I am not interested in what was said before, i dont wanna create a new thread and its a suggestion about conjured weapons, so i will post it here.
Pls make the conjured element depending on the actual attuned element, for example, “Conjure Axe” will create an axe with the actual lava skin and the effect “Conjure Flame” for increased Power and Malice while attuned to fire, but the skill “Conjure Bow” will also give this effect and a lava bow, while attuned to fire. This would mean far more fun with conjured weapons, i dont know about balancing issues, but i also do not onlyhope to see it too soon, if you would really make this. The attacks would be alternate skills of existing ones (Icy Axe would make the ice field of the staff, lava bow the storm of the fire glyph of storms) and the new skins will make enough players happy.
I also totally dislike these on-hit-effects, they are not granted, when hit, and furthermore are useless, if save in backline. Same for on-heal-effects, healing is not thought to be spammed…
Still, your suggestions are totally OP, of Altruism is like playing without rune, but with an elite-heal-skill. of Infiltration is far weaker now, but also totally OP on Thiefs and Mesmer.
Example Mesmer
(Traitlines work with illusions, maximum of 1 Ilusion, all clones use mesmerattacks)
Domination +10 Power for each point
05th: Interrupting a foe make this foe vulnerable.
10th1: Interrupting a foe deals damage
Thief1: Deal 50% more damage to inactive foes while stealthed.
Thief2: Dual skills inflict vulnerability.
Ranger1: Your pets F2 skill inflicts vulnerability.
Ranger2: Grants your pet fury, if you interrupt a foe.
Ele1: Burn your foe on interrupt
Ele2: 5% more damage to inactive foes while attunet to air.
Warrior1: Gain might, if you interrupt a foe.
Warrior2: 50% chance to stun foes for 1s, if you block them.
Guardian1: Burn foes, if you interrupt them.
Guardian2: Aegis applyed by you has a 33% chance to daze your foe for 1s, if activated.
Engineer1: Explosions have a 3% chance to daze.
Engineer2: Gain 5 Stacks of might, if you use an elite skill.
Necro1: Minions do 5% more damage against inactive foes.
Necro2: If you interrupt a foe, you inflict fear for 1s.
15th: Deal 5% more damage against inactive foes.
Dueling +10 Precision for each point
05th: The next time you are hit while casting bandage, you create a downed clone and teleport yourself to an random position, gaining stealth(30s CD)
10th1: Create a weaponless Clone (casting ether blast or so) of you if you dodge
Thief1: Create a swordwielding Clone of you if you stealth yourself.
Thief2: Crits with pistols have a 3% chance to inflict a 5s confusion. 30% with bounced shots.
Ranger1: Create a clone of your pet, if you swap your pet.
Ranger2: Gain 5 seconds of retaliation when you block an attack.
Ele1: Create a scepterwielding clone of you, if you dodge, its attacks inflict a condition depending on your attunement (10s CD for each attunement)
Ele2: Your downed clone creates a lava font around it.
Warrior1: Create a clone, if you block an attack. (3sCD)
Warrior2: You gain Chaos Armor, if you use vengeance.
Guardian1: The active vitue of justice confuse foes for 1s.
Guardian2: Spirit weapons bleed the foe, if they crit.
Engineer1: Pistols have a 15% chance to inclict 1s confusion on crit,
Engineer2: Tool belt skills confuse your foe for 3s.
Necro1: Minions cause confusion if the are killed. (30s CD)
Necro2: Marks create a staffwielding clone on activation.
15th: Your clones cause 3 seconds of confusion when they are killed.
Chaos +10 Thoughness for each point
05th: Gain 6 seconds of regeneration when your health reaches 75% (30-second cooldown).
10th1: Take 5% less damage, if you have an illusion.
Thief1: You gain a random boon when you are cloaked (protection, regeneration, or aegis).
Thief2: Stealing grants you a random Boon.
Ranger1: Your pets gain a random boon, if you swap to them.
Ranger2: Interrupting a foe inflicts a random condition.
Ele1: You gain a random boon for a short Duration, if you attune to an element.
Eler2: You inflict a random condition to nearby foes, if you attune.
Warrior1: Burst Attacks grant a random boon to you and a random condition to foes
Warrior2: Gain a random short boon on weaponswap.
Guardian1: The active effect of vitue of courage grants 2s of chaos armor.
Guardian2: Activating virtue of resolve creates a 3s chaos storm.
Engineer1: Turrets inflict a random condition with their attacks.
Engineer2: Tool belt skills grant you a random boon.
Necro1: +50Thoughness while wielding a staff or a trident.
Necro2: minions apply a random condition to nearby foes when they are killed.
15th: Gain protection for 2 seconds when you gain regeneration. This effect can only occur once every 15 seconds.
Inspiration +10 Vitality for each point
05th: Remove a condition when you heal. (15s CD)
10th1: Move 10% faster, if you have an illusion.
Thief1: Remove a condition, if you steal.
Thief2: Grant retalitation while stealthed.
Ranger1: Your pet grants regeneration to neaby allies.
Ranger2: You are healed for a small amount on weapon swap
Ele1: Summoned elements grant regeneration to nearny allies.
Ele2: Conjured weapons grant retalitation.
Warrior1: Burst skills heal you a bit.
Warrior2: Create a feedback bubble while reviving an ally. (15s recharge) .
Guardian1: Grants Regeneration to nearby allies, if you revive an ally.
Guardian2: Aegis reflects projectils, if it blocks.
Engineer1: Turrets have retalitation.
Engineer2: Elixirs grant regeneration to you.
Necro1: You minions summoned by a skill have retalitation.
Necro2: Wells grant regeneration, if summoned.
15th: Your healing skills heals for more, if you have an illusion.
Illusions +10 ConditionDamage for each point, maximum of 5 points
05th: Confuse nearby foes at 50% health and recharge your secondary mesmer skill.
Secondary Mesmer Skill: Create a Phantasmal Rouge -> Shatter your Phantsmal rouge with all shattereffects besides distortion
(edited by Chris.6105)
“I balanced a lot of those runes around a point system.”
