I like this idea, I see TONS of people just running around Divinities Reach. This would give alot of people something to do.
Before i start let me explain why im creating this post. I really enjoy this game have played it since launch and some of the beta and i would like to continue playing it for a while to come. But the future of the game rest purelly in the sales of gems and the use of the gem store which is why i feel not enough effort is being put into this at the moment.
Yes you have been haveing sales on specific items and you stuck a load of street cloths in but that doesnt come close to what i believe should be for sale. Heres a list of things me and my mates think would be good to have in there on a point of view we would like this game to keep funding new content.ARMOUR AND WEAPON SKINS Im supprised that the store is not flooded with these maybe you could put past event skins in like halloween ones or just create totally new new weapon and armour skins or a different route would be list every armour set in the game so people could purchase straight from store.
BOOSTS I know there is a few there already at 50% for a hour but why not add more options like a day or even a week and could be a option for say 50% xp gain for a week on your acount rather than single character.
RACE CHANGE Suprised this one isnt in already i think a lot of people would go for it i see it asked for often enough. Yes you can say what do they do about story well easiest way i could think would be reset it. I know a lot of people i play with would not be bothered about looseing story progress.
NAME CHANGE Same as above not sure why its not in already think they quite a few people who would like to change.
BLACK LION KEYS This is more a change to price than a addition i have a massive amount of chest but refuse to buy the keys at the current price if it was more reasonable like 20 keys for the current price of one then maybe i would but more of them but at the moment can say i would feel like im being mugged of if i bought them.
BAG/BANK Upgrades maybe there could be a reduced price if you fully upgrade at once rather than one at a time.
Im sure there are loads of items/services people could think of that would sell well why not list them reply with your ideas hopefully we keep mentioning these things devolpers might start listening.I know there will be some people that disagree with adding some things but im coming at this from a point of view that i would like to see the game continue to do well and continue to produce new content.
One last note i dont think we need anymore street clothing as when im in lionsarch i never see anyone wearing that stuff so dont imagine it sells to well please just add stuff people want you must read the forums there are plenty of the same things mentioned over and over that players actually want.
I agree 100% with your premise, but I do dispute some of the details.
-Armor/Weapon Skins: More town style clothes should be added, but they need to be careful they don’t release armor sets that exist through other means. For example, you shouldn’t be able to buy dungeon armor. Second, they need to make ALL gem store armors collectable. People don’t have inventory space… the gem store, to be 100% effective, should never have a single drawback to a player such as eating up inventory space.
-Boosts: I’m for more boosts. I think they should reduce the price though. I would buy some XP boosts for my alts, but right now they are just too expensive for what they offer. You should get like a 5 pack for 100 gems IMO.
-Race change: I know some people want this, but I think it is harder to implement since many story items (and dialogue I think) are tied to race. If they can do it easily, sure.
-Name change: They have confirmed this is “coming soon”.
-Black Lion Keys: I agree with you, make them cheaper and I will buy them up! I would like a 10 pack for 100 gems.
-Bag/Bank: I disagree with you here. These are one time purchases, and I think the slots they offer without purchase is reasonable. Keep them as they are, but raise the cap on bank slots.
RACE CHANGE: About the race change, all Arenanet would really have to do is just start you from the very beginning of that race’s storyline, for example let’s say I’m level 80 and entirely done with my races storyline(let’s say human) and I switch to norn, well it would start me out at the very first mission of the norn race storyline but I would still be level 80. It’s that simple.
This is a bad idea, imagine some immature but popular guild promoting their leader and then kicking random players out so that they have more room for guild members. Do not implement.
All you have to do is click to return to the mists, that’s our resign.
There are several things you can use your skill points for, here’s an example superior siege weaponry: http://wiki.guildwars2.com/wiki/Siege_weapon it requires 1 skill point to forge a superior siege weapon for wvw. This is just one example, there are many other things you can do with skill points believe it or not.
Don’t forget the ability to trade, and the ability to duel other players. Also I agree with your “wilderness” idea, where it would be just a free-for-all pvp area, that would be fun.
Why do you need mounts when you have waypoints and Asura Gates? Kinda makes mounts pointless.
Not when it takes you hours to get around in WvW.
