Advanced racial skills
more interesting and more fitting racial skills are highly interesting. even if weaker to balance them, they are still used sometimes. but i miss a theme to them. There should be one healing skill, 4 utility skills and 3 elite skills. Afterall they are part of PvE and WvW and you could also create a new sPvP Arena, where you fight without professionskills, but instead with environmental weapons and racial skills They should also be useable underwater.
- sylvari trees and roots plant trees to attack. I suggest 6 tree skills, the four actual ones (including the elite and the root skill) and two new utility trees, one, that poisons with its attacks, and another, that bleeds.
- sylvari summonings are spirits with similiar form to the ranger spirits. there will be two, the supporting one and one more tree, that attacks like the elite, but which has rather negative effects like conditions.
- sylvan hound becomes a new ranger canine, that poisons and bleeds with its F2-skill
- charr gadgets are three mines, the actual bleeding one, a new burning one and a new elite, that triggers the actual Artillery barrage
- charr kits are three, one healing (flesh to feed from, three skills), one utility (pistols, three skills) and one elite (Charrzooka, nerfed). These can be used like engeenerkits with a short CD.
- charr roars, instant cast, 2 utility (battle and invigorating) and one elite, that summons warband allis
- Norn forms are utilitys now,
- Norn alcohols are elixirs to buff yourself, one to heal you, and two elite.
- One last Norn Elite sumons a random pet to help you.
- Humans have one Prayer for each god:
- Prayer to Melandru breaks stun and grants you regeneration.
- Prayer to Grenth summons a random underworld pet (aaxtate, shadow)
- Prayer to Balthasar summons two hounds of balthasar (elite, Hounds of Balthasar).
- Warlord of Balthasar grants might to allies and burns foes all 3 seconds for 15seconds. (elite). Reaper of Grenth stays unchanged (elite).
- Asura manipulations are three: pain inverter (grants you retalitation, confuses foe), Technobabble (breaks stun, dazes foe) and a healing (heal yourself and rip a boon from your foe, if a boon was removed, loose a condition)
- Golems are three skills, two elite summonings and the power suit is an utility now.
- Asura fields are three, Radiation field, a field, that confuses and blinds (each all 3s) and a long recharging elite that torments (all 3s) and fears (all 5s and not on activation)
- New mistfire skills. These are special, cause only obtainable through the gemstore, themed around mistfire (fire and chill) like the already existing wolf.
Also add a new traitline: This increases stats like celestial items without critical damage and also your revive speed. The traits are unique for each profession, but here are also a few racial traits added.
BTW, wouldnt be playable quaggans and other races in a just-for-fun-way great? You can play a quaggan, this has only racial skills and maybe two weapons. It is not completly useless, but like a player with only green equipment. Beside weapons, you dont have to buy anything, armor is only cosmetic. Also there sure would be a lot of gemstore-action possible, also a few achievements (finishing all dungeons with a only non.main.race-team)
(edited by Chris.6105)
Advanced Mesmer Mechanic:
Overworked F1-F4
- no change
- deals 1/3 the damage like minde wrack. one illusion confuses for 7s, two for 5 and three for 3.
- AoE-effect always, deals 1/5 the damage like minde wrack. One illusion daze for 1s, Two lllusions daze for 1/5s and three daze for 1/2
- shatters all illusions at their actual position. grant 1s of distortion for each and recharges also 20s for each. is placed now a bit away from the other shatters to show the difference in how it works.
Advanced Forms:
Forms with a body now are weaker, but will not interrupt your actual gameplay anymore.
- Lich Form does not exist anymore. There is an elitesignet now, which passive effect grants you the appearence and skills of Lich Form with longer recharge, if you use Death Shroud. Activating the signet grants you full life force.
- Rampage has now only a 10s CD, but works like Death Shroud, feeding from your Adrenaline. F4 can be also used to leave Rampage.
- Norn Forms are completly different to before. They can be used over long time and replace only your weaponskills. You can swap in and out with skill 10 and swapping out lets the skill go on recharge for 30s. The skills are weaker than weaponskills. There will also be items from karmavendors to enter this form (for 30s, kitten CD). You can see them rather as fun-forms effective enough to make the not completly underpowered. They are now also utility skills.
- Remove Avatar of Melandru, create a item to transform you into the oakheart with a 180s CD. Using a norn Form will deactivate all your other Norn Forms for 150s.
Forms without a body work all the same, they have three skills (have to be added to whirpool)
- Plague and Tornado stay like they are
- A new form for Mesmer is added, with notes underwater and butterflies above. It always confuses foes, but also grants a boon depending on the skills 1-3.
- The Engeener elixir will transform you into one of these.
(edited by Chris.6105)
Advanced Mechanic Guardian:
F4 is added. It is Renewed Focus and has a longer CD now. The Elite Renewed Focus does not exist anymore.
Advanced Mechanic Warrior:
Give use for F1 to F4 warrior shouts now have only negative effects on foes. F1 to F3 active effects are like former shouts, but are not called like this (commands maybe?). They grant adrenaline on activation, but also grant additional adrenaline, if passive (means skills as mechanic added, but less adrenaline, while recharging)
- grants fury and might to allies. (“For Great Justice!”)
- cure a condition on yourself and nearby allies.
- grants swiftness to allies. Also breaks stuns. (“Shake It Off!”)
- is the burst skill.
Advanced Mechanic Ele:
Please overwork the attunement-bound-traits The trait, that recharges air attunement on crit is already a great step into the right direction. It would be great, if you could add the effect of lingering attunements to the 15 minor traits for each element-traitline. Also pls overwork arcane skills. Only a bit. They deal now not critical damage, the are rather always critical. Arcane Power works like Rock Barrier, while active, it grants +10% critical damage, swapskill ends it end sends out 5 attacks (900 range).
Advanced Mechanic Engeener:
racial skills on engeener No extra skill. Add a new skill, that is placed into the mechanic bar, if no or a racial skill is used as heal or utility. If multiple racial skills are used, you have this skill more than once.
Advanced Mechanic Necromancer:
Use to F1-F4 ~half spectral, have all a 60s CD.
- ~Spectral Walk. Move 50% faster, while active, swiftness is granted only on use of Spectral Recall. utility is replaced with a round chaosfield, that grants swiftness and inflicts torment.
- Effect like with spectral walk, while active. Deal more damage, while active, if ended before runing out (swapped skill), port to target foe and damage nearby foes.
- Effect like with spectral walk, while active. Take less damage, while active, if ended before runing out (swapped skill), heal yourself and nearby allies
- Death Shroud. Your Death Schroud skills now depend more on your weapon (axe will provide you with a stronger skill with less range and so on, the actual life blast has now only a range of 900 and is the scepter skill, the staff auto is changed to the staff-DS auto and the new staff “auto” is a fast recharging mark (1s CD?), than can be placed up to 3 times at the same time, …). Healing you obtain while in DS is no gained by you. Skill 10 can also be used to leave DS.
(edited by Chris.6105)
Advanced Mechanic Thief:
Give Use For F1-F4: (new traits needed)
- hits foe and steals, transfers also a boon to you, if you steal from behind or the side, 20s CD, mellee range
- stealth yourself and place a doppelganger behind the foe. The first hit of the Doppelganger grants you the stolen item. 1200 range/40s CD
- place yourself at the back of the foe and steal. 1200 range/60s CD
- place yourself at the back of the foe, but instead of your name you are called “Doppelganger”
Doppelganger They are the Thief-summonings and look similiar to you now, also are called Doppelganger (if this is the right english word). They behave different and dont break the aggro like clones do. There are only a few skills to create Doppelganger and even less, that disguise you as Doppelganger for a few seconds.
Advanced Mechanic Ranger:
New pet-control:
- locks pet on the target. The pet cannot be passive anymore. Without a choosen target the pet stays in melee range to you and will not fallow foes. If a foe attacks you in melee range or the pet is ranged and your target is in range, it will attack. If you use F1, the pet will fallow and attack the choosen foe, F1 will swap to a skill to call the foe back to you, becoming passive again.
- pet uses its skill. Pet will use it against its own target. Skills like granting AoE-boons will be activated directly without running to the foe. Advanced petmenu, now you can choose between petskills (so you dont have to use a certain petskin for each skill). For example birds have all an attack to bleed, an attack to blind, ravens only an attack to cripple, eagles only an attack to vulnerate foes.
- seperate healing skill for your pet. after all the healings effect is halfed, if only one of you is attacked, while the other could need it later. The healing is also choosen in the advanced pet menu and there are also some petspecific ones like the moas healing.
- swap your pets
Alternate pet control: Choosen in the pet menu, pets can be a huge disadvantages, especially in certain areas like the aetherbladehide (or so). There was the fight against
this Asura with areaeffects, killing illusions and such things in no time. Here is the pet a nigthmare. So there should be a way to fiht without:
- Summon your first pet for 60s. 120s CD. F1 swaps to this pets skill. Summoned pet has the mindless behavior of normal summonings.
- heal your first pet
- Summon your second pet (same conditions). You can summon both at the same time.
- heal your second pet.
More Stealth More weopons should be able to inflict stealth. The lost skills could be used as replacements for the first skill while stealethed (similiar to the thief). Opening strike should always be renewed after killing the foe, afterall you can stealth yourself far more often with longbow than you normally kill a worthy foe.
- pigs items will be placed at F2 and used by you without grabbing them (similiar to stolen skills with the thief)
(edited by Chris.6105)
Two things i want. The first are some chooseable skills for weapons+groundtargeting options, the second is again underwateroptions.
I want some additionla skills for weapons, but to add them all at once would be far to much, additional my former suggestion of one additional skill for each is not so great in my eyes anymore. Furthermore i wanted a way to make each skill with target circle able to change between targetcircle, autotargeting yourself and autotargeting the foe.
So my suggestion is now to give alternates to only a few weaponskills, which could need one, starting with ground targeted skills. Instead of changing the ground targeted skills completly, you can choose between three skills, one for each way. I mean here is it most annoying. If you activate the skills with the mouse and have a fast recharging skill, the way from the skill to the target with the mouse over and over again is so annoying and the autooption is useless, if you are not in melee. Especially granadekit, pure hell
The other thing is the problem with fitting traits underwater again. Blood Magic, 30 Points, I like it a lot, but Underwater… Marks and Wells do not work, the DS skill 4 changes and Dagger cannot be used. If you are not playing a minion build, there are only 3 useable traits in Bloodmagic underwater, what a fail -.- I still am of the opinion to give additional builds for underwater. So you can avoid swapping your traits each time going underwater, could give traits for only underwater, for example give a new skilltype called (underwater)marks or so to make marktraits useable underwater und replace welltraits with marktraits.