Point System? I can clearly see some obviously OP-Problems. BTW, the problems I mentioned were about the runes like they are. Reduction by 5% seems a bit OP, but I like your Rune of the Figther far more than the one in the game.
“A lot of the runes with boon effects are modified to not be perma.” and “I made the runes to go with different classes own traits and such so people can make more unique builds, that is why a lot of the runes are so powerful.”
No idea, what you mean with this^^.
“Some of those things you listed arn’t as powerful as they were before, like the vampirism heals.”
I play with this Rune and it works well.
I like the downed mechanic. I also like the animation while entering the downed state.
But i use my mouse to activate my skills. this may isnt perfect, but it works good enough. Still, there is one problem, if you go down, you can immediately use your downed skills, but the animation on the screen shows the skills not directly, stealing me around 1s before i can use my skills and rushing to the keys with my hand is also pretty annoying…
Can you pls change the downed-screen to something like the deathshroud screen to make me able to use my skill immediatly?^^
Noooo, absolutly not
You change some of the existing Runes completly, Rune of the Elementalist was already great, why deleting it? Furthermore some of your Runes are soo OP… Ele and Guardian with Rune of Elementalists is totally OP, of Centaur can grant your Team Swiftness non-stop, of Strength, in a good Team 25 Stacks all the time is makeable, of Vampirism, ca. 1000 dmg and gaining 1000 health is a strong effect, of Ranger already works with minions, noo, pls not^^.
Here some really problematic Upgrades: The might granted by Rune of the fighter is less effective than increased might duration with any other way to gain might. of Mad King and of Flock have a bonus which wont work underwater, while of Krait wont work above. of Soldier and of Guardian are pretty nice, but not any profession with screams and blocks always uses them, so this effects are only effective with a low number of builds. All upgrades increasing bleeding and burning are completly useless, if the bleed is not increased at leased by 1s or you cant burn often enough to add the increased duration to one second… Most professions that grant boons dont grant only one boon, so +15% boon duration is likely to be more effective than +20% might duration or so. Rune of Infiltration grants 10% damage against foes with less than 50% health and stealth for yourself, but other runes (especially of the eagle) are far better for dealing damage and the stealth is not good enough as selfprotection to compansate this.
Futhermore i hate the situation of breathing appatus needing an additional rune underwater…
@ Olba: Seems my english must be really horrible otherwise i cant explain why you are completly ignoring my explanations… The Secondary Traitline Fire Magic has nothing to do with the primary Traitline Fire Magic. I even gave examples for the Ele to make this difference obvious. If a Thief is an secondary Ele and skills fire magic, he will be able to burn his foes. 5 Traits balanced for the thief, not the 12 of an primary ele. (You may be right to say, that my example is also unbalanced, but at least read it once…)
“These are not identical with the traits the primary profession has”. Really, i maybe dont use good english, but i wrote this to make obvious, that Traits like Pure of Voice and Quick Breathing are exactly the ones i dont want to see on a secondary profession…
@ Orpheal: Did at least you read my whole text? These secondary traits are new traits with a blancing to fit to the primary profession, so it is not needed (like in GW1), that these traits must be balanced for all primary profession, because the secondary traits differ debending on the primary profession. So you could also discribe my idea as Sub Profession. I dont talk about creating one secondary traitline Fire Magic for all professions, i talk about creating one unique secondary traitline Fire Magic for each profession. This is not so horrible to balance, rather a horrible piece of work (8 primary professions, 7 unique secondary professions with 5 traits each makes 280 new traitlines I remeber a few of your suggestion and they mostly would even take more time and wouldn’t be better to balance than my suggestion ;P
There exists a far better way to use this build, together with pahntasms and scepter. For example 10,25,10,20,05. Now you use for example Scepter and Pistol. Using the scepter will create the clones next to your target, OK, the amount of killed clones is pretty low like this, but still you have them (remember your elite, time warp works nice for it).
Now you can easely stay away, you inflict with you autoattack three aoe-conditions instead of creating only a clone that you dont need. Like i said, of course the amount of killed clones is low, but the amount of killeable clones with other weapons is not soo much higher and places them most often to far away from your foe. At the same time you have two duelists, spamming regeneration, inflicting bleed on crit and dealing a good amount of dmg.
You have to reach the level of the item. After the lowest headpeace requires level 10, You have to reach level 10 for this trick. Also it is sometimes buggy, not working, logging out and in and then working.
I remember some talks about especially the ele headpiece being buggy, cause after transmuting it the aura will never show up.
A bad answer button would be a good way to show your disliking for an suggestion, this would be also good feedback for Anet. Furthermore, most problemthreads are problematic through players disliking the threads and badmouthing it without saying anything useful, maybe a bad answer button would keep them away of useless badmouthing.
@ Duke Black Rose: Giving the skills of one profession to another is horrible to balance. That is why i suggest to give additional traitlines instead, that resemble the traitlines of its primary profession. It is still a horrible piece of work, but it is far easier to balance than to give some abilities of other professions directly.
@ Olba: Like I said, the new traits shall resemble the ones of the original profession. The secondary traitline “Fire Magic” is not identical with the primary traitline “Fire Magic”. The new Traitlines are a way to give new traits, Increase the uniqueness of your own build And add new aspects to your playstyle which resembles another profession.
@ ceg: yeah, this would be nice but this is also exactly, what makes secondary professions horrible to balance and is actually not the kind of suggestion i made.
@ Sirendor: I also made similar suggestions about one alternate per weaponskill, but your suggestion and my suggestion could fit perfectly together^^.
(edited by Chris.6105)
Example Ele
Fire Magic +10 Power for each point
05th: Attune to fire at 90% of your health gaining Flame Barrier
10th1: 10% chance to burn your foe on crit.
Thief1: Gain a Flame axe in your off-Hand, if you switch to an weaponset without offhandweapon with more than 50% health.
Thief2: Burn your target with your attacks, if stealthed
Ranger1: Your pet also attunes to fire.
Ranger2: Pets do 5% more damage against burning foes
Mesmer1: Shattering illusions burns nearby foes.