You know I’d like a system to change the stats on an item to the way you want it (sorry to bring this up but, like the reforge system in WoW.)
I don’t really want to bring an argument here but I think it’s because of the downed system, I mean in pvp let’s say you’re an amazingly good player and you are fighting a group of 5 people. You manage to down one of them but the rest of the group instantly stops fighting you and revives him instantly and continues to fight you until you die or have to retreat. Now that is not skill, that is just “whoever has the most players in one area at once wins because you can revive any teammate near instantly.”
My suggestion is to reverse the revive speeds, for example: right now you can revive someone that is downed near instantly, but it takes a good amount of time to revive someone that is fully dead. So reverse the dead revive speed with the downed revive speed, with this people couldn’t just INSTANTLY revive their teammates while they are down. It would be an actual risk to try and help them during a fight, and if they happen to die they can be revived quickly to get back into the fight again so at least a good player would be rewarded credit for a kill. Then the game would be alot more challenging especially in pvp, you would actually be punished for getting downed and not generously rewarded for getting downed over and over simply because your teammates can revive you instantly. Someone could go AFK in pvp and not die if they had several teammates around lol and to me that’s ridiculous.
If housing was to be added it should be alot more customizable like Everquest 2 or Star wars galaxies’s housing was and not strictly limited to ‘decoration slots’ like for example LOTRO. Also they should try and put an effort into populating a “town” instance (in which players have their houses of course) because generally in a non-open world mmo(like gw2) the housing areas are generally dead. Set up some minigames like fishing in player towns or something to keep them populated, give rewards and achievements for doing things in the town on occasion to encourage people visiting them. Then housing would be awesome especially in a good populated game like guild wars 2. So do I approve of them adding player housing? Of course I do.
(I also wanted to comment that Arenanet could make more money off of player housing simply by adding occasional housing decoration items into the gem shop, I myself would pay for that as well. I urge you Arenanet to put this on your schedule someday.)
For a class to have perma stealth it would have to be like eve in lol imo. She get a ring around her and everything that comes inside that ring can see her and if she then enters combat she loose stealth. I hope a profession like that comes later when culling is fixed, and it won’t be op because you will be visible if u come too close so u can’t sneak past mobs but u can follow a player.
I’ve never played LoL so yea, I’d just rather have unlimited stealth so I can attack when an enemy is unprepared or simply attack whenever I want to. See right now let’s say I’m in WvW, I see a player in the distance but he see’s me too so he runs away into a keep. If I had stealth I could simply follow him until he was far away from any keep or allies then attack. Which in my opinion is the funnest part of a stealth class, sadly not possible in this game.
Yea honestly it’d be a good business move to add in name changes.. Imagine how many people would pay for that. Arenanet if you want to make more money, add in name changing!
You know I felt the same way.. leveling up to 30 is all fun then it just seems bland. I’m sure if Arenanet knew about this and wanted to fix it that they could.
I think they’re aware, and I think it was likely deliberate because of the way WvW works. Everyone gets leveled up to 80 in WvW, so if higher level traits and unlockables were significant and game-play altering enough it would put the lower level characters at a greater disadvantage… That’s my theory, at least… I really don’t think it works though, such a massive sacrifice.
I’d hate to use WoW as an example, but remember the talent trees? And how at the end of each one there was always something that made you insanely excited to level? GW2 traits, as they are now, are more like WoW traits were when it first released, petty and boring for the most part. The philosophy to make every talent interesting and significant came much later for Blizzard.
Yea it’d be awesome in my opinion if getting to the end of a traitline or something gave you a new cool class-specific ability. It is all passive stuff as of current.
You know I’d like it if they didn’t restrict utilities.. Like allow 3 heals if you want but you of course would be taking up 3 slots in which you could be using something else. (the concept of only 1 unique utility at a time would still apply, so 3 heals would be the maximum and they would all be different.) Or maybe have all elites but of course they have long CDs.. I think this would balance itself out, We don’t really need to have the utility slots restricted for “balance” imo.
You know I felt the same way.. leveling up to 30 is all fun then it just seems bland. I’m sure if Arenanet knew about this and wanted to fix it that they could.