Sylvari/TA armors glow. I dont mean some small parts, but they react completly different to darkness and also to other lights. I have a combinition I totally are in Love with, but in the dark it fits not together. Either is only the skirt glowing (what looks hilarious in my eyes) or it is not complete dark, but while the skirt keeps it colours, the colours of the rest are influenced of the lights and does not fit to the actual colour, that the skirt skill has.
I would love to have an item to add the glow to armors (maybe also other effect with other items). This way such combinitions work out and there should be tons of players, which want to use such items.
I cannot play everything, but too sum it up, I see 4 problems and have a pretty obvious suggestion for each.
- The story. Even if not much content, to miss the story annoys me the most.
- Confusing. There are small mails and some actions like special foes and signs on the map. You have to read into the matter in your blogs and especially for new players new in the world are these too much to understand.
- Rewards. There are rewards like Minis, Backitems and more. I like the feeling of having something unique, but what if the unique item you cannot obtain anymore is the one skin you love the most and cannot obtain anymore.
- The unique minigames and dungeons, I wanna play them at least once.
suggestions.
- A storyteller. Even if it is only a NPC who gives the blogpost to read them ingame, this would help a lot. Also a treasure hunt with the purpose to explain the story could be really fun.
- Reduce it more to a specific area. Remove the textbox and reduce the info to a mail and some NPCs. If the content is playable later, let them first enjoy the normal game and let them ignore the living world event.
- Somewhere during such a treasure hunt. This is charakter-specific and each item can only obtained once per Charakter. Could also be through minigames and more.
- Again with NPCs. For example a fan of Braham is placed, where the storydungeon was and is part of the treasure hunt.
(edited by Chris.6105)
Beastmastery:
Minor Master: Pets get enlarged when you reach 25% health.
Minor Grandmaster: Your pets have natural health regeneration.
Major Adept: 10% of your Healing Power is converted to Power. (So far you do not have massive Healing Power, this Trait is really weak.)
Major Adept: Shouts last longer
Major Master: Pet swapping recharges 20% faster.
Major Master: Effect on swapping to your pet depending on the pettype
Major Master: Effect on critical hits of your pets, depending on the pettype
Major Master: your pet gains a boon instead depending on its type the next time it would be disabled.
Major Grandmaster: Shouts apply Regeneration (10 seconds) and Swiftness (10 seconds) to Allies. 360 degree radius.
Major Grandmaster: Your pet has a bond with you that increases its attributes each time you kill a foe. When it is defeated (not when it is deactivated), the bond is reset.
Also there should be really an option to play without pet. You can put your pet away like actual, but this time it will stay away during the battle. Under these circumstances, your mechanic changes slightly:
F1: Summons your pet. It has lower UI and bahaves like a summoned ally (like Mistfirewolf). The summoning lasts 60s and recharges 150s after pets death. Summoning the pet activates swap-traits. F2 and F3 go on recharge together with F1)
F4: You swap your “pet-controle” (no swap effects and no recharge time). You can summon, command and heal the choosen pet, you can summon your second pet at the same time. For example, you choose a feline, summon it, you swap and summon your second pet and command it (F2). you swap back to command your first summoned pet. While summoned, you can see the health, Through swapping, you can decide which pet is healed (F3) and see, which has low health. If you swap without pet, you can see at least the remaining recharge time.
A few suggestions to the pet:
Swappable skills. Pets have one skill. Nothing to choose. But you have different builds. Swappable skills (only very few and only for F2) would give each pettype more options. At the same time, if you give identical skills (like stealth foal all felines), you can still reduce the amount of skills AND you can choose better between pet-“skins”. I mean my ranger has no magical looks but I often play with support pets, my aggressive cat with might and my defensife dog with regeneration, but really, I cant stand stand the unnatural look of a plant-dog! At the same time I like my Black moa, but the daze… after it depends on my pet, it is only a random interrupt and I would prefer chill, fury or protection!
Effects depending on deeds would better for traits than depending on pettype. Bestmastery, master traits, They are great, but they loose 50% of their strength, if only one pet is effected. So instead of saying xyz are affected, abc not, make a trait, that affects abcxyz, but grants abc an effect, xy another effect and z again another one. for example sharks, felines bleed on crit while canines and spiders cripple with CD for the cripple.
Also overwork the F1-4 skills a bit, at first the modes: The passive pet still attacks, but will stay in your melee range (it will attack only, so far it dont have to move further than maybe 200 away from you, especially spiders and devourers have their strong points here). The pet prefers your target, but will attack any foe in range, so far there is one and you are in battle. Pets will not attack, before you enter battle and hit a foe, even if an aggressive foe is in range. The active mode targets one foe and your pet will only attack this foe, following it up to 1500. There is no need for a full passive pet.
F1: locks your pet onto your current target. the pet enters the active mode. F1 swaps to a skill to command your pet back to you and the pet enters passive mode. now you can locks your pet onto another pet.
F2: pet uses his skill like actually. If the pet is in passive mode, it will move out, attack, and comes back. If the attack has no need for attacking (like granting a boon), it will not move to the foe.
F3: heals your pet. It actually is a bit hilarious, after all you and your pet are demaged seperately and if you heal your pet, you risk to have no heal for yourself. the skill could be chooseable, if F2 should become a chooseable skill. If your pet is downed, it will run back to you, F3 will swap to a skill to rezz your pet.
F4: swaps your pets.
Also the traits could change slightly:
Markmanship:
Minor Adept: Your first hit after entering battle is always critical. Recharges after killing a foe. (the missing recharge makes the effect incredible weak against champions and long duration fights).
Minor Master: Opening strikes inflict vulnerability agains foes with more than 90% health.
major Grandmaster: Your new pet gains opening strike after swapping.
Nature Magic:
Major Master: Your pet and you gain 3 stacks of might (10s) when they are activated
Major Grandmaster: You and your pet gain 3 seconds of quickness when you swap pets
There are tons of players paying for games (like WoW) and though i never would do so, this would be sure also a nice help for Anets Taem. Also, 15€ are not the world (especially for rich kids). If you have no RL (beside work), this wouldnt be a bad use for your money. I mean, I have RL and it depresses me a lot, how much time the game eats, but I enjoy playing games. But look at the society, not anyone has friends, especially older people often feel alone (I also already met this kind of people ingame). To life your life ingame is not what you should do, but it sure is better to play all day within a community instead of sitting bored alone in front of the TV. And at the point, the game is your life, there is nothing bad about paying for unessecary stuff ingame, I mean if I watch a movie at the cinema with friends or other RL-activities are not for free and there you also spent money also for stuff not neccessary.
They wont do that [edit: for gear]. I hope they will stop wanting us to play only one build (that normal players shall transform their weapons for a buildchange sounds not like the idea of multiple builds with intense swapping).
They said, that swapping stats will be a bonus of legendary weapons. Though I would really love this, I am happy to have a reason to buy multiple armors cause of different stats
Yeah, it would help a lot, if my english wouldnt be only wiriting and reading, I have no feeling for your language…
yeah, the away bonus was, what I meant, not a real award. I dont mean something like gainig a precursor after not playing for a half year (to give an especially hilarious example ), but something like 20% more EP for a time dependable on the time you didn’t play (not the same amount of course and with limitation).
The idea is not really to keep up, rather I want to finally “play” instead of only always leveling and gaining equipment. I am really happy with my ele (80) and my mesmer (80), I am not totally happy with their skins (but there are no real better armors in my eyes so far) and I have a good “first” exotic equipment for both. Something like titles, prestige (legendaries, expensive weapons like “Mesmer Weapons”, like they are called at the wiki) and all the things you have to work hard for and you can show off with are not important for me, I dont need to keep up with this.
What really sucks for me, is that I still cannot play: If I want to play in Orr and if I want to play Necromancer, I cant. I really love swapping between professions instead of always playing the same and I especially like dungeons, I dont know, why and of course, a bad group is depressing, but dungeons are fun to me. I dont have to explain, that i cannot go to AC with my lvl 20 warrior and not to TA with my lvl 40 necromancer. Furthermore, yeah, to gain equipment isnt a must, but I played my mesmer first without exotic equipment, then with exotic armor + weapons + green accessoires and then with ascended accessoires. You can play without perfect stats, but they make a big difference and I dont want to miss them.
Like you said, not beeing able to keep up is a basic, but so bigger the gakitten o less interesting is a little buff for these I cannot keep up with. Or do you think, that a pro will complain about casuals getting an exotic easier on his alts worth 3 golds, while the pro works on his legendary 1000 times worth that^^.
[edit] I am not a fan of PvP. It is great, that I can test out builds there, but like I said, I want to play them, not to only test them out!
(edited by Chris.6105)
no, this is not about the ugly skin (though a skinny version with glowing skin could be interesting), but about the top overwriting the legs. I want nice armors and one thing I really like are body-suits and long dresses. I am not a fan of top, free stomach and skirt.
Here some examples I would really like to see on my charakters from GW1
http://wiki.guildwars.com/wiki/Costume, especiall Kormir and Shining blade (though these are rather medium)
http://wiki.guildwars.com/wiki/File:NPCs_concept_art_2.jpg and http://wiki.guildwars.com/wiki/File:%22Livia%22_concept_art.jpg give some nice examples for armors not so easy to devide into two pieces.
http://wiki.guildwars.com/wiki/User:Rhys_Eh/The_Gods Also the Gods have nice armors, where the deviding would distroy the look (beside the pants i especially like Lyssa)
http://wiki.guildwars.com/wiki/Mesmer_armor The GW1 mesmer is, of course, always the best example for one pieces.
Let me explain about a few things especially annoying with my charakters.
- I want exotic gear and multiple sets with my lvl 80s. Although you can play without, you are better with and even rare equipments costs soo much… (no lvl 80 should run around with green stats…) Armor and weapons can often be obtained through dungeones, but not always with the stats you want. Sigils and runes cost a lot.
- I want good looking gear. The looks are my final goal and can wait, but i cant stand ugly gear. The first look mustnt be perfect, but it shouldnt look too bad and actually there are not too many good looking armors.