Mesmer2: Clones burn nearby foes on death.
Warrior1: Burn nearby foes on weapon swap.
Warrior2: Burst attacks burn foes.
Guardian1: Doubles Burnduration of your virtue.
Guardian2: 5% more damage against burning foes
Engineer1: Explosions have a chance to burn your foe
Engineer2: burn foe, if you use an toolbelt skill.
Necro1: Minions have a chance to burn your foe.
Necro2: Burn nearby foes, if entering death shroud.
15th: 5% damage against burning foes
Air Magic +10 Precision for each point
05th: Attune to Air, if you kill a foe, gaining Zephyrs speed
10th1: 10% of precision is converted to healing power
Thief1: Gain a lightning strike with dual skills.
Thief2: Attune to Air, if stealing.
Ranger1: Your pet also attunes to air.
Ranger2: Your pet inflicts vulnerability on critical hits.
Mesmer1: Shattering illusions grants nearby allies fury for 1s.
Mesmer2: Gain lightning strike, if you use a shatter skill.
Warrior1: Gain Swiftness on weaponswap
Warrior2: Gain lightning strike, if using a burst skill.
Guardian1: Activating a virtue grants swiftness
Guardian2: Move 25% faster while under the effect of aeagis
Engineer1: Gain lightning strike on using an toolbelt skill
Engineer2: Gain fury for 2 seconds if equipping a kit (5s cooldown)
Necro1: Minions move 30% faster
Necro2: 5% more damage against vulnerable foes.
15th: 10% chance to inflict vulnerability on crit.
Earth Magic +10 Thoughness for each point
05th: Attune to Earth, if you fall below 25% lifepoints, gain also Stone Flesh
10th1: 10% chance to inflict bleeding on crit
Thief1: Gain a Magnetic Shield in your off-hand, if you switch to a weaponset without offhand weapon with less than 50 health.
Thief2: Increased armor, if stealthed
Ranger1: Your pet bleeds its target with its F2 attack.
Ranger2: Your pet also attunes to earth.
Mesmer1: Shattering cripples nearby foes
Mesmer2: Phantasms take less damage
Warrior1: Burst skills cripple.
Warrior2: Increased armor
Guardian1: Virtue of Justice applys Protection
Guardian2: +50% aegis duration
Engineer1: Turrets cripple nearby foes, if they are destroyed
Engineer2: 5% of Thoughness is converted to Power
Necro1: Increased armor while in Death shroud
Necro2: Cripple nearby foes, if you leave death shroud.
15th: Gain Obsidian flesh for 2s, if you attune to earth (120s cooldown)
Water Magic +10 Healing Power for each point
05th: Attune to Water at 50% of your lifepoints and gain soothing mists.
10th1: Gain regeneration, if you attune to water.
Thief1: Dual skills inflict vulnerability
Thief2: Gain regeneration, if you enter stealth mode.
Ranger1: Your pet also attune to water.
Ranger2: Gain short regeneration on weapon swap.
Mesmer1: Shattering Illusions heals nearby allies for a (really) small amount
Mesmer2: Pahntasms have Regeneration (not the boon).
Warrior1: Burst Skills heal you debendable to your adrenaline level.
Warrior2: Heals skills inflict regeneration.
Guardian1: Virtue of Resolve applies Regeneration.
Guardian2: +33% Regeneration Duration
Engineer1: +10% damage with lifepoints above 90%
Engineer2: Throwing/Drinking Elixirs grants Regeneration
Necro1: Apply regeneration, if you leave death shroud.
Necro2: Your minions regenerate health (not the boon)
15th: Heal yourself, if attuning to water.
Arcana +1%BoonDuration for each point, maximum of 5 points.
05th: Attuning grants you a boon depending on the attunement.
Secondary ele skill You and up to 5 nearby allies gain an aura depending on your actual attunement.
(edited by Chris.6105)
All GW1-Veterans miss it (I take this back since at least one thinks otherwise ), the chance to choose a secondary profession. Of course, you cant easely add the skills (not only, if weakened) of another profession, the balancing would be horrible and they would loose their uniquness on the primary profession. But why not more traits? Traits could be a good way to give new abilitys to your actual profession resembling another profession.
How will you gain a secondary profession? In a later update you will add a new storyline, it will slightly resemble the GW1-Quests to ascend (but of course different, ascending in GW1 was more a humanthing). After you finished the first part of the story, you have to choose a secondary profession. Now you have to finish 5 Storyquests, one around each traitline. To finish the whole story you have to master this secondary profession first and than finish a final quest. Before starting the second part, you have to master your primary profession (got all skills, used a grandmasters training manual and reached level 80). You can start the second part again for another secondary profession after finishing the second part. Afterwards you can change between your different secondary profession for a small fee at the trainers.
How will it work After finishing the five storyquests, you have to buy an adepts training manual of your secondary profession. on using it, you loose 100 power, 100 precision, 100 thoughness and 100 vitality and gain a new rider below the ones for changing traits with the traits of your secondary profession. These are not identical with the traits the primary profession has. Each traitline has a maximum of 15, for >5 and >10 you need to use also the Masters and Grandmasters Training manual. The 5th trait is identical on any primary profession, the 10th let you choose between three traits with two unique to the primary profession and the 15th is identical again. You get one traitpoint each level up to 30 traitpoints.
“These are not identical with the traits the primary profession has.” Furthermore look at my example for secondary ele traits. Is this really so hard to understand…
[edit] Some new Ideas, The Arcana Traitline sucks and no idea about fitting traits, so i will change it a bit. Furthermore, it would be nice to get one more skill for the secondary profession. The moment to get this skill will be after finishing the secondary profession questline. The old Arcanasuggestion was:
Arcana +1%BoonDuration for each point
05th: 2% damage while attuned to an element
10th1: Elemental Attunement
Thief1: Arcane Precision (3,5% chance)
Thief2: Windborne Dagger
Ranger1: Your pet is attuned to the same element like you.
Ranger2: Area attacks with Longbow are larger.
Mesmer1: Your Illusions have Arcane Precision.
