more appropriate way to think of this would be suggesting they add some armor skins that are more feminine. It doesn’t have to show skin to look good and like wise it doesn’t have to look bulky and awkward to hide it.

Death by Norn Spirits

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Posted by: Gray.1704

Gray.1704

This idea came to me while I was wandering around that skill point in Wayfarer where the wurm corpse lies:

With the daily “Ambient Killer” option, I thought it’d be amusing if: when players kill a certain type of ambient creature enough times during the game, a larger ghostly version of the spirit would spawn nearby and come after you for killing the same creature type too much.

So for example, if you were to kill a bunch of Ravens up near the wurm corpse, eventually a large Raven Spirit mob would spawn and come to kill you.

I got the idea from the Super Adventure Box when you kill too many rabbits at the first part of World 1 Zone 1 and the bunny tornado comes after you. If you can be punished in that manner for killing a bunch of bunnies, why not be punished in actual Tyria for killing the same kind of creature several times?

Obviously you can run away so the creature doesn’t kill you, but I thought it would be amusing as hell for something like this to show up and go after people.

(edited by Gray.1704)

Character selection in WvW queue

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Posted by: FussL.6930

FussL.6930

Hi guys!

I like to play WvW on my Elementalist. Problem is – especially with the long queues lately – that i play pve with other characters/classes and like to switch characters for different kinds of content.

So basically I was wondering, whether it would be possible to implement some function to queue for wvw on any character and just chose which character to play in wvw when the queue pops. Also, if something like this was possible, it would be great, when changing the character would not kick you out of the queue.

I don’t know whether it’s possible, but I wanted to ask anyway.
What do you think?

Ressing Animations....

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Posted by: Frostfang.5109

Frostfang.5109

Whatabout if the ressing was a racial thing. Have really all races learned the same “touching the ground” soert of reviving… (wich is also quite boring)

Whatabout if all races had different ways of bringing someone back from the brink of Death…

For example:

Charr… Making sort of a tribal dance taking a Deep breath and the Breathe Life onto/into a fallen.

Asura… Pick out some hight Tech gear to move/hover over the fallen bringing them back with chrystal energy…

Human… They could call upon any of the 6 gods tp help ressurect a fallen…

Norn… They could call their stotem animal to help ressurect a fallen…

Asura. They could make lifegiving vines come up from the ground providing Life for the fallen… Almost like in “Avatar”..

What do u Think?

Kima & Co

Shortcut to Home Instance

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Posted by: Arnauron.4675

Arnauron.4675

With the addition of new content to our Home Instance, it would be nice if there were a button in the upper left corner (like the ones to enter The Mists and WvsW) that leads us there.

Guild pane: event calendars

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Posted by: Jiggy McNasty.9563

Jiggy McNasty.9563

Since we are all capable of being part of multiple guilds, and cannot participate in chat with more than one guild at a time, I think it would be extremely useful to have an event calendar pane for each guild.

This way, guild leadership could detail the dates and times of guild missions or guild events (dungeon runs, fractals, WvW, games etc.). Players could then manage their game time more effectively and maximize their online fun by representing the guilds that are doing what they wish to participate in at that time.

By limiting our ability to see what our other guilds are up to, many guilds are permanently losing repping members because those members don’t want to miss out on things happening in their primary guilds.

Please consider adding a guild calendar pane to the guild window.

Thank you.

Please let minis swim again.

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Posted by: Sylv.5324

Sylv.5324

I hope they do. <333

Ardeth, Sylvari Mesmer
Tarnished Coast

Deep Cave / Treasure Trove Permissions

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Posted by: Deano.7913

Deano.7913

I also would like to see this feature.

[WP] Wisenheimer Prime | Guild Leader
Polyhistor Serpente – lvl 80 Elementalist | Crystal Desert
http://www.twitch.tv/polyhistorsl

Deep Cave / Treasure Trove Permissions

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Posted by: Astral Projections.7320

Astral Projections.7320

Yeah, I agree they should have the option to be separated. In fact, the whole guild system could use someone going over it and making it better.

There are usually 3 main ranks in a guild. Officers, members, and initiates. Having 3 ranks to guild bank permissions would be a nice feature.

(edited by Astral Projections.7320)

Guild Management Suggestion - Important Feature!

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Posted by: Shirou.4098

Shirou.4098

I like this suggestion, but I also don’t understand the need to have two guilds for one.

500 members is A LOT. We have our cap at 200 at the moment and if we hit it, well… that just becomes silly. 500 people is on average a reasonably sized school (where I live, anyway). We have already been kicking people for various reasons (the main one is people with a poor attitude, we try to keep a high standard).

Could you honestly name 500 people? I can’t even name the 100 in mine. I could probably tell you maybe 20 of us off the top of my head and most of us represent.

Anyway, I would thoroughly agree with OP though. We need the options for it. It helps keep people who clog up space and make the guild appear stupidly large, out.

500 is a good amount but without having a “Last Online” or “Last Represented” it’s realy hard, thats why we made 2x 500 guilds as we have no idea who is realy inactive.

Deep Cave - we need permissions levels!

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Posted by: keln.6051

keln.6051

We (FFF) had this sort of problem before, The deep cave is a add on to the trove and operates under the trove permissions. To solve this lets say threat, we have our bank set with the trove for masterwork-rare gear with Senior member access on it and use the guild stash for Exotics and Legendary’s that’s got permissions of for us Treasurer or above, Just split up the gear you can’t afford to lose and the rest of the crap.

Deep Cave - we need permissions levels!

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Posted by: Rumbum.9257

Rumbum.9257

bump..still no feedback from anet?

Deep Cave - we need permissions levels!

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Posted by: Celtic.8706

Celtic.8706

Mad Muffin Marauders (MMM) we too have just completed our deep cave and have found that we cannot set any permissions for it, this needs an immediate fix!

Deep Cave - we need permissions levels!

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Posted by: Siaelle.5096

Siaelle.5096

The Gaming Standard [SoX] were so excited to reach the ‘Deep Cave’ Guild Bank level over the weekend… however this quickly turned into a huge pain as for some reason we cannot set any guild member permission levels to manage it?

Please can you update this as it has to be a pain for every Guild trying to run a successful Guild Bank with several hundred members.

We are worried someone is going to sign up, and wipe out 100 slots from under us.

Thank you,
Sia