- I want to play/test builds, especially in dungeons. My lowest charakter is a lvl 20, I hate, that i cannot make real builds before reaching lvl 80 and I hate, that i cannot play at least one dungeon with her… Also especially in higher dungeons, many players see full exotic gear as a must – well understandable, afer you loose here the buff through bad upscaling and the difference between the stats now is even more important.
- I want to enjoy the game, but the screaming about behe sucks, it is no fun to kill him (too fast, too many players) and it annoys me, that i cannot get good loot from him with my lvl 20. Also other events, that are finished to easy by 80s annoy me.
- I fear the time annyone besides me has ascended gear and I still are working on my exotic gear… really, this is depressing.
To come back to Behemoth… Really, Anet, what are you thinking… These events were really fun and also a bit thrilling in the start. Now there is the dragon timer, there are tons of 80s, the event is too easy (only hitting behe), any fun and thrill is killed, and there are lags cause the high amount of players… Furthermore, it is an event in the starting area. I am nearly always there with low lvls, I am not interested into farming the chest. Furthermore, with a lowlvl, the chest gives only crap, but with a high lvl, there is a chance for a worthy rare drop and even for an unique exotic staff. After it is finished so fast, of course the 80s will waypoint to it and are asking (while rather afk) after behe over and over again… It is more or less a good weapon for free for 80s, while a destroyed event for the lowlvls, that would really enjoy the event. I prefer behe as an exciting event instead of a boring farmspot like now! So I suggest: The staff-skin can drop for any players (rare version, around lvl of the player), it. No rare weapons out of it anymore. Same fore othere Dragon timers events. Instead add finally something like an underworld, in there should be bosses, that drop such gear!
This is maybe starting to have nothing to do with alts, but about playing multiple builds… it is really hard to create condition gear working with any build. Condition damage is useless without bleeding, pain (or whatever it was called in english), poison (what is more or less not enough to make condition damage worth it), confusion and burning. But OK, if you play such a build, play a set without them (multiple sets, yeah ). But really problematic is bleeding with condition duration. Really (so far it is not already the case and I only oversee it always) let quarterseconds damage the foe. I mean, if i understand right, 1s of bleeding at 80 inflicts 42 + 5per100conditiondamage per second. Of course, Condition Duration also supports all other conditions, but i want you to look on the hilarious difference through only 5 percent! You inflict bleeding, 2s duration, you use rune of nightmare and have +30% duration through traits. Lets say you have 400 condition damage. 40% increase the duration to 2,75 seconds, but the 0,75 have no effect, so you deal 2*62=124damage. 45% would increase 2s to 3s, so the damage would be 3*62=186damage, only cause of the 5% difference! I can overlook the useless attributpoints of precision (less than 21), I mean even if it are 20, how will you get only one point more. But bleeding, especially the short ones from auto, there can make the condition duration a huge difference! If at least the quarterseconds would alsodamage, but no, they are completly useless…
With many alts (me)
- switch between charakters, need a long time to reach 80, are annoyed about the long time needed.
- need much time to gain equipment for each of them, are easely annoyed to wok hard for each charakter gain.
- are overworked with dailies and the living world events, we rather want to do something else, but the rewards are too good.
- are annoyed by the lvl 80s running around in the starter areas.
- no time to farm, if they need something like new stuff for crafting, they have to wait to the point they have enough mats again.
With beeing a casual (me)
- Want to finally play the endcontent, but still need equipment and have to reach lvl 80.
- Cannot keep up with the players playing all day, which can be depressing.
- living world events are interesting, but through playing rather rarely, we miss often stuff and have no chance to finish the achievements…
With having many different sets (me)
- creating an omni potent build is hard, especially through precision (change to no-precision-build makes sigils on crit useless) and condition damage (switching to weapons without damaging conditions makes condition damage useless)
- I work on 3 different armors per charakter, each wepon useable plus sometimes a weapon twice cause of builds, that is a lot
- I am really annoyed about the time I need for obtaining the equipment.
- You need to farm dungeons, otherwise no chance to get your equipment together ever (and I still have my alst)
To sum it up, many players play one or two professions and concentrate on one set/build, of course, these players are bored. Cant you add finally an elite area like the Underworld (2) in GW1, which may drops something unique (like ectoplasm in GW1), that is needed for a (legendary) armor? Also I know many casuals, that play furthermore alts (and people, that like alts often also like to play with different builds and sets). Especially the new players in our guild, not understanding many things so far, are totally confused about dailys and living world content. The following Living world events should be also well understandable for players, that dont want to read firs an explanation on the official site/the wiki, they should be finished fast, so casuals can finish them without problems, at the same time, instead of granting (mini pets) for easy achievements, there should be a few hard achievements with a reward only for the hard core gamers. Aslo, please add something like a bonus for alts, so that they can gain their equiopment faster or so (for example, you gain more EP for each charakter, that already reached 80 and there is a new way to obtain exotic gear and the costs for this gear goes down for each lvl 80 you have). Also it sucks, that each time to enjoy the game, my charakters are still so low like before. Of course, you cannot make stuff easier for us, becuase for the others it is already to easy. But what do we casuals do, what the others do not? Yeah, we play far less. I remember Aion, it rewarded players making a long pause with a bonusbuff. Can you also reward casuals for not alwys playing GW2? Nothing too good, something like a buff, that cannot compare with what you would get by playing instead in the time you didnt play for the buff, but that is a strong buff.
There are different playstyles and I really hate the problems created through them. Especially alts on casuals should get some buffs, while player playing only and only with one charakter could need some horrible hard farming spot, something like in GW1 DoA, UW, UW2, …, something so exciting like FotM highest Lvl (at least i hope it is exciting, i personally only played lvl 1 once ), wipe means to be thrown out and new items, that the pros will go crazy about.
With only-mains (not me)
- reach very fast 80, complain about it being to fast
- have fast there whole equipment together, complain about it being so easy
- are easely bored, becuase they have done already anything…
- down scaling does nor work well enough, starter areas are far to easy
- start often to farm, they have nothing else to do
An especially good example are laurels. I gained less than 140 laurels so far, I did need 100 for three ascended things for my mesmer (without infusions), even the ectos would be payable fore one charakter, but I have one more 80, 4 more non-80 and to get the same equipment for all of them… no fun at all
With playing a lot (not me)
- Have nothing to do, are bored, cause the content is to less.
- start often to farm, they have nothing else to do
- even the living world events are finished fast
With playing one set (not me)
- can create easely a perfect build
- only one armor and up to 6 weapons needed
- Have nothing to do, are bored, cause they have their equipment already.
- start often to farm, they have nothing else to do
You can switch to an full tanky equipment, so even without changing your traits, you can change. I think rather, that they want us to get an unique feeling by creating “our own personal build”… I rather would prefer builds like in GW1, maybe with a limitation to the amount of builds. I mean, I do not only want to use sometimes traits I dont have in my build, I also have often the situation, that switching to skills and weapons without any trait for them in my build means using rather always-but-less-useful traits (especially effects like on entering downed mode, not bad, but I prefer to stay up ). An extreme example, I met once an engeener loving player, who had 3 Engeeners, because he wanted to play different Engeener builds without always swapping around…
armor skins
- headpieces
- shoulders
- waist
- gloves
- pants
- shoes
really, this is totally needed. I have interest in the top and the gloves of light, I want the top of medium twice, I could use top, legs and shoulders of heavy. Paying 500 gems for a whole armor set, from which I only want one piece, you should realize, that you would get far more players to buy these skins, if they can really only buy the skins they want. Also the new sets, beside me disliking them, there are always only a few good looking parts (I like boots of medium and light, top and legs of heavy). Furthermore, there are more “crazy” skins needed, if you give players hilarious stuff like Quaggan backpacks (and i really hate you for these skins), they should be able to wear also hilarious armor fitting to these things…
weapon skins
stop paying skins and stop granting tickets out of the mystic chest (or let them as an extra) add a ticket for each skin type. the ticke summons the NPC like the flame and frost gloves. - Skins like winterday skins are purchaseable with an rather cheap ticket (same price like the actual weapons)
- other skins like jade weapons or fused weapons tickets cost a lot of gems.
- special skins like zenith or pact weapons: After they are eaysy to obtain anyway, but limited through the ways to obtain them, there should be chance to obtain them in the gem store. I mean, if I buy 4 zenith weapons, from whom i think they look good, but than create a great look on one of my chars and zenith weapons fit perfectly to this look, but this profession cannot use these 4 weapons, there is no realistic way to give my charakter these skins in the near time.
profession upgrade
there is only one rider, depends on the profession you actually play. There are multiple choices aviaible in this part of the store:
- special animations like if you use a burst skill with warrior. These should be great for many players.
- a unique set of exotic weapons, only useable with this professions (and only weapons of the type the profession can use).
- a unique armor fitting perfectly to this profession (only skins).
- other things like special pets for ranger (no new skills, same like with the HoM pets).
items
- A own rider for minipets. Later there will be added a really expensive tripple-set with all not anymore purchaseable pets like the anymal babys and rytlock.
- A own rider only for buffs.
- A own rider for special items, here are items like instant repair kit and revive orbs buyable, also the items out of the deluxe edition can be buyed here. These are overworked a bit. There will be a new H-rider below achievements. Now these items dont take place in your bags anymore, they are collected here and can be used over this rider (like gaining a zenith skin)
- A ownh rider for transmutation stones, make over kits, such stuff.
event items
event items, mystic keys, special action sets like the combinition of different special items,
skins
A real useful option of the gemstore are the skins. But honestly, you have to overwork this. There should be more options like the fallowing ones and they need a own rider i think:
town clothes
- headpieces
- shoulders
- waist
- gloves
- pants
- shoes
- back slot
- toy weapons,
after all, it is really a pain to compare different headpieces, if they are departed over the whole list. Also no costumes anymore, the whole costum can be purchased during special actions (like winterday gives a winterday costume), the pieces can be buyed here each alone, but to a high price, especially the toy items!
I start to be annoyed by your gem-store actions. I like many thing out of the gem store. I like the armor skins for heavy and medium and want to buy them someday. I like to obtain more bags, slots for my bank. I also need two more charakterslots. Furthermore, after I am crazy for skins, I totally need fine transmutation stones. But the rest? These gem-store buffs are not that bad, but I would never pay for them. The keys, I used them not very often (only the ones, I got for free ingame) and even with a rare chance for something good out of the chest, no, I will never buy them! The many items like revive orbs lie useless around in my bank, I can understand, why people keep using them mindless only to get their free slots back… Soo a couple of suggestions to make the gem store more interesting:
monthly abo
No, I am absolutly against a fee, but what about a “free fee”? Players can decide to pay a choosen amount of money (5, 15 or 50€)and get some bonus each month:
- 5€ per month gives 50gems, 3 mystic keys, 1 bag with random buffs and you gain +1% for this month (gold, karma, ep and mf).