Mesmer2: Area attacks with staff are larger
Warrior1: Evasive Arcana with one cooldown for all.
Warrior2: Area attacks with hammer are larger.
Guardian1: Activating a virtue applys a boon depending on your attunement
Guardian2: Wards last longer
Engineer1: Using Tool belt skill applys a boon depending on your attunement
Engineer2: Area attacks with Rifle are larger.
Necro1: Endurance recharges faster while wielding a scepter.
Necro2: Your death shroud kills do critical damage.
15th: 4% damage while attuned to an element
(edited by Chris.6105)
Furthermore there are some othere issues with crit dmg. Some things can’t be hit critical (trees in TA, burrows in AC), same goes for their immunity against conditions. Also condition-/boonduration is not reduced, i still have my +30% boonduration, if scaled to level 2.
I personally like my ghastly glowing, cause it is limited to night, but i love the day-version even more. It would be annoying to have only glowing weapons. (I would never use a legendary, the glow is soo annoying).
Peacemaker weapons glow violet, molten weapons orange, corrupted weapons blue… The blue flames of ghastlys are may stronger, but that is also not only liked. I really dont want to see only players running around like christmas trees
I’d prefer that the current system is changed so that the underwater helm uses the same stats as the overland helm — we don’t change the rest of the armor, why should we change the helmet? You don’t even need the breathing apparatus to breathe under water (that was the original plan, but it got changed along the way).
Instead, the underwater headgear becomes an optional skin that people can toggle on or off, as we do with other items.
That is exactly what i meant^^
- If there will come new ones, pls make them dyeable.
- Pls make the switch to it underwater to an only appearance-switch and remove the ability to rune them. It is annoying to buy a 7th rune for underwater-fights, especially with more than one armor.
If there is an equal thread merge it, i am to frustrated now to search for it.
1. I am sure, you have a reason to throw out players, if the leader relogs, but it is a bad thing. TA, 1,5hours, a lot of fun, but short before killing the tree, the leader relogs… No reward, 1,5hours gone, big frustration instead of fun… After you now this problem for some time, not changing this is like deciding to not avoding players frustrations and i sure you do not want this…
2. Of course, the relogging leader didn’t know before… still, it was his fault and all our anger goes against him. If you cant change it, give a big Warning, that relogging is not allowed! It will look ugly, but it is your problem, that you cant manage this!
3. http://gw2lfg.com/ Make such a option ingame, pls.
4. Death while fighting “special foes”. Some foes like Kholer or Malrona give rewards around 10-15 silver and a small bag with Karma/Tokens/3silver, this is pretty much and you dont want to miss it. But you wont get any, if you are dead. Especially, if you dye short before foes death, your allies dont take the time to rezz you, on the other side, running to a downed foe is risky for yourself. Can you pls change it in a way, that i will still get loot, so far i did hit him often enough? It is so depressing, if you manage to fight a lot and may even saved other players, but dont get a reward, only because you are dead in the final moment… Furthermore, the times players come to rezz downed foes increased a lot since the WP-patch, but if some of my teammates is defeated, i am often the only one to rezz him, the othere often ignore him and kill the foe… Also it is pretty ironic, that i wont get the loot, but will still get the chest, which usually includes only crap far less worth than the foes loot…
(edited by Chris.6105)
Suggestions about racial skills
- The racial healing is a bit weak compared to profession healing, usefull in some builds through the large amount of healed points. Healing Breaze recharge slower than Dwayna and gives no Regeneration like the Seed, all skills, that heal more, have special conditions, only Heal as One compared to Dwayna is a a total loss for the racial, but it has a least 1/4s shorter recharge time. [edit] this is no suggestion….
- Asura utility racials, Battle Roar, Call Owl, Grasping Vines, Shrapnel Mine and Prayer to Lyss are all usefull, especially through the circumstance, that these skills can all be spammed the moment they recharge with full effect. Furthermore, even if a profession has a stronger version of these skills, it is still usefull to combine both. [edit] this is no suggestion….
- Elite Skills are strong skills used under special circumstances. Even if there are similiar skills, the unique different effects of a racial elite can sometimes al least make racials equal in strength to professions. [edit] still no suggestion….
- Call Worm and Seed Turret are a bit weak compared to profession utility summons, but at least they are not identical, what makes them still useful sometimes.
- Hidden pistol is a combo-finisher and a dodge, which makes it a pretty strong skills under the right circumstances. [edit] OMG, I realize my mistake…
- Prayer of Kormir… The useless of the weak… it only removes conditions and most professions have far better skills to remove conditions. Only if there should be an area with tons of conditions, i may would take this skill with me, but it really needs a little additional effect… [edit] really, this whole text only for this little dumb suggestion, what a fail…
Suggestions about Revive skills
- Signet of Mercy: Recharge time of 240s, cast time of 3,75s, you still have to be near enough to the corpse, really, in PvE this is totally useless. OK, you can move and the distance is far wider, but i would still rather run to the corpse than using this signet. Change it to something like 5 seconds duration, 240 range, effecting up to 5 allies, give downed players 20% of their life back each second and defeated 10%.
- Search and rescue will need more time to revive a defeated allie, same like for players, i abkittenly dont understand, why it can’t effect defeated players in PvE.
- Illusion of life should effect only one downed allie, but will recharge faster.
- Signet of the Undeath could (fitting to the name) revive only defeated players, but only temporary with entering the downed state after time runs out.
- Battle standard and Nature’s Renewal could give defeated players 50% of their life.
- Toss Elixir R could give 5% to defeated players per pulse.
- Glyph of Renewal also is pretty dump in my eyes. Increase the recharge time a lot and change the way it works. Its casttime is 5s.
- Fire could give you might for each time of casring, Renewal of Fire could revive you additional with full ore more lifepoints
- Water is cast on only one allie, but can effect defeated allies also now. Defeated players gain 10% each second, downed 20%, Renewal of Water is cast on allie on starting casting it and will evive allie with full hp, id revived in the next 15s.
- Air like Water, but with other Renewal effect.
- Earth like Water, but effects three allies and no renewal effect.