It’ll create some problems with arrow carts in WvW
I double-posted because I wanted to comment on this: Arrow carts already have their own range limit.. I think there would be no problems caused as they are already limited.. it isn’t like arrow carts have unlimited range and zooming out very far would be an issue. Everything would be perfectly fine if they let us zoom out further and zoom into first person. It would cause no issues.
Zooming in to first person would be nice too.
Taking scenery screenshots in this game is entirely pointless.
This, let us zoom into first person!
Just nerf elementalist, it’s the only overpowered class.
In honesty the main thing that makes me not want to play this game is knowing that there is no stealth class.
Any kind of mini-game added as something new to do, would make me happy to be honest.
Possibly some caster that wears heavy armor? sounds like the start of an idea
Sounds like Guardian.
My main is a guardian, and by no means does it even have the chance of being a caster… Have you never used ranged weapons on a guardian? yeah tell me what you think about it. Especially when comparing it to a warriors rilfe/longbow,
Yeah, but that’s a bad implementation. It’s still the concept.
Doesnt seem to me as they were intending guardian to be a caster, or else they wouldve tried harder
Indeed actually there aren’t really any real ‘casters’ in this game it seems. They could totally make one and give it a system like thief’s initiative but maybe call it “magic” or something (just to not use the always used “mana”.)
They need striptease dances like they had in gw1.
We should also be able to dye our hair and underwear.
Well if you want to “arrange your abilities” you can just change your keybindings.. for example let’s say the ability you want at 2 is at 5, well change the ability 5 keybinding to 2. Bam re-arranged skills.
You know this is somewhat off topic but I watched deadliest warrior the other day, and they did gladiator vs. apachi. The gladiator had a trident and used a net + a rocksling at medium range.
:This could totally be viable also considering that we need another heavy armor class (we already have 3 medium, and 3 light but only 2 heavy).
The problem is that one-handed weapons are balanced to have less stats than two-handed weapons. Either they’d be encouraging players to gimp themselves in terms of stats (which would be basically just a trap that no one who knew better would use anyway) or they’d have to somehow double the stats for a mainhand only when an offhand wasn’t equipped.
The latter might not even be possible without reprogramming the entire system.
This is not true.. there are “offhand light” abilities as thief, for example if I’m using a dagger in my main hand and nothing in my offhand, I get “offhand light” abilities (of course meaning nothing equipped in offhand) to compensate. Now they could easily do this with any class, it’s not a programming impossibility like you’re saying because it has already been done. And before you say that it’s just for dagger it’s not.. It works for every weapon for thief.
Greetings Everyone!
I’ve been playing Guild Wars 2 since the release, and in my opinion it’s the greatest MMO RPG that currently exist.
But even the best game can be improved.So my suggestion for improvement is an Arena where you fight together with your friends against other teams. The teams would have three players each, and they fight until all of the participants of one team are all dead.
If you’re the victorious team, you’ll gain some sort of ranking.
Why would it be a great idea to add Arena PvP like this?
- I personally think that it would add a more competetive touch to the game. The currently existing “Capturing” PvP modes would in my opinion not be as competetive as a straight up battle where killing is the only goal.Note: Please keep all negative comments to yourselves.
Regards,
Rasmus.
You know I’ve always wanted like a 1v1, 2v2, and 3v3 pvp arena in this game. I support this.
Either make them optional (for fully upgrading a camp), or make them useful.
Ideas for usefulness:
-Guards persist after yak death, and despawn at next destination
AND
-Raise guard level once camp fully upgradedALSO
-Yak invuln until guards are dead
OR
-Retaliation buff on yak while any guard still upThis allows for a group to still kill the yak easily, but makes it difficult to solo/duo, as well as adding value to the investment while upgrading a camp.
Thoughts?
First off, their level is raised once the camp is fully upgraded. They are upgraded to lvel 82. It works good to me, I believe it’s working as intended.
No good medium armour?!
C’mon… there is the trench-coat with the buttons… the trench-coat with leather patches… the embroidered trench-coat… the pirate trench-coat… the possibilities are nearly endless! (unless you can count to 4)
Don’t forget, if you are a Norn, you get a bigger trench-coat than you do if you play an Asura, so that’s different too. Oh, and you can dye your trench-coat like 48 shades of off-tan and non-grey.