- 15€ per month gives 150gems, 10 mystic keys, 3 bags with random buffs and you gain +5% for this month.
- 50€ per month gives 500gems, 25 mystic keys, 10 bags with random buffs and +20% for ths month.
Additional, there will be an unique set of minipets, and you will get one per month. These mini pets can only obtained through the abo. BTW, of course you cannot buy the abo inside the game store, but you have a new rider for it.
Also the gem store and the black lion stuff should get two different menus.
account upgrades
- additional bank slots, good, like it is. BTW, upgrade the bank pls, things already lying in there should become collectable stuff, or at least, let the item find existing stacks atomatically, if I transfer items with a doubleclick.
- additional bag slots, good, like it is.
- additional charakter slots are removed.
- upgrade to deluxe edition, make a last action around it and then remove it.
- additional pvp-slots, these cost you only 400 gems and the amount of charakter slots you can have at maximum stays 8
- upgrade your pvp-slot to a full charakter slot, costs you again 400 gems.
- upgrade your account with bonus (karma,ep, …. like the new achievements), each upgrade costs you 2000 gems.
- additional build slots, these are pretty cheap (50 gems maybe?), you can have 10 builds per charakter.
I dont have anything against the blog posts, but it would be really nice to have some way to get an overview ingame, only text is OK for me.
I do not remember, what was before Flame and Frost. I remember Flame and Frost well and i liked it. Next i remember Ellen Kiel and Canach, I do not understand the story so well like Flame and Frost, but i got most of it. Next are the Pirates, there was something with human nobility, but I am not too sure, I did the dungeon once, but I also do not remember so well. Furthermore, the inquest Asura were part of the pirates, but arent the pirates robbers of all races while the inquest are only interested in science without looking at ethics? I am a casual and I enjoy lore. Even if it is only a NPC telling me the lore of living world in a nice way (or linking me to blog posts), but to research the lore with the wiki is no fun at all.
Multiple kinds of events
Are the events also annoying you? They interface is annoying (the signs of the events). The heartquest are annoying. Soo overwork them. Instead of these yellow symbols, there are now only fields with texts, the type decides over the colour of the field:
- Instance events. These events have a field, that explains short the story and the start point has a mark on the map. These events have a story and there are only one or two per map. Also dungeons are such events. If you have them done once, the text field changes, so you can see by only entering the map, if you have done the dungeon story already. Also all heart quests are such events. They are not too easy and have a small story, which would make no sense to come over and over again. There is also a NPC on the map, a story teller, where you can play hear instances and finished story instances again.
- Foe Events. Instead of kill foes, collect something or such things and gaining rewards afterwards, you will get a very small reward for each foe killed and coleccted thing given to the NPC. Most events are such events and produce the foes like explained before. If there is a time limitation, there is a bar going down. The amounts of such events increases a lot.
- One type of events meens capturing a point. These events come often together with foe events. the bar filld up for you or the foes. Capturing a point gives a big reward.
- The next point means champ-events, these give a big reward and the bar shows foes health.
- One text field shows actual “party events”, explained below.
- Another text field explains the situation on the map, explained.
Party events
There exist one per month, coming again each year. For example Dragon bash in June, the market in July, Wintersday in December, Halloween in october. They bring Event-JPs, Minigames,… the content will increase from year to year and there should be no other mini games beside the monthly ones.
Map changing events
They change the maps in an extreme way. The change is slow (3 whole days or so) and each time it is promoted stron on the map. there are at least two versions of the map (added slowly), the change can be seen (overflowed map, new houses of the centaurs, changes areas and foe populations) and the map will change back.
- Flame and frost: Some new leaders of them come up and start their attack again, the map changes stronger, burning places, instead of these annoiying burn events, the foes will replave many of the normal foes, during this time you can enter the dungeon.
- Last stand on southsun: Some of the captured foes (skypirates, canach), they flee to southsun and bring chaos over the island…
Soo, some really living world suggestions are needed. Let me start with the two problems with the actual living world:
1. You will come up with one living world event before the last one is only finished, but I dont get the changes. I ran around in the world, i get post, that informs me, but the world did not change… The world is not a living one, if the change is limited to one certain area!
2. The actual living world sucks. The new living world comes up with many achievments and I try to finish these achievements. That is no fun, because I do it cause the limited time, not cause i really want to play the mini game. Furthermore, do you really believe, that anyone has fun firering 150 fireworks? Or running after these spots, which you have to reach the sky pirates? Or killing a special amount of foes?
So here some suggestions from me:
More realistic foe groups on the maps
Yeah, it is an open world, you have to keep respawning foes and you have to give enough foes, that stand alone, otherwise solo players cannot kill them… But the actual way is annoying, the foes standing around and waiting to be killed and than the respawning destroy any atmosphere. Also, the respawning one after another is a risk for solo players. There should be a reason, why the foes are, where they are. Reduce the amount of foes a lot. Add a new type of small events, that gives a bonus instead of an reward. For example, it only explains, that a group of cats starts to hunt some friendly does. The amount of cats depends on the players, so solo players will not be overwhelmed, but if there are other players, they have to fight also, especially, because the hunting cats will prefer hunting players and have a big aggro radius.
- friendly foes like does, boars, moas (…) are part of the map and pretty unimportant. If you only have to kill foes, they are enough. Make them maybe more interesting, you could increase their population and add champs/veterans, they are friendly afterall. There could be events, that make them aggressive (because something near the did explode or because the are is poisoned).
- aggressive foes like wesps or minotaurs or fire elementals, that do not hunt should be reduced extreme. They should be only in very limited areas, for example spiders and larvaes in caves. These areas could be more dangerous (you can see afterall, that there are foes, so as solo player, you should not go there). Events cause them to increase their area. I mean, actually, they are no thrill, you run through them without fighting, if they hit you, you are annoyed, if you pull many foes, “the train” could hit another player, killing him…
- foe groups, organisations or families should have a base, from there they will respawn, I think, you made this already very well. Maybe you should not let them only stand around, for example instead of let thiefs in queensdale stand alone around, waiting for you, they could sit in a big group together around a fire. If you run around in the area, there are traps and on running into one, the thief runs or teleports to you.
If I want to comby (one-handed) weapons, I cannot do so in the preview… At the same time, if combying armorpieces, the parts behave different with colours, even if from the same set. Furthermore, if two colours behave different, you can use often another colour, that looks nearly identical. So if a blue colour is darker on another armor piece, use a light blue and both armor pieces have the same blue. The problem here is again, that you cannot colourate pieces alone, so that you dont know, which two blue colours you need and to buy all blue colours is pretty expensive!
Also, why have you to give us armors with less than 4 colorateable parts, but with a non colorateable part?? Look at starter armor female light and medium: the light has these golden parts I cannot stand, the medium has green-blue jewels, that often do not fit to the colours i want to use for the armor.
Here the armors of my mesmer. I like each of them more than any of my GW2 human armors.
Yeah, collecting them is soo annoying… but look at the amount and costs of tokens! What will change, if you have a slot for one stack, if most things afford far more tokens?
There should be maybe a new menu, for accountbound things, that can be used for a merchent, like for gold, karma and especially laurels yet. Using them at merchents is the only use for them anyway!
BTW, a few easy tips to some players having problems in dungeons with unpopular professions: If you are not able to play warrior… no idea, it is so easy to play warrior :P … If you play guardian, dont play a pure supporttank, you should deal damage, for example my most important action with my lowlvl guardian is spamming Empower (might!) and my virtues to buff my allies damage, cause my own damage is ignoreable… If you play ranger, use a ranged pet and go glass cannon with bow or play tanky with greatsword and push your pet (30points in beastmastery). If you play thief, stealth is not invulnerability and dodge, if you have to, I play doubledagger-glasscannon-ele in dungeons and can stay alive… If you play engeener… ahh, i remember, i dont know anything about him If you play ele, don’t go doubledagger, if you cannot handle mellee. Don’t go glasscannon, if you cannot handle the damage. Dont go Arcana, if you cannot handle the fast swapping of atunements. If you play necromancer, pls no pets in dungeons… necromancer have high health, make damage with them. If you play mesmer… wait, again, the mesmer is too easy to have problems with him
BTW, a few easy tips for playing a glass cannon. Go ranged, avoid damage, you are no help for your team, if you always go down. If you are a good glass cannon, play in full glass cannon teams, 5 glass cannons deal massive damage and can kill foes on the one side fast enough to be rezzed by killing out of the down state, on the other side, even if you wipe, a good glass cannon team finishes a dungeon in so short time, that the few silver dont matter.
BTW, a few tips for people with no sense for good builds for dungeons. Dont play to intense support, support is great, but damage is better, noone wants a team, that is unkillable out of great support, but needs 3 times longer for each foe. Dont play a glass cannon, if you are not a good player! Fast killing is great, to be killed fast the worst. Dont play to intense with condition damage. Conditioin damage is great, but nothing is more annoying than players screaming always around “Dont use conditions, i can make 25 stacks of bleeding alone”.
overworked rezz mechanic
A defeated player rezzed during a battle is not rezzed completly like normal. The player uses his downed skills during the next 15s and holds no weapon. all effects like more damage while downed stay active. you cannot interact with most things. you can dodge and have your normal life points. Bandage is a good way to increase your lifepoints during these 15s and after the 15s, you are fully rezzed. If you go down during these 15s again, you enter downed mode. If you are revived in downed mode, you are rezzed to 100%, even if less than 15s are over. If you are killed again during this first down mode, your armor is not damaged.