(edited by Chris.6105)
Suggestions about elite skills and transforms
- Elite Focus should only effect tomes.
- Focus Mind is bugged (only works for one meditation), so change it to something like “Smite Conditions is instant and the duration of Renewed Focus and Shelter is increased”.
- Tornado/Whirpool is no transform anymore, but a cantrip. Its effects can be changed through attuning and it works like mist form now (utility skills are still useable, you can revive, you are invulverable, no stability), but the duration is halfed.
- Mass Invesibility is a glamour skill now.
- Time Warp is a manipulation now.
- Plague is no transform anymore and works the same way like Mist Form/Tornado. It has only a duration of 8 seconds (or so) now and the condition-duration is slightly increased.
- Norn-Transforms: Only the transform-changes i suggest above.
- Avatar of Melandru: Horrible aftercasts and casttimes and the recharge times (4/5 only once useable, 3 twice, but often fails through aftercast) make this form no fun. My suggestion: Increase duration to 60s, but add some debuffs like doubled damage against you and increasement. This way, you can really use the forms skills effective, but at the same time oten cancel it before its ends through the negative conditions.
- Entering the Power Suit should bring the same changes like the transform skills.
- After the changes of Plague and Tornado, Elixir X should change you on land to plague, too, instead of to a rampage brute.
- Summon Mist Wolf has two weakpoints: It is a free Elite (A very, very small disadvantage to players without it) and it is a bad elite (besides Norn any race has already a summoning that seems better than the mistwolf and profession skills are even better). So i would suggest to debuff the wolf massive (maybe nearly no damage, but only inflicting conditions) and is changed to a utility skill with the cost of one skill point.
(edited by Chris.6105)
First said, i am not around in PvP or WvW, or a casual player (no pro) and don’t understand balancing very well, so if you wanna feedback my mistakes about these things, try but don’t wait for response (it would be like explaining a dog to cook).
Transformations, i nearly never use them, can’t remember anyone else using them and i see some bad weakpoints (these are my guesses, so they may are not even true): Even if the transformed skills are strong, the missing utility-skills and healing-skill make the form weak gainst beeing attacked, furthermore the form doesnt work with most traits (so far the traits are not disabled while transformed) and also the profession mechanic doesnt work with it. I would like to have transformation changed to another way to use: To be a bridge, if you fire all your skills and can’t do anything for a while. That means, that profession-mechanics should be still active and skills should be hidden, but will recharge while transformed:
- Ele/Guardian/Mes: Mechanic remains (maybe with doubled recharge time while transformed.)
- Necro/Warrior/Thief: You still collect life force/adrenaline/initiative
- Necro/Warrior: No Death Shroud/Burstskill.
- Engeener/Thief: Mechanic will recharge, but can’t be used.
- Ranger: Your pet remains active, but it’s attackpower is debuffed/ is disabled, but pet skills/switch recharge.
Elite, I dislike the many elites without a skill-type. Skill-types can be buffed through traits, which means a change of function and also that in a certain build a rather not used elite can be more useful through these buffs. So i suggest to add elite an skilltype (tomes and transforms are a skilltype for me, even without buffs)
Racials Yeah, racials are weaker compared to professions, but some are nearly useless (effective under special circumstances, where professions nearly always have a better alternate skill) while others are nearly more usefull than proffesions (no special circumstances needed, can bes spammed with a worthy effect). Furthermore i still dont understand, while absolutly no racial skill works underwater. Reaper of Greanth seems to be useful underwater (the only elite racial i can imagine useable underwater), Battle roar, all Asura and Human utility skills seem to be useable underwater and if Norn and Sylvari dont have any, give one of their racial utilitys an underwater counterpart.
(edited by Chris.6105)
nahh, my suggestions are not such difficult stuff. It is rather like around three maps for any actual maps and “living” means, it switches between this three maps to get at least a kind if a big change instead of only this hilarious near to nothing change through events. Furthermore, two additional maps is still a lot of work, but they are not completly different, making it far easyer instead on creating a real new map.
I will start with the well known problem. You dont feel heroic.
- The real hero is trahearne, he has special powers, swings the holy sword and has a fate to revive orr (and we all hate him)
- We are praised over and over again, but we are only doing work for “trahearne’s” pact.
- The most of these works feel like some work that has to be done. Nothing only we can do. It is not killing a foe noone could kill before but tactic jobs.
- We are part of an organisation. Everything is planned, we don’t face something unbelievable (like killing a god), we only do things with an obviously chance to win.
- In most of our jobs we have another NPCs around, who does the important stuff.
-> I feel completly replaceable, only the commander-title makes me important, but i never did anything to deserve such a title (besides saying “important” things in cutscenes i would have never said myself)
The second Problem: Nothing char unique.
- The first chapter of my story is unique – so far my biograhy is also unique.
- The second (orders) seems far less unique – but i had the luck to have only two chars so far and choose different orders with both.
- The last (pact) part feels not unique. It may is not completly identical, but i have the feeling to do exactly the same like with my first charakter, fighting on the island, saving the group of explorers, serving the pact mainquarters, i am bored by it (and it is only my second time)
-> It would be better to have different storys for different biographys. It seem to exist more identical stuff than unique.
The biggest problem: I can’t decide anything.
- I have some decisions, but these only will decide the next few quests, not something big.
- The details are near to nothing, so there doesn’t is a way to have a real opinion about it (nearly always any decisions seems to be interesting, i would prefer to do both).
- If there would be a quaggan story about evil ice foes and a hylek story about undeads, i would choose quaggan (the story was pretty interesing and i like the jormag story) and not hylek (i hate undead and the story was rather annoying), but i could only choose about helping quaggan or helping hylek….
- The decisions rather change, how to do something, not what.
- I kill undeads, once with a magic tool (order1) and once with brute fighting power (order2)
- I save Gorr in different ways, but in both ways I save him.
- It is like “We are doing this (decided by NPC), Player, which way do you prefer (pseudodicision by the player)?”…
- The dialogues, wich give us our personality, often include sayings and opinions of our charakter, but we never decided this…
-> I want some real decisions (Jormag instead of Zheitan, going into the jungle instead to Orr), the decisions of helping one of the three races is a nice example.