With the exception of about 2-3 “nicer” medium armour sets, the medium designs make angels cry.
Hey! You forgot the trench coat that has a bunch of daggers sheathed in it!
In GW1 my guild would play hide and seek in the guild hall or in the guild hall preview the group would go out in the GvG area and hide the seeker would be on his oner to turn off his HUD and go out to try to find every one, it was great fun.
How this could work in GW2 is you go to a city and would talk to the hide and seek NPC and select wether you want to be a hider or a seeker then you would enter a city wide instance with all player’s overhead names turn off. If you are a hider you would get one skill that would keep you invisible for a period of time to give you a chance to hide. Once you found a hiding spot you activate the skill and you become visible to all players except your name above your head. This skill will run out after a period of time and you will automatically become visible wether you have found a hiding spot or not. When the seeker got close enough they would be able to mouse over a hider at very short rang and see the green out line of that person and have a freeze and tag skill. When a seeker found someone they would target that person and tag them with this skill once a hider is tagged they get the option to teleport to anywhere just like when you die but this would not give any death penalty. Some kind of scoring system could be setup for xp points points for every minute you stayed hidden and bonus points for staying hidden the longest. The seeker would get xp for finding people and a bonus for finding the most hiders . To keep the game fresh building could change the doors on different ones can be open randomly. Looking around Divinities Reach I could find a lot of very good hiding places. To make this work I think there would have to be timed rounds like 30 minutes and a limit to the number of hiders and seeker in each round
This would be fun, and everyone think about this: most of us just run around and dance out of boredom in Divinities Reach anyway! +1 to you my good friend!
why i dont like downed stat:
-ressing is too fast
-because of the rally system
-they remove all condi on it so i have to start from 0
-“When you have been downed five times within one minute you will be automatically defeated without the chance to fight back.” this is not the last chance
-in most of the case “team play” starts when someone is downed
Indeed!
I think it’s a good idea as it means those who are playing actual WvW are getting rewarded for it instead of having to rely on JP’s. They could even make it so that people only get the badges if they achieve a gold in an event, ensuring said person has contributed enough to the goal. I think it would also give people more of an incentive to play WvW battles instead of constantly farming JP’s, providing a bit of choice over how you feel like earning your badges at that time.
For people like myself who can’t play in massive battles due to a drastic reduction in frame-rate, the JP’s would still be there.
Yea honestly it’s kind of annoying that you have to rely on jumping puzzles (instead of actual participation and effort in wvw events) to get your wvw rewards.
What I hate most on the thief is the lack of AoE damage. Sure you can do it but it is not that great (e. g. Shortbow or Pistols nothing)
The main issue here is that thief is not “stealthy” as it should be.
The Downed System is near perfect in my opinion. My only gripe is the amount of damage a downed player can do, especially against cloth a medium armor characters. You’ll beat a character with 20% health left and while you attempt to finish the player, he can actually down you and leave you both on the floor if he spams his #1 skill.
But this talk about not being able to take out 2 people because they rez each other, is just silly. Why? Because the only people who have issues stopping another player from rezzing are DPS junkies who spec all their skills for raw damage and do not carry any short cooldown CC spells. It’s funny watching Great sword Guardians who are unable to stop me from rezzing my partner as they desperately spin around slashing at me in hopes of stopping my rez.
Of course there are those players who do so much damage that it becomes useless to try and rez you partner. As a guardian I have run in for the rez only to be forced to cancel because the enemy is doing so much damage to me that I could not ignore him.
Not every class has aoe knockbacks. However if arenanet was to give me an aoe knockback with a short CD (to stop people rezzing) then perhaps I wouldn’t say anything about the downed system. But until every single class has an ability like that, your opinion is invalid.
The downed state for team play I think is wonderful; however, the downed state as it is now in pvp is horrible.
I mean it’s kind of dumb that a player can run away so easily while another player in trying to finish them in like say a 1v1 scenario (I’m mostly talking about skills like that ele mist move and stuff).
I like that if a player has a chance to be saved by teammates, but dislike players being able to run away so easily in some cases. Maybe just remove the 3 ability?