One other thing, if you are not in combat anymore, you rezz instantly, also, if downed. It is so hilarious, if the last foe is killed and you are not counted as its killer and have to rezz yourself first…
Now to something completly else, I talked about the funny new dungeons and the problems coming with them. One completly different problem are pets. Mesmer and Ranger mechanics work with pets. mesmer pets live only a few seconds under such circumstances and if i let them shatter, they often run into the effect and die before reaching the foe. But on the other side, i am a mesmer, mesmers are liked and have no problems to find a group. Other thing with rangers. The reactions I have seen in my teams was a liking for warriors, guardians and mesmers, a OK for ele, engeener and necromancer and a disliking for rangers and thiefs. I dont have anything against such professions, but my expirience has shown, that warrior teams are often pretty effective (although I have a big dislike for these only berserker sc-teams), thiefs go down very fast (not aways, but if, than over and over again) and rangers in your teams deal often very low damage. Cause you have only one pet at a time and have a 40s recharge after this pet dies, these new dungeons are horrible for rangers. My pet cannot dodge, does not move away from walls and will be useless…
overworked downed bar
change it like death shroud to a normal bar. what I hate actually the most about the downed bar is the slow visibility of the downed skills. I use my skills with my mouse, so I have to wait first, before i can see, where to click, on the other side, it happens annoyingly often, that I want to click a not downed skill (low health, low reaction time) and click my 2nd downed skill instead. I mean especially with mesmer and ele, I prefer to not port with my mesmer and furthermore mist form, I first wonder, why I am in mist form and the moment, i realize that i am downed and used vapor form, the form ends and I cannot use it effective anymore… There should be at least one downed skill to flee out of the danger area with each profession. Furthermore, why not add a few more downed skills? the left bar is only your first attackthe rest empty (maybe later, if you ever want to add more downed skills), the right bar are downed utility skills. Above your left bar stays your profession mechanic, above your right the effects. In the middle stands the healthbubble, the amount of healthpoints can be seen there (instead of what was above the left skills before). bandage is placed in position 6. The downed elite cannot be choosen. For the utility skills, you have one for each weapon type and can choose the about your window. the elite has a recharge before you can use it.
warrior
the warrior keeps his adrenaline and his former downed skill number 2 becomes the downed profession mechanic skill, dealing more damage and knock down foe longer. the downed banner grants increased rezz speed to allies. the downed physical skill let you move for 5s, you can dodge, but move slower. the elite is vengeance.
mesmer
the mesmer can still shatter his illusions. the clone skill ports you away to a choosen area, creates a clone and grants you stealth, the phantasm is the well known phantasm. the glamour stealth you and nearby allies for 2s. the mantra blinds and pushes away foes, but must be channeled first.
ele
the ele can still attune, the ele has a not so slow recharging elite (former number 3), the effect now depends on the attunement (earth would be identical with the actual one). vapor form is a black magic.
ranger
the rangers pet bar changes slightly: if you call your pet to you, it will rezz you, you can call it to you instantly. at the pet switch button position, there is placed a button to rezz your pet instead. the elite calls your other pet. throw dirt is a survival skill. cause the ranger has his pet, the ranger has no flee skill.
thief
the thief has a second left skill, that uses initiative. if the thief uses his steal skill, he teleports to the foe and can move for two seconds. the elite calls a thief (pls, cant you make them doppelganger, another suggestion of me placed somwhere else)
engeener
i dont know anything about engeeners
guardian
the guardian has his virtues and as elite the symbol. I hate the guardian
necromancer
ehhm, although i have a necromancer around lvl 40, i have no idea about his downed skills… the necromancer can enter death shroud (so far he has enough life force, the elite is like skill one, but hits all foes around and grants life force instead of health.
guardian: burn nearby foes, if you go down; chance to burn foes, that hit you while downed; grant aegis to yourself and nearby allies, if you rally.
ele: create a field depending on your attunement, if you go down; increased critical hit chance, while downed; grant a boon depending on your attunement to nearby allies, if you rally.
thief: stealth yourself and target ally, if you rezz; you rezz 33% faster, while stealthed: stealth yourself and target ally on revival.
major traits
these work around the things that are not buffed through attributes, also either being downed or while rezzing. some examples for the professions:
warrior, master: vengeance has a 100% chance
warrior, grandmaster: vengeance last 100% longer and restores your adrenaline.
mesmer, grandmaster: if you go down, you teleport yourself to a random position, create a clone and stealth yourself.
ele, grandmaster: gain an aura depending on your attunement, while you rezz.
ele, master: depending on yor attunement, you gain a buff while rezzing; fire: 33% chance to burn foes, if hit. air: you rezz 33% faster. earth: you take less damage. water: rezz your ally with more lifepoints.
thief, grandmaster: steal an environmental weapon from your ally, if you rezz him.
overworked rezz skills
I dont know, if there is any better use for these skills in PvP/WvW, but in PvE? I mean, the banner is useful and I see it more often than other rezz, or to be more precise, the only situations I remember players using utilityrezz skills were situations the players didnt know, that they are useless to defeated allies… I understand, that they would be too strong, if they could rezz defeated players in the same way they rezz downed players, but a long recharging rezz for the worst case is exactly what we need for dangerous situation. Furthermore, why using a rezz skill on downed players instead of rezzing the ally directly. If the situation is critical and foe in the middle of an AoE, you still need to cast first the skill, that takes often far too much time.
ele: glyph: fire: the next time you would go down, you burn instead all nearby foes and gain massive might. air: the next time a ally in 1500 range would go down, the ally is ported to you instead. water: the next time you rezz a downed ally, you and the ally are healed and gain regeneration. earth: the next time you rezz an defeated ally, you gain invulnerability for 5s and rezz the ally twice as fast during these 5 seconds.
mesmer: manipulation: 60s, grant one ally in the target area illusion of life, if the ally was a defeated player, the skill recharges 10 times longer than normal. Even downed players use their downed skill under the effect of illusion of life (see my suggestion further down).
guardian: signet: rezz a defeated player in the area, 500s recharge.
warrior: banner: rezz all downed allies in the area. (no change)
ranger: the spirits attack now also gives 20% health to defeated players.
engeener: elixir: grants 50% health to downed players and 20% to defeated players.
attributes speed/damage/armor on downed speed/armor/health on rezz
These work always around the rezz mechanic, either on rezzing or on being downed, the attributes give 1,1% per point with a total of 33% with 30 points. BTW, rezzing 33% faster could only effect defeated players
warrior: Increase rezz speed + Decrease damage you take while rezzing.
mesmer: you rezz allies with more health + you rezz faster
Engeener: you rezz allies with more health + Decrease damage you take while rezzing.
guardian: Increases damage you inflict while downed + Increases downed health
ele: Increases damage you inflict while downed + healthdegeneration while downed is reduced
Thief: Increases damage you inflict while downed + Take less damage while downed
Necromancer: Increases damage you inflict while downed + steal more life, if downed
Ranger: Your pet deals more damage, while you are downed + Your pet rezz faster, takes less damage while rezzing and rezz for more health.
Furthermore 3 different runes, all effects stack with trait boni.
thoughness: take less damage, while reving; revive faster; revive ally with more health.
vitality: you have more health in downed state; slower healthdegeneration in down state; you rally with 50% more health.
power: gain retalitation, if you go down; gain fury, if you rally; deal more damage, while downed.
minor traits
These work always around the rezz mechanic, here examples for some professions:
warrior: grant thoughness to nearby allies, while rezzing; grant might to nearby allies, if you rezz a ally; grant fury and swiftness to …
mesmer: create a feedbackbubble, if you rezz; your feedbackbubble lasts longer; projectils reflected by the feedbackbubble confuse foes.
engeener: grant regeneration (not the boon) to nearby allies, while rezzing; chance to gain a lightning flash, if hit while rezzing.
reasons to rezz a defeated player:
- otherwise you have to fight with one person less
reasons against rezzing a defeated player
- it takes a lot of time less, if all four players rezz together, but to rezz alone or with two man while the others aggro the foe makes more sense
- to avoid your own defeat if ally was defeated by the foe, the foe should be a dangerous fellow, which means staying still is not intelligent.
- killing the foe with four players is easier in most situations the foe can be killed faster with four man than first rezzing and then with five man.
Don’t understand me wrong, the downed mechanic works nice, it gives me a chance to rezz myself or to be rezzed by my allies and if I go down in the middle of the foes group or in an AoE, that means I couldnt avoid it and it is OK to punish me with breaking on of my armor peaces and beeing defeated. My problem is the situation, if a ally already is defeated. Like you see above, defeated players are rather rezzed only the fight is already finished… In dangerous situations – what is the normal case, if a players was defeated – even the downed/defeated players scream “DONT REZZ ME!”. In other word, especially in dangerous situations, where the rezzing is needed the most, the game makes it so hard to rezz the ally, that rezzing is more or less not a possible solution… So please, overwork the rezzing and rallying mechanic a bit to make it more useful in dangerous situations:
my suggestions:
- new effects for rezzing
- overwork rezz skills at least for PvE
- overwork downed bar
new effects for rezzing
First idea to this, you all know traits about rallying and rezzing. These traits are on the one side sometimes OP (if there lies a dead NPC ally in the dungeon around, I can spam my reflecting bubble as mesmer by using F and stopping to rezz directly!), on the other side they are useless, if neither you nor your allies go down. It would be useful to really work around the rezz mechanic similiar to the profession mechanics. Second idea to this, if you would power up the rezz mechanic, you could create harder situations in the game. If the player has strong chances to stay alive, you can power up also the foe! Third idea to this, if the foe is powered up, the player is pushed to work more around the rezz mechanic to really stay alive. So what is my suggestion: Create an additional new traitline about the rezz mechanic!
A few things about the new dungeons of the living story… Not everybody is able to do normal dungeons, so i wont say anything about the jumping parts beeing too hard for them, but look at normal players… The jumps in flame and frost were fun, I need to train more in jumping at the right moment, but it is really a great idea. About the circling walls in the aether pirate story, I am not so happy… You hinder us to rezz at a waypoint while the rest of the group is still fighting. OK, situations like being pushed into the lava in SE are (although not really a problem) already a bit of a fail (how exactly shall I rezz an ally in an area which means instant death to me…), but you also create situations, were trying to rezz is so dangerous, that not rezzing is the better solution. I mean, if your ally goes down in a still active AoE, he needs fast help, but the chance, that you will go also down while rezzing is high (I often try too rezz allies in AoE, most times I also go down instead). At the moment you are dead, noone will only try to rezz you, cause it takes too much time.