-> Before deciding we need information. It is a game, so the playing is important (I want to decide about making jumping puzzles or killing a big boss) but the most decisions only have a nice title, wich hardly include any information, what to do.
-> I miss chances to do the other, not choosen things. Even with 8 charakters (ohh, i am bored to death by the thought of doing the island 6 more times) there are some interesting storylines i could never face.
To some it up, you punish me with the same (identical parts) boring story over and over again and give me sometimes pseudodecisions (unique parts), which won’t let me avoid the boring parts but hinder me to do both interisting parts by choosing only one of it…
I did play my Mesmer and had some hard times (some cause bugs), mostly in situations, where my NPC-allies died. I did play my ele later and was bored to hell, so easy was the story…
I haven’t killed zheitan yet, but after there is no worthy reward, i have even less reason to make it.
How about creating a real living world (with some limitations), not the actual one with temporary changes (Frost and Flame, new Map after Lost shores) or nearly no change (Eventchains that switch a city frome friends to foes, if you fail) – the world really changes theough flooding, burning, storms, enemy-armys, …
- These changes are not triggered through players alone but appear.
- These changes change the appearence of the map including things on it (Hearts remain, but they have other tasks, the eventchains in these areas are different, some (higher) areas change their difficulties (especially orr could often go back to it’s actual state, but could go green for some time…)
- These changes remain longer (a few days instead of the duration of an eventchain).
I know, it is a lot of work, but you were the one, that want to give us excitement in already visited maps. A few new eventchains alone may would be nice, but they don’t change too much. Too visit a old map, that is now completly flooded/burned/overrun with a type of enemy is far more interesting, especially, if this change pauses often again.
No chance for a two-handed or a main-hand whip. I think a whip would be cool, but it can move far more freely than a sword which means a big load of animations (Ivy above, soul calibur or so, has a lot of attacks, it is a fighting game), in GW2 you only have 5 skills for weapons and one of them ist used auto. If the nightmare court uses its whip with the same animation over and over again, it looks so awkward, Anet will never let us see such a one sided animation on our own charakters.
I know there exists somwhere to this topiv (i am to lazy to search for it), but these many laurel threads will be merged anyway, soo…^^
I am really annoyed by the new dailies. Yes, they are more interesting, but they are not exciting. The best about the old dailies was the easy way to make them. 5 Events? easy. 60 kills? easy. 20 maty collected? easy. 15 different foes? easy. Especially events and different foes can be easy finished with different alts. Not only easy, but also fast. I don’t have to much time for gw2. The old dailies were a good way to reward players for playing only a bit, some of the new ones need a bit of time or even teamplay, a nightmare for some players. So here some suggestions:
1.: Give players a big amount of achievments each day and let players “choose” from these: There are things I don’t like to do. I could never finish the monthlies, cause i hate WvW and monthlies include WvW. Same goes for some of the new dailies. Instead of giving us randomely 4 tasks each day, which we may don’t like, give us 30 (each day the same) and let us finish ten of them to get the reward.
- You can give more special tasks. Some of them are maybe annoying or pretty hard, but you don’t have to do all of them and maybe someone else loves them.
- You don’t want to do them over and over again? You have 20 other ones to choose from.
2.: Keep not finished tasks. Players with limited time have a bit trouble with finishing the tasks, even the old dailies are often not finished in 30 minutes, so far you are not playing only to finish them. (I usually go online and make one or two dungeon runs or make my story, but after this the dailies often are not finished and i want to go offline but also want to get my dailie rewards…) Why not keep the points from the day before, that will speed up the finishing next day, but you still won’t get the reward you could get yesterday.
- Tasks like WvW-kills are not my thing, but over a long time, i could finish them. That could encourage players like me to do at least sometimes the things they don’t like.
- This is especially great for casual players in combinition with monthlie rewards. Even if i can get a monthly rewards only once and needed 5 month for it, actually I could never finish a monthlie.
- You could make tasks harder. 60kills are fast finished, but 500 are too much (OK, bad example
)? Finish another task and finish this one over two days.
- If you could finish 12 tasks and started 17 other ones, the progress of the 17 remains the next day, but the 12 one are set back to zero.
3.: Special Tasks You could give additional 20 tasks each day (changing from day to day) to get the excitement to players. Theses are additional and can be a bit hilarious.
- Some of these could be good for alts. 10 new waypoints? Reaching a new level? Finishing a story quest? Not makeable with only 80 charakters with world completion, … ? Whatever, these tasks are additional, so who cares?
- Something funny like talking to a laurel merchent? hilarious, right?^^ But of course far to easy to be a regular one.
- Could include stuff like finishing a not chooseable dungeon (story)
4.: Additional laurels as encouragement? These are a lot tasks, may to many? NO! Only use them in an intelligent way.
- You could give one additional laurel, if players can finish all 30 tasks (like I said, some of them should be harder). This is to hard for casual players, but a good way to keep the extreme players a bit busy.
- You could give one additional laurel for finishing 10 special tasks.
- You could give special rewards for rarlely played tasks: If I as WvW hater finished 100 dailies without finishing the WvW task once, I will get 5 laurels the time i finally finish it.
5.: (alternativ to 4.) Laurels for each 10 rewards per day. Why not giving more reward chances? Only create an additional merchant with additional goods which cost more laurels^^. (I don’t think, you want to do this, but it woul be a great encouragement).
- 20 regular and ordinary tasks (2 easy laurels each day instead of 1)
- 10 regular and hard tasks (a 3rd laurel, but hard to achieve)
- 10 special tasks makeable for anyone (one exciting laurel)
- 10 special tasks, which can include hilarious hard tasks (kill 5 champions alone, earn 50g, finish a dungeon alone…) and for some players not even makeable tasks (complete a map).
Yeah, more tactic would be nice, but i see a few big problems with this.
1.: Bad Groups, especially the beginner ini ac… It goes great with five 80s and even with lower levels near to 80 the problems are rather low. But with level 35 and near this level (or with an idiotic glass-cannon-build…) you will die more often and especially if the waypoint is nearly (like in ac) it is rather endureable to have such a weak player if you at least don’t have to rezz him.