Well I was just in a scenario where a friend and I were guarding a tower, there was a group of about 5 players attacking it. We both downed 1 player and I was hitting the player with a ballista, he was hitting her with an arrow cart. 1 player was still able to easily revive her before she died while she was being hit by 2 siege weapons.. now to me that’s broken.
I’d call that teamwork. Support type players (ones that can take a lot of hits), are great ressers, and if you don’t take an extra step (in your case, you didn’t have someone out there stomping), then you’re at a lost. I suggest you have someone who runs out and stomps downed people and then run back in.
She was revived near instantly, the stomp takes an abnormally long time. Even if someone was out there attempting to stomp she would have been revived before it was even 1/10th of the way channeled. I was able to hit her with 1 reinforced ballista shot too roflmao
Thief -is- a stealthy class, and the subterfuge style of “spamming it every 2 seconds during combat” is exactly how that’s represented. It’s a combat-stealth profession. One that’s rational in the sense of it being “Now you see me, now you don’t” where, by the time you do know where they are again, it’s with a blade halfway up your backside.
A good Thief will still be able to ambush from the shadows as a combat-opener, but it actually takes talent because if you want to make your approach from stealth, you gotta LEGITIMATELY HIDE first, and then pop a stealth ability when you know you’ll have enough time to reach them. It’s not EZMODE unlimited stealth because it’s less believable, not as fun, and admittedly even a little broken in a context with little in way of actual detection. This method actually has exciting, fast pacing.
So, again, you’re just asking the class to be what it’s not. There’s nothing wrong with it; Only what you’re expecting from it.
So vanishing from thin air every 2 seconds makes more sense? roflmao.
The downed state for team play I think is wonderful; however, the downed state as it is now in pvp is horrible.
I mean it’s kind of dumb that a player can run away so easily while another player in trying to finish them in like say a 1v1 scenario (I’m mostly talking about skills like that ele mist move and stuff).
I like that if a player has a chance to be saved by teammates, but dislike players being able to run away so easily in some cases. Maybe just remove the 3 ability?
Well I was just in a scenario where a friend and I were guarding a tower, there was a group of about 5 players attacking it. We both downed 1 player and I was hitting the player with a ballista, he was hitting her with an arrow cart. 1 player was still able to easily revive her before she died while she was being hit by 2 siege weapons.. now to me that’s broken.
i might try harder in WvW if this happened, for sure. my first month of visiting the lands was for actively scrubbin’ for world completion. i followed zergs but ultimately did not partake too much in the zergVzerg system. now that i have my gifts to make, i need to revisit WvW sigh for badges of honor.
something that makes it at least interesting for me to stay and participate more would be appreciated, because i plan to scrub more frequently in the coming months, if the drop rate is so low.
Yea, with this kind of system WvW would be funner honestly.
EDIT: I wanted to comment: like I said earlier, it would reward you for effort and time instead of punishing you because you’re unlucky.
(edited by Brewergamer.8357)
So much fail in this post. This has been in the forums before and already discussed. Downed state is the core of the game combat mechanics and will stay in the game no matter what. You can cry and QQ as much you want, but downed state remains.
I would advise you to listen to RyuDragnier.9476 tips and use in your benefit instead of QQ, in other words, learn to play with some tactics. I used downed state so many times to kill more than one player but everything has it’s limits. You can’t solo 10 players unless they are really bad.
You can’t even kill 2 players on your own unless they don’t know how to play.. because they will INSTANTLY stop what they are doing and of course immediately revive their teammate. Nothing you can do about that. You can’t get kills unless you’re in a 50 man zerg in this game.
Then don’t spam stealth every 2 seconds. Its called build differently. I use a cond with D/D, SB, and signet of malice and the only time you see me in stealth is to heal up a bit from that awesome trait in the shadow arts(Rejuvenating stealth I think it’s called). Your acting like stealth is the only thing thieves have to work off of.
I don’t, I actually don’t even use stealth. Point is.. thief is supposed to be a stealthy class, yet the only way you can stealth is by spamming it every 2 seconds during combat. To me that’s no fun.