A very great example is the new pirate story with the circling walls. The third phase means two golems and the high walls + the low walls. If you fail to avoid the walls, you take massive damage, so it happens fast, that one player goes down. Even if all players try to rezz him instantly, the chance for the next wall to kill him before you only reach him is high and there still are the golems. From there on, to attack the foe with four man while avoiding the walls has a far higher chance for killing the foes than to try to rezz your ally: you can maybe rezz 2 seconds before you have to avoid the walls again and to stay still for rezzing increases the risk to be reached by the golems or by the wall massive. Or to sum it up a bit:
reasons to rezz a downed player:
- he rallys faster and can help you again
- may you have traits rewarding rezzing
- to avoid his defeat
reasons against rezzing a downed player:
- you cannot attack while rezzing (that is not a reason for me, but seems to be a reason for enough players…)
- killing the foe will also rezz your ally very effective in glass cannon builds, even if you go down, the foe dies first.
- you want to rezz, but you stay far away and rather than running directly to him, you come near him slowly while still figthing
- (without teamspeak, i really hate to play with ts) you dont realize in time, that one ally went down
- ally should be able to rezz himself, so far he is not in a dangerous situation
- to avoid your own defeat, if ally is in a risky position like foes AoE
One more trait, I hate: Minor Markmanship. To explain the problem again: The effect is OP against weak foes (you AND your pet hit critical AND inflict vulnerability, the foe takes massive damage from the start, the foe dies and the game starts again), but UP against strong foes, there are more than enough other sources for vulnerability and the granted critical hit is less effective with high critical damage. Or in other words, opening strike means two additional hits, but this is not such a big deal against a Champion, who needs 10.000 hits to go down… So why not change it to a more normal effect: tier1: You gain opening strike (only one stack of vulnerability). Recharges, if you kill your foe. tier2: Opening strike is always critical and cannot be blocked. tier3: You gain opening strike after swapping your weapons (10s recharge), new gransmaster trait: your pet has opening strike. if you swap your pet in combat, your pet gains opening strike.
And the burning on the necro… 4s and 20s CD… +30% Condition Duration makes 5,25s, the additional quartersecond is completly useless without any other profession with burning… I really wish for a proper use for quarter seconds of conditions, especially for the stacking one. Is it really so hard to let a left quarter second deal 1/4 of the damage a full second would have done? Or to save it on the foe to inflict a full second, after 4 quarter seconds were saved? Especially after the new condition is also a stacking one…
About the armor skins in the gem shop… really?… REALLY!? The gears/cogs together with the other electronic parts could have been a great armor, like the chronomancer or a bit like PNO3 (do I remember the names correctly?); the skirt/gloves of the light armor and the skirt of the middle armor could have been so great normal-cloth-armor, but you mixid both… really, you made two great armors and distroyed both by mixing them… the better solution would have been two armors, on the one side a common-dress-armor (the light skirt is already OK, the gloves would be so great without the leather part, also the middle chest and legs without the metal parts in the front…), although light pants are even more wished, these armor would have been loved by any player, who cant stand these hilarious shiny armors or the superskinny ones. On the other side there could have been leather-body-suits (like chest and legs of heavy), rather decent and plain (not possible anymore, but i made a nice picture of the combinition of the middle loot skin pants and the light inquest top, it looks soo great!). Then add the gears/cogs and let them move! I thinks, these would have been a far better pirate armor…
Next the Ele, first thing: The idea with the recharging attunements is really my thing. But please then for all attunements. Fire and earth have melee-attuning effects, furthermore fire burns foes hitting you, so what about: Gain might on using fire skills. If you are struck in melee, you burn your foe and fire attunement recharges (15s CD). If you loose more than 20% of your health or are hit critical, earth attunement recharges (10s CD). Grant stability to nearby allies, if you attune to earth. And: If you are struck with less than 10% health, Waterattunement recharges (10s CD). Attuning to water removes a condition from you and nearby allies.
Second thing, auras. You can inflict magnet aura with stuff, fire aura with Focus, shock and frost aura with daggers. Fury+Swiftness or Protection on Aura use is not bad, but not the world, furthermore underwater there are not even auras… But there are two problematic builds with signetauras:
20,10,10,30,00: Four signets for spamming (no passive effect), you grant nearby allies and yourself a fire aura, fury, swiftness and protection on each use. Or:
20,10,30,10,00: Four signets for spamming and the passive effect, grants yourself fire aura, protection, swiftness and fury while inflicting vulnerability.
I know, builds without arcana are not the prefered builds, but really, these builds must be OP. The first buffs the whole team, the second only you, but more effective. I really would prefer good aura builds without the signet trait. Here some suggestions: Auras have charges instead of only a duration for better balancing and to give them the ability to stack. No Poweful Aura anymore. Weapon skill auras now all effect also allies. Fire Magic and Air magic already have skills to inflict Auras. Earth Magic: If you are hit from a projectil with less than 10% health, you reflect the projectil and gain a magnetic aura (CD 20s). Deal +5% damage to foes in Melee range. Water magic: new grandmaster trait: Dodging converts burning into might and chill into swiftness. If neither burning nor chilling is removed, you gain frost aura. new master trait: Auras grant regeneration.
Furthermore i really see a need for different builds underwater: there you coud have: fire, master: signets burn foes (instead of fire aura), master: burn nearby foes in vapor form and gain a fire aura, if you rally (instead of additional charges). Water, Grandmaster: Powerful Aura: Auras affect nearby allies and recharge 20% faster. Arcane, adept; You gain a 10s aura on rezzing an ally (15s CD). Auras are a utility skill type, replacing summoned weapons underwater.
Same idea for Guardians and symbols. The first traitline grants a symbol (tier1) and buffs symbols (tier2+3), Furthermore valor has strong symbol-buffs. Now look at underwaterfights (on land, only scepter+sword is a build complete without weaponsymbols), there is only the one symbol from tier1, furthermore no spitit weapons underwater, so why not make symbols an underwaterutility?
Hey, there, you really brought a few nice things with the new update, but I am a bit unhappy about the ele and the mesmer. Also I am still unhappy about a few things not done well yet.
The new/buffed mesmer traits are really nice, but doesnt you oversee one trait? 30 Domination, 50%-chance to inflict stun instead of daze. Which skills of the mesmer can daze? Diversion, the staff randomely, the Mantra, these are the most effective daze-inflicter. Stun does not only hinder skill use, it also hinders you to move. I can imagine, how this helps especially in PvP and WvW a lot, but in PvE. I will show you my Interrupt and daze builds, compare them and think about them:
First: Daze: 15,20,00,05,30 Daze inflicts invulnerability, Diversion in my mainsource, through dodging i can create clones without problems to shatter and I can choose between Imbued Diversion for AoE Interrupt and massive AoE Vulnerability and Illusionary Persona for one additional daze and additional vulnerabilitystacks against target foe. You see, this is a shatterbuild, not an interruptbuild. I think, this build is far more effective than the dazestun.
Second: Daze: 30,30,00,10,00 Daze inflicts invulnerability, Diversion is a good source, but this is a Mantrabuild and I have 1 additional charge, heals remove a condition and I use the dazemantra and the healmantra. If I go a bit more into interruptions, I will deal damage and gain quickness on interrupt. After the Mantra is less useful without the additional charge and Diversion has its maximum recharge of kitten , I dont think, that the dazestun is an worthy alternate.
Third: Interrupt: 20,00,30,20,00 This is an Interruptbuild, Interrupts make foes vulnerable and immobile + one more condition, grant you might + one more boon and damage them. Your weapons are Greatword + X/Focus. Daze is from rather low importance and if daze can interrupt, the immobility for 2s is a good alternate to the stun.
I can imagine builds with dazestun, but if I would really play with daze or interrupt, I would play one of the three builds above. Furthermore, if I have 30 Domination, there are soo much better traits, with shatters mind wrack buff + boonremoval and vulnerability on shattering illusions, without shatters increased damage for illusions, cripple on clones death and shorter signet recharge time. Something like a chance to stun foes on a critical hit would be far more interesting.
Next thing, you killed my retalitation phantasms… one thing I loved the most about phantasms was retalitation… how about changing some traits for phantasms?
inspiration, adept: phantasms deal +5% damage with their attacks. (you know, that there is a major adept trait, that does the same, but also to clones?)
inspiration, master: phantasms heal nearby allies, if they attack (heal depends on the phantasm)
inspiration, grandmaster: phantasms recharge 20% faster.
illusions, major master: 50% chance to inflict stun instead of daze, if you use diversion.
domination, major adept: clones deal +5% damage and damage nearby foes on death.
domination, major grandmaster: phantasms have retalitation.
Engeener Mechanic
I am annoyed, that there are unique tool-belt skills for each racial skill, cause that means me being unable to use 11 skills with only an Asuran Engeener. The normal weapons are a bit weak against the kits sometimes. Not so used to play Ebgeener so far.
Thief Mechanic
Initiative is great, but stealing… The trait effects are nice, but the stolen stuff is rather only a funny bonus and to shadow step into melee is not always, what I want. Alternate Skills “F1 to F4” would be fun, they should go on a shorter (not on a full) recharge to make the use more intelligent. There could be a skill to transfer your conditions to the foe or to steal boons or a shadow step with time limitation or a only theoretical step, that steals a ranged environmental weapon.
Anti-Mechanic-Mechanic
How about a skill to hinder the profession mechanics? Of course not in PvE. Like Thiefs and Warriors have no normal initiative/adrenaline regeneration (other sources like skills and traits still give some) and Eles/Mesmers cannot attune/create illusions. Or maybe a field instead of a condition and maybe through an environmental weapon.
Ranger Mechanic
I really like the Ranger, but sometimes my pet annoyes me. It acts not always like I would wish for it to do, It rather runs always after the foe I do attack than after the one I targeted for it and it is really annoying, that I have no 1200 range pets (TA, fw/up, my pet is deactivated, so I can attack). Also, if my idiotic pet dies and I have the 40s recharge time, I am pretty useless. Ahh, I nearly forgot, I hate to use the environmental weapons of pigs. And the Markmanship trait… One critical + vulnerability for you and your pet, OK, in normal PvE usefull, you can often fight foes one after another, but against groups and bosses? It is more ore less ONE strong Extra attack for you and your pet without needing Extra timee, but so longer the fight lasts, so more useless is it. I mean, look at the Mesmer. Vulnerability on Interrupt, Vulnerability on daze and 5% damage against inactive foes, use tripple daze against bosses and single foes and you have most likely already effects equal to the rangers, but you can daze and interrupt bosses more than once (they life long) and hane area-interrups against group of foes. Marmanship-minor-traits without the 30 trait (and even with it, i dont love them) are my most disliked traits in the game.