- The disliking of non-80-players will grow and in pugs players that die a lot and cannot even run anymore will be thrown out more often.
- If the player is weak and the group is strong, it can be more effective to ignore the defeated weak player and without the chance to run, this weak player often won’t get any loot.
- It may is not your idea of fighting, but a real good player sometimes can handle a hard situation well alone, giving the other players the time to run. On the other side, even a real good player isn’t able to rezz his whole team.
2.: Some situations a incredible problematic. It may doesnt happen often, but it happens:
- A player runs in a dumb situation (traps, foes, especially happens, if you dont know the dungeon to well) and because this wasn’t itended, the rest of the team may were still somwhere else (ported back to repair their armor) and can’t help this player in trouble.
- Sometimes you have aggro and can’t loose the aggro although the foe is not only fallowing you anymore. If you cant handle the situation (dead ones in foes group and you cant go anywhere without running into foes), you have to get killed, damaging the amor, to port again.
- It is common to run away to heal yourself and also sometimes you fall down somwhere. Both make it possible to come in a situation, where your dead ally lies in a horrible position unlikely to make it worth to rezz him. Also sometimes fleeing to hinder your death ends in a situation where you end in another foe group or in a place with many traps, making it impossible to rezz you.
I really can understand the reason, why you dont want us to run instead of rezzing, but i really like the actual situation. Cant you give a strong debuff (50% less damage after porting for the time the group is in combat or so) or a strong buff for rezzing from defeated state?
Some small trait ideas: I really like Burning Fire and Soothing Wave, I would love such traits for earth and air. So here some changes to give two additional traits.
- Salt Stone: You deal +20% damge to bleeding foes while attuned to earth.
- Strength of stone: Armor of Earth, Earth Shield and Signet of Earth inflict bleeding. You gain 2 seconds of protection to yourself or allies if you grant stability.
- Air Training (now adept trait): Lightning Flash, Lightning Hammer, Signet of Air and Tornado grant you 2 seconds of fury.
- Bolt to the heart (now master trait): 10% higher critical hit chance to foes with less than 66% health and 20% more damge to foes with less than 33% health while attuned to air.
Some suggestions to playing with many players of the same profession: This cases may are not happening too often, but non-stackable (trait-)buffs are a pain for groups with identical professions. One example above is soothing mist, which is less effective on more than one ele in the group. My idea to this would be a stack up to 5 and with weaker effect for additional stacks again.
Spotter could increase Precision up to 20 to each additional stack with a maximum of +150 with 5 stacks, Same for Empower Allies and Strength in Numbers. I mean +150 is may a lot, but you need 5 rangers with spotter for this and all 3 of these traits would give +210 (to different attributes) and need 2 traits less for this.
Furthermore there other effects. The guardians virtues won’t stack, but i dont see a problem there, they only have to time it. Battle Presence is a great trait, but it is already problematic through the non-stacking with itself (bugmark on the wiki), two of this traits would create a pretty useless grandmaster trait. I would really wish to make this also stackable, it may won’t happen often to be in a group with 5 guardians with this trait, but it still can happen.
Last i think about Auras. They should also stack up to 5 and have a weaker additional effect for each additional stack. It may wont happen often, but with enough fire or chaos fields it can happen fast to gain two or more auras of the same kind for a short time. Same goes for more than one Ele with powerful aura. Btw, when i talk about auras, i talk also about Chaos Armor and Arcane Shield. I would like to see these 6 effects officially stated as auras (although powerful aura shouldn’t effect these two non-element auras).
I am back and bored again. So i will make some suggestions about ele and other pofessions again^^.
Starting again with the minor adept traits, they still should work like the water one, but with a little difference. First, they should get a far weaker version to make them a groundeffect to the attunements. Fire will give for example only a 5% chance (after i cant balance, there is no sense in making my own suggestion to the changes in detail). The effect lasts 9 seconds and is renewed every 3 seconds while attuned takes 3 seconds to take effect after attuning. This will make lingering elements more useful, especially without 5 points in any attunement. Furthermore, this effect stacks now up to 25 stacks, but the additional stacks (alone you cant get more than 3) have a far weaker effect (while one stack of Flame Barrier gives 6%, any additional gives only 1%, reaching a maximum of 30% and only with full 25 stacks).
Next come the new minor adebt traits. These will give one stack to up to 5 nearby allies each time you get a stack. Actually soothing mist is a pretty strong effect, but pretty useless, if there is already another waterele around… The limitation of 5 nearby allies shall weaken the effect a bit while through stacking, even groups of many eles will have good results through these traits.
Than there is the special case air. First problem is the limited speedincreasement, making Zephyr’s Speed useless wit any other speed bonus. Second problem is the overpowered effect, if the speed of other allies would be effected. My idea about this would be a onetime speedincreasement of 10% only given to the ele himself and 1% increased endurance regeneration for each stack (or so). This way the ele would have even benefits, while another speedbuff takes effect.
One with Air could give a 4% speed bonus for each additional stack only to the ele himself and with a maximun of 25%. Furthermore this trait could give an additional stack each time (also to allies), producing up to 6 stacks. On with Fire could give a 2 additional stacks, producing up to 9 stacks (14% chance).
Next the minor master traits. They are not bad, but i still have some problems with them. I still prefer to make them major traits to make them chooseable. The new major traits will be the Alacrity traits and the actual master minor traits will be master major traits (make Arcane Abatement a adept trait for this). A special change is, that the Alacrity traits will now also effect the attunement itself. Water Attunement will recharge 2 seconds faster with 15 points in Waterattunement. Many traits like the Alacrity traits or the damagebonustraits (Strength of Stone) while attuned to a specific element won’t work good with changing often, so a way to reduce the recharge time of the element with benefits in the choosen traitline would be a great way to buff one element and switch to other elements at the same time.
solving, not rdy yet
(edited by Chris.6105)
- New ways for ascended gear is nice, but dont forget the actual exotic stuff from dungeons. Of course, many players are bored with the easy way to obtain exotic gear, but for all the others it will feel like all the hard work was for nothing. I am still working on obtaining exotic gear for my two 80s and although i did the dungeons pretty often already, they are fun cause even pugs have often 3 or more expirienced players and the reward is something to be happy about. Furthermore, i am a casual player, i dont have too much time for GW2, it is already annoying, that obtaining the equipment kills so much time, so a “easy obtainable ascended armor/weapon” would be twice depressing for me.