Thieves do not need to be entirely reworked… Learn the build, then build a counter. Really isn’t that hard to adapt and if you still find it impossible, ask thieves what counters them well or ask around town for an effective thief counter for their various builds. The only thing thief may need is a longer time between stealthing, but thats it. No shorter stealth, its short as kitten already, and no only out-of-combat stealth as that is just ridiculous. (Culling issue too but Anet is aware of it so no need to repeat it a million times)
Like I said to other people, read the entire post before you reply. I NEVER said this was overpowered, I said it was ridiculous and boring. Your entire point is invalid, I could care less about countering thieves because I play thief myself. I want a fun stealth class, not a mentally kitten stealth-spammer every 2 seconds.
Primary roll of thief is “stealth, mobility, high single target damage….”
Now, I think that its reasonable for this to mean a thief can get in, take out a target, and have a reasonable chance to get away.
As it is now I frequently see thieves taking on groups of 5 or more. This IMHO isn’t what they were built for.
MY suggestion?
1) UP thief DPS at cost of initiative
2) UP or ADD initiative cost for stealth skills
and/or
3) Slightly decrease the rate initiative is gained back.This will put thieves in GREAT position to take out 1 or 2 targets but make it much more difficult to permastealth or popcorn stealth through a prolonged fight.
Your server must have alot of bad players, because any group of 5 smart people is going to INSTANTLY stop what they are doing and IMMEDIATELY revive their downed teammate. The downed system is broken as well so if a thief can take out your entire group then you’re doing it wrong.
I second this.
How you reward play is also how you tell your players how to play. Why would we want to defend/take stuff when we aren’t rewarded for it (only talking about badges atm)? Badges comes from killing players…so we should all just run around killing stuff? I thought that gameplay was intended for sPvP. WvW is upposed to be all about conquering (killing is just a mean to achieve the goal).
Indeed, I think the random drop badge system is broken. Getting badges for wvw events would of course add “consistency” like I said earlier.
So here is what I’ve been thinking they should either 1. Add another class that is an “actual” stealth class or 2. Add the option to be “actually” stealthy as a thief. (of course meaning unlimited stealth out of combat.)
the downed system shouldnt be there in pvp.
you die you are DEAD!
there shouldnt be a downing. ofcouse you can get ressed same as when you are FULLY dead normally, but once your hp reach 0 you DIE! no downing..the downing system is a TERRIBLE TERRIBLE system, which you cannot stress enough of how bad of a system it is for PVP!. in pve its sooo nice, gives a really good feeling to the game, but for pvp it is a horrible terrible and amazing bad system which should be completely removed from pvp for soo many obvious reason that i could write properly 5-10 a4 pages sieze 12 listing all the reasons this is a bad design choice… therefore i will spare you the read and me the writting time and just say its a bad system which should be removed from pvp
Finally someone smart! And probably skilled as well (only the bad players want the downed system, but players that are skilled and down players all the time without being downed themselves don’t want the downed system because it stops them from getting kills.) Thanks for your feedback and your support.
You should be able to dye underwear and hair! +1 you have my support.
I think that the downed state needs to be fixed (namely in pvp) due to it taking out any possible way of there being a skill factor in pvp. Let me explain why. Ok let’s say you are fighting 3 people by yourself, you down one of them but his 2 teammates immediately stop what they are doing to revive him instantly.. they continue to do this until you die regardless of how skilled you are you aren’t going to get any kills this way unless of course they aren’t too smart and don’t even attempt to revive their friend. The reviving during combat is way too fast. Let me give another example that makes this even more frustrating: earlier today (I play thief) I downed a player near instantly when he was standing inside a group of around 10 people, they all knocked me back and revived him instantly.. I had to escape to avoid dying, regardless I got no kill credit for downing that player(this was in wvw).
Now I’d like for them to do one of a few things:
: Remove the downed system(I know people are going to scream and cry about this so that probably won’t happen.)
: Fix it to where it takes a lot longer to revive someone while they are downed.
: Allow the finisher to be faster.
: Allow a random chance for them to be instantly killed instead of downed (for example maybe if you down them with a critical hit, or down them more than once in a row.)
: Give players credit for a kill if they downed a player, Instead of if they finished a player.
Thank you.
(edited by Moderator)
Hopefully they plan on changing the current badge system.
Why are you afraid of people seeing you online? Lawl.