Furthermore some more abilities would be fun: F1 targets the foe and pet attacks target to the point you are out of range, it dies or you call it back. F1 has a short recharge time maybe 15s or so and gives your pet a short buff. F2 is now dependend on the type you choose for your pet (I explain this later), and F3 calls your pet back, has a CD, making it passive and granting regeneration (not the boon, pet will gain weaker identical effect, if defeated) and a boon to it. It stops to be passive, after you left the fight or after you target the next foe for it or it is healed. F$ switches your pet. Now, you can choose a training in the pet menu: Speed Training, Protection Training and … Training. Speed Training grants your pet might with F1 and if you dont target a foe, your pet attacks your target. F2 is your typical pet skill, but using it will not change the foes target anymore. F3 grants your pet Swiftness. Protection Training let your foe stay at your side, it will attack foes next to you, but will not run after them. Yor pet will only run after targeted foes and comes back after targets death. Your pet uses its Skill automatical and F2 calls your pet back to lick and heal you. F3 grants your pet protection. … Training is the long awaited no-pet-ranger. Here the ranger has no pet, but F2 and F3 can summon your pets for a limited amount of time. F1 summons a bird swarm or an elite pet (phoenix like in GW1 factions, no idea, can alo be choosen in pet menu). While summoned, their summonskill is replaced by their pet skill. F4 calls your summones pets back, reducing the CD.
Mesmer Mechanic
Problem one: Clones and Shatters work great together, Phantasms not. Shatters are great and especially from bigger use than letting your foes die, but phantasms do better damage than your shatters, grant massive regeneration to nearby allies (if they stand near to each other) and you can buff yourself for each living illusion. But this is nothing really problematic, Problem two: Illusions use not all your attributes. Many boons and conditions inflicted through traits and/or illusions are nor affected by Condition Duration ór Boon Duration, that should be changed. Also Vitality should effect illusions health, of course not 1:1. And interrupts… Interruptbuilds are so useless against bosses, really, and although you said you dont want an real interrupter, groups can already work well together for interrupting, but this needs fast team communication, hard for TS-haters like me. So why not give the Mesmer more interrupt skills, that also would make interruppt traits more useful. Also a 25% faster movement signet would be great.
Hmm, i will give some additional feedback.
Some Feedback and a few suggestions. This is only about PvE, I dont play anything else and dont have time for anything else^^.
Regeneration/Burn/Poison Duration
Takes effect after each whole second, I dont like the powerless 1/4, 2/4 and 3/4 seconds.
Bleed Duration
Horrible. After these stack intensety, 1/4, 2/4 and 3/4 seconds are always useless, furthermore the left time hinders new stacks to be inflictes. Maybe save the quarterseconds on the foe for the time it bleeds and inflicht one 1s stack, if four quarters are saved on the foe.
Environmental weapon
Here you failed. They maybe are funny, but I seldom see any really weapons (environmental weapons with 5 skills), most WvW-things cannot be used in PvE and the standard weapons lying around… less damage than your weapon, often melee range and short use (one use or breakeable weapons) and even the better effects like knock down cannot ignore the unmoveable second I need to grab them. Really, the only environmental weapons I use are summoned ones.
Warrior Mechanic
Adrenaline is build up fast, you have strong adrenaline skills and traits to buff you with full adrenaline. Maybe a bit boring, but easy to handle and works nice. Only add a 25% increased movement signet or something similiar…
Guardian Mechanic
The passive 1s burn is a bit problematic, cause you will only burn with each 5th attack. The chance, that your burn runs out before you burn the second time will make your increased condition duration useless for the 1s and after the guardian is not so much of a condition-spam, the use of condition duration is anyway not so usefull. Also would it be great, if the passive effect of giving Aegis would give a small chance to block instead, making Aegis gained by any other source more useful. I do not really use guardian weapons, but I think an endless life without regeneration and the chance to finish them off would be more appealing (or at least an effect symbol to show the remaining time). Furthermore the symbol traits of the first traitline… not all weapons create symbols, use a wand and a sword or go underwater and the 5th trait symbol is the only symbol created, making the 15th and 25th trait rather useless. F4 is lwft, give us a 4th virtue
Ele Mechanic
I wrote already a lot about Ele, short form, I hate, that not all elements are buffed in the same way (each traitline buffs only one element), furthermore, that there are always both kinds of effects, buffing one attribute (staying in the attunement is good) and buffging attuning (the opposite is good).
Necromancer Mechanic
A slow attack with long cast time, a slow attack with a port to your foe, a 1s instant fear and a good AoE. OK, the skills are not too bad, but i dislike the first skill (long cast, easy to avoid), the port of the second and the life force runs out to fast. There are really great Death shroud builds with the traits of the last traitline, but without, I only use Death Shroud to be invulnerable (which ends fast), to fear a foe sometimes and most often to use the AoE, if I stand in foes group. Something like a trait (outside the last traitline) or a skill, that uses the life force bar would make the mechanic more interesting. I mean, F2, F3 and F4 need some love.
Soo, what do I suggest? 5 Types of Equipment!
First something easy to obtain. May easier, if you have alts or so. These should have few normal and plain skins, for example to give crafting recipes for cheap, but account bound exotic equipment. Like Noble for middle, Country for light and Reinforced Scale for heavy.
Second, obtainable through dungeons. Although I cant find this intelligent. If you want the skin out of this dungeon, you will make this one, what reason do you have to do the others?
Third skins, that show, that you have money (t3), there are a few more needed, also maybe more expensive. I compare again with GW1. There were most armors prestige. One prestige was not the world, but still, it cost enough to reduce the players money.
Fourth special skins. Weapons can already be created in the mystic forge, but there nearly no weapons from loot and absolutly no armor. Some of you may remember the bone dragon skin or the frog scepter in GW1. The Obsisdian Armor (and the chaos gloves) was the most expensive equipment buyable from an NPC-merchant. But what about loot, their price is decided by the players. That can make even rather unspecial skins the most expensive in the game.
Fifth Legendaries… Yeah, there are the best of the best, but to be the best, you should be able to like the skins. The skins are extreme, hard to comby and realls special. Anyone can understand the disliking of the shortbow, honestly, many players like skinny girls or burning black males, so no wonder, that a bow looking like a unicorn for girls in kindergarden is not their imagination of a weapon worth the work!
3. Ascended gear shouldnt only replace exotic gear
I dont have anything against ascended gear, so far it is as upgrade obtainable. It is OK to work for the wanted ascended gear instead of for the wanted exotic gear (trinkets and accessoires). It is OK to transformate the wanted ascended skins to your weapons. It is OK to upgrade your exotic gear with some new ascended mats or so. But to let us work hard for exotic gear with the fitting stats only to work afterwards again hard for ascended gear with the same stats, making your former work kind of worthless, sucks!
4. Helping the wrong players
I am a casual. I play not always. Now I read, that there will be often living story stuff coming not again. I hate the idea of missing content, even if the world changes not in a way confusing me. Furthermore, Laurels, FotM, Living Story back items and such things… You want to make equipment a challenge, but for the always playing players, these are extras, cause they play anyway and will get these thing as a side effect of playing. Especially FotM, although many players do not only have exotic gear yet, these players whine about getting ascended gear and not needing it… You shouldn’t give players having already everything even more as extra, while the others still work hard without any extras. Now you even want to give permanent boost for achievment point. Where is the sense in giving farmers buffs to gain even more from farming, while casuals, who could really need them, not? I mean, aren’t the farmers the actual problem? And especially the difference between playing one charakter and multiple alts. Of course, to equip only one charakter needs far less time than equipping 5/8 charakters. Wouldn’t be an extra to make equipping alts easier a logical change? It is afterall a difference to make equipment easier obtainable for everyone and to make it easier obtainable, after you worked already for it with another charakter.
5. Really challenges/better skins
It is a great way to devide equipment into easy obtainable and hard obtainable. The easy grants max stats to everyone, the hard is a challenge, that keeps player in the game. But there are three problems actually:
- Hard obtainable means for many players also better stats. Like I said before, I am against this, look at legendaries, they have only better skins, this should be enough.
- Where are the challenges? Dungeons are not that hard, FotM is the only really challange actual, but the numbersystem is soo annoying. Furthermore, most special rewards out of FotM are things, the FotM players do not need anymore… What we need is something like the UW again. Although this is harder without a healer-profession, the biggest challenge about the UW was, that the dead of some NPC meant the end, also a wipe throws you out. That is, what we need in GW2, an Instance, that fails, if some important NPCs get killed and that has no WPs!
- One big problem about GW2… The skins, like I already said, they look hilarious. OK, of course they look good and exciting for many players, but especially this makes them also uninteresting for many players at the same time. A simple weapon is may a bit boring, but beside beeing boring, there are no other problems. Shiny weapons can look shiny in many ways and each player prefers and dislikes different shiny weapons. You know this from legendaries, many players complain about weapons not looking well enough for a legendary. So what is needed? No more easy dungeons with skins! Look at GW1, there are only a few normal armors with rather undetailed skins. On the other side there are tons of prestige armors to choose between. And there are also vaabi and obsidian armor, skins that are special and worth to show off!
Hey, I changed my opinion! GW2 reached the point where players look hilarious more and more. BTW, after this thread is already kind of a complain-thread, I will complain more. I played a bit GW1 again, and really, players are always the most disgusting things in the game, so many absolutly non-fitting skinn combined armors… still, GW1 armors look so much better, even the combination of the most ugly parts look at most like many standard armors in GW2… And even the areas… I ran a bit around in the shiverpeaks… foes running around in teams, vaettirs popping out of trees and then the locations, any place looks different, exciting! Sry, but in GW2, the foes standing everywhere around alone and coming back after a few seconds… yeah, it is a open world, but this is nothing like a great feeling, no thrill and also I cannot stand around to enjoy the locations, cause foes come always back… Same for the locations, yeah, JPs and such things are really fun, the graphic also is much better than in GW2, still, running around, I have often the feeling to see the same things over and over again…
But there is another thing coming up and annoying me. I suggested already a few times before, that I wish for easy ways to get max-stat-equipment. For a casual, to get 5 charakters to lvl 80 and to get max equipment takes a lot of time. I think, I play far too much and spent to much time in GW2 (yeah, it is fun, but RL is more important afterall) and I still have only 2 charakters at lvl 80 and even they have not complete exotic armor (the right stats, some good skins and good upgrades on them) And ascended gear is still coming… What I want is to have max stats and to look well, I think, that is not asking for too much. Let me complain about the different areas, that are problematic in my eyes.
1. Exotic stats should be obtainable for everyone:
OK, Exotic gear is easy to obtain through dungeons or over gold – but dungens are not doable for everyone. There exist really players, that are not able to finish a dungeon and beside dungeon tokens, dungeons also give money. To get good stats should be easy for everyone, especially for the weaker players, that cannot even finish an dungeon. Also, I want to play a lot of things, but not only I, also many other players think, that max equipment and max lvl should be a must-have. Of course, even if the difference between rare and exotic is not such a big thing, a whole exotic team is still far better than a rare team. But to obtain this takes soo much time…
2. Why not easy obtainable?
Many players hate my suggestions, because they want to have better stats, they played more afterall. Furthermore, if you play each day a few hours as a good player, nearly anything beside a few weapons out of the mystic forge and legendaries seem already to be obtainable far to easy – especially, if you are mainstream, play only one charakter with one build, because even the expensive t3 for one charakter is cheap compared to full equipment for 5 charakters. Still, that is no reason for me. I played nearly only GW1, so I have no expirience with other games, but in GW1, it worked great with prestige having only better skins (like all prestige armors are t3). So I wish for that again: Max stats granted, Prestige skins not!
Yeah, same hairstyle like me and i like it not glowing. On the other side, did you ever try to combine sylvarie and normal armor? In the dark, the sylvarie glows, the normal not…
I am not sure, if i know the mentioned hairstyle, but my ele hairstyle does not glow either and I am happy about this.
Each time I go to the PvP-Locker… Cant you make Riders, one for weapons, one for armor and one or more for the rest. Especially do I also miss a function to sort them after type, Like watching all the Peacemaker weapons instead of watching all maces.
Furthermore, we now already, that races can wear all racial armor (Asura in Human t3, some others i dont remember, now new the sylvari in human t2), Why not at least allow us to wear them in PvP?
Celestial vs. mixed stats
Mixed stats can be better than celestial stats, if still one attribute is increased a lot (for example Power, Thoughness and Vitality; Power, Vitality and Critical Damage; Power, Precision and Critical Damage), or if a maximum of 4 stats is buffed (for example Precision, Power and Condition Damage; Condition Damage, Thoughness and Precision).
+Mixed stats are not better than celestial stats, if they are totally mixed up. Totally mixed up stats may have some stats, that are sightly higher, but alone the far higher amount of additional statpoints make celestial stats the better choice.
Why mixed stats?
You not always get averything with the same stats Dungeon armor dont has all stat combinations, some certain weapons (loot found or skins buyed) also exist with certain stats and furthermore some stats are harder to obtain.
Some sets are mixed up from the start Best example are the karma sets.
Multiple sets can be useful, for example should you have a glass cannon armor and a more defensive armor. Glass cannons do wonderful amounts of damage, but they still are glass cannons after all. Furthermore, you can compensate missing stats like this. Also weapons with different stats are useful, condition damage stats are useful on a weapon, that inflicts a high amount of bleeding. Healing Power stats are great to use your heal skills. Defensive stats are great for selfprotection.
Cause defensive stats exists Players use defensive stats and mix them up with their offensive stats to life longer (remember, there are players, that have problems with dungeons, of course these need a higher defensive)
So what?
Pls no celestial weapons and armor! Damage is the most important to do, it kills the foe faster and so you need less time. All stats useless for Damage maybe let you life longer, but also the foe lifes longer, so defensive stats should never be your main stats. This means, these stats are only effective, if mixed, but in the moment celestial stats come out, all mixed armors including non mixed with defensive stats are bad compared to these ne equipment. Look only at the actual runes. The most expensive ones are the ones, that deal much damage, but the absolutly most expensive one is the celestial rune. I mean, of course, also the other stats do something, but they are not, what we want. After all, CoF is a great way to get your offensive stats and the laurel-merchant a easy way to get celestial stas, but it is obviouly, that we want offensive/celestial stats like you can see in the AH more than obvious! So pls never add celestial weapons and armor, otherwise noone will aim for your non offensive equipment anymore, which is already now unloved.
I wrote this already somwhere else, but I feel a need to explain this again. I really believe, that celestial stats (they are called so, right?) will destroy the games armor stats. Why?, cause there are many players like me, that go not full on a stat but mix their stats, but the only advantage of non-celestial-stats is, that they have few attributes far higher than otheres, but this didnt work anymore at the point, where the stats are mixed…
An easy and not complete correct example to show the problem (Each letter is an attribute, G is Critical Damage):
celestial stats: A150, B150, C150, D150, E150, F150, G15 = 900 + 15
mixed stats: A300, B200, C200 = 700
or: A200, B150, C100, D50, E50, F100, G5 = 650 +5
or: A300, B200, G20 = 500 + 20
You see, celestial gives the most stats, so anyone wants them. Completly mixed stats are more or less like weak celestial stats, so noone wants them. Pure Defensive stats let you life longer than celestial stats, but fights last forever, cause you deal no damage, noone wants that. Pure Damage kills foes faster and cause foes are killed so fast, that even the lack of defensive can be ignored, so anyone wants them
Celestial vs. non mixed stats: (same stats on armor, weapons and accessoures+rings+trinket+back)
Celestial stats buff everything. You have healing power, thoughness and vitality with celestial equipment, that is more than enough defensive stats. Furthermore you have Power, Precision, Critical Damage and Condition Damage, so you also do damage. biggest disadvantage: the precision may is not enough for a precision builds and condition damage is not needed in any build.
Power stats are great for dealing damage. Power, Thoughness and Vitality are good stats to deal high damage and have also a high defensive. Power, Precision and Critical Damage lack defensive stats, but the massive damage is worth it. If a player goes down a lot, you first are annoyed about them using berserker stuffs, but in a real group of berserks, the foes die so kitten fast, that you can ignore going down more often.
Precision stats are more or less the same, used to deal massive damage, the biggest difference should be, that you use effects working on critical hits. Cause these effects are often a condition dealing Condition Damage, Precision, Power+Condition Damage is a good armor.
Healing Power stats are nice for support builds, but there is no healer in GW2 and the increased healing is a less useful support compared with killing the foe faster, so a no for healing power equipment.
Vitality and Thoughness stats are a nice way to increase your defensive, but i really think, that Power, Thoughness and Vitality are enough defensive. There are no tanks in GW2, so there is no need to try to be one.
Critical Damage is only useful with enough precision, furthermore celestial stats give nearly the same amount of additional critical damage but furthermore other stats.
Condition Damage stats are an alternate to direct Damage, but have the big disadvantage, that there is a maximum of 25 stacks of bleeding and even if you can hold up burning or poison endless on the foe, direct Damage would be better, if there are already other Players inflicting conditions. I mean, Poison and Confusion are may a bit harder to hold up, but there are not many builds with spamming these conditions (25stacks confusion are rare even with many mesmers) and one ele is enough for endless burning and there are also professions, that can hold up 25 stacks of bleeding alone. So Condition Damage is good for a condition build, but even only switching weapons can destroy such a build…
To sum it up, more or less I see only two high effective stats for any situation: Celestial or Berserk. The third useful stats would be around Condition Damage, but these are not effective in any situation.
May the ground armor is easier to obtain, but to find the right infusion will still be a lot of work. Defensive infusions are:
- 100 Vitality and 50 Power
- 100 Thoughness and 50 Power
- 75 Thoughness and 75 Vitality
- 100 Healing Power and 50 Power
- 75 Healing Power and 75 Vitality
- 75 Healing Power and 75 Thoughness
- 100 Healing Power and 5% Boon Duration.
Weapon infusions and new ascended infusions for trinkets
They are devided into defensive, offensive and omni, all of them give the resistence.
- Defensive are: +Thoughness, +Vitality or +Healing Power
- Offensive are: +Power, +Condition Damage or +Precision
- Omni are: +Karma, +EP, +MF or +Gold
New Sigils and new Runes
You can use exotic runes on your armor, but there will be new ascended runes (for lvl 80). Ascended runes work all alone and have not a 6/6 system (celestial runes will be changed to ascended runes). There are 4 types of runes:
- Increased Condition Duration (only one condition, for example +10% burning duration for an +60% buff with 6 of these runes).
- Increased attributes, here exist the old types like berserker, cleric… celestials are also these.
- Increased Boon Duration (only one boon, for example +10% fury duration for an +60% buff with 6 of these runes).
- -Chance for an effect on criticals, for example the 10 chance to inflict a bleeding with a 60% chance with 6 Runes.
Also there are new ascended sigils, there are three types:
- effect on foes death (endurance, a boon, healing, …, more types than actual),
- stack on foes death (now also Thoughness), they are a buffed version of the actual line and go up to 30 stacks
- effect on weapon switch, most likely only changed formally from exotic to ascended
- effect on each … attack (for example bleed foe with each 20th attack, gain quickness with each 150th)
Big Change for actual Sigils and Runes
For exotic Sigils exist the fallowing types now:
- +5% damage or +X% damage against a type of foe
- +5% Chance to hit critical or or +X% Chance a type of foe.
- effects on death are changed to ascended sigils
- stacks on death have a new ascended version, but the exotic version still exists
- effects on swao hav a new ascended version or are changed to ascended sigils
- sigils, that increase condition duration, are changed to ascended runes
- sigils, that hace effect on critical hits, are changes to ascended runes
This way a few problems are solved: Swap weapons and critical weapons cannot be combined, cause their CD hinders each other, the new “on each … attack” has not such a CD. Also are critical sigils a problem without precision. If all may weapons wotk with critical hits and i change from my Precision armor to a no Precision armor and a no precision build, these sigils are useless… Furthermore finally two sigils per weaponset. Runes of course also need to be changed: Only 2/2 runes now in PvE. I mean you most likely want only one effect anyway, for example all boons on elite skill use with lyssa. There are now only a few types:
- Effects on hit: Increase … Duration (1); Chance to gain/inflict … on hit. (2) one rune for each condition and each type
- Effects on heal skills: +50 Healing Power (1); … happens, if you use a Healing skills (2).
- Effects on elite skills: +50 … (1); … happens, if you use a Elite Skill (2).
- Other effects (like fire Aura) +50 … (1); gain a fire aura on… (2).
Only give a new buyable item in the AH, that removes upgrades without distroying them and send all players one for free on this update and noone should cry around.