- Transmuting stuff. FineTransmutation Stones are a rare reward in GW2 (I heard about getting them for completing maps in high-level areas and got them myself only twice out of the chest). I have a few transmuted things (most of them before the announcment of ascended gear). I am sure, that ascended gear will look great, but there should be many players, which already love their actual gear. Especially expensive stuff like runes, sigils or fine tranmuting stones are spend on theses perfect 80 exotic gear (which is not always dongeon-gear) and if new ascended gear would mean to use fine tranmutation stones, i would feel a bit betrayesd. The ones, that even payed real money for gems to buy fine stones or armorskins in the gemshop must even feel more horrible about this. 20€/$ is a lot money (not the world, but you can pay one week of food with it instead) and there are surely player like me who only allowed themself this luxus because it is a one time thing (if i get it right this would be 50 stones, may not too many, but enough for a few sets). I understand, that stronger gear like ascended will be a one time thing for a long time, but transmuting all my actual stuff (including the not transmuted stuff and i dont have so much exotic gear yet) will swallow a lot of transmutation stones.
- I dont know the changes for the daily rewards, but stuff like mystic coins and laurels are especially hard to obtain to players like me, which cant play each day and monthly is unthinkable for me (beside the fact of hating WvW^^). A rotation could bring fun, but it also could mean more struggle for geting the reward (it goes fast, so it dont hurts, if i actually play a little bit longer after my normal playstyle couldnt get my the daily reward).
- https://forum-en.gw2archive.eu/forum/game/suggestions/Quaggan-backpack/first#post1271548
A little suggestion to ascended gear again: Instead of giving only new (ascended) gear, give also ways to update yout exotic gear. If the new content includes new coins for obtaining ascended gear (100 coins for a chest piece), than also give upgrade-items (two for any peace, cost each 10 coins, and one piece specific like 80 coins for a chest-upgrade) to upgrade your actual exotic stuff in the mystic forge (same skin and same stat-combinitions).
Box-gloves, gw2-shirts/caps, some other stuff i cant remember… and now even a quaggan backpack, that is not even town clothes anymore.
I remenber aion. I tested a few other online-Games. Nothing can compare to the beauty and style of GW2 so far (at least in my opinion), but aion also wasn’t this ugly. But one of the most horrible things in aion was the equipment. You can devide it in three categories:
1. Boring, but nice:
The most beginner equipment was a bit boring and also mostly not my taste, but you could get a nice armor with a bit luck (i only played a bit and don’t know how to get armor) and the weapons were also not so bad looking. GW2 is of course far better.
2. Shiny in a disgusting way.
In towns, half of the high level players were running around in blinking armors. Female chars a bit like fairys, but more in a techno way than in a fairy way. The males often look like blinking playrobots of little childs. Both looked interesting on the one sinde but unbearable of the amount of players running around shiny like a christmas tree. Nothing compareable in GW2 yet, maybe legendaries, which you so far never see. But i really fear legendary armor…
3. (too) modern
The other half ran around in modern outfits with a sci-fi touch (extraordinary and a bit shiny with floating shoes) or like teenagers (t-shirts, school dresses). I really cant stand these outfits, they fit for sims or for a sci-fi game, but not to aion’s world (in my eyes) and even less to gw2. Still, it may starts with a cute quaggan backpack and ends with gothic-lolitas with angelwings (the girly faces and some of the hairstyles already fit to this picture) and i really fear such a future with players running around like this.
I make sometimes doubleclicks without intention. It is not a big problem, but I always fear that it could happen in the wrong situation.
For buying with tokens, wasn’t there a confirmation window for short time? I am pretty sure, but yesterday there wasn’t one anymore.
@TheDaiBish.9735: No i dont, i only know, that GW1 is a great game but not for playing it alone.
@Illconceived Was Na.9781: 1. There seems to be a bug, which hides the Suggestion box, so i thought suggestings cant be created there anymore. 2. There is no way to revive GW1 through itself anymore, so even if this is rather a GW1-suggestion, it still needs a connection to GW2.
There is noone in GW1 actually (OK, there is, but the numbers are pretty low…). I would like to give it some last love (Not yet, but if it is finally near to death):
PvE:
- Story: It is OK like it is, should be good enough to let players enjoy.
- Skills: It is horrible to pay for all of them, reduce the price a lot like to 50g and 100g for the elite capture one. The players only want a short enjoyment, so give them a shortcut to their builds.
- Henchies: perfect equipment to make them stand up better against heros.
- Heros: perfect equipment and lvl 20 to start and a worthy first build with elite. Even to GW1 best times, many had problems with the expensive costs of them.
- Build-forms: There are three really annoying things: You need a profession (mostly healer), but arent there as one and cant find one; You wanna play with a different profession (may rather my personal problem), but dont have it (there yet); You dont now about easy good (or rather mainstream) builds or only dont have the skills yet. Why not giving something like a tonic, that not only changes form, but also equipment and build. SoS, MM or UA are well known builds and pretty often used and these tonics would be a big help for beginners (costs around 1k?)
- Included Upgrades: Upgrades are sometimes more expensive than a normal armor and especially weaponupgrades are hard to get without gold and other players. why not adding upgrades to the armor from the start? Furthermore a merchant, who sells perfect upgraded weapons in the same area would help a lot.
- Endless consumeables: A few like the fire imp, cause there are already far to many in GW1, but theses days you rarly will find groups for “conset”-teams.
- New weekendspecials (only PvE): Instead of reducing them to weekends, make them all week and duoble their effect on the weekend. Furthermore add something like a PvE-Flux.
- Motivation: Add the last part of GW beyond and give a special reward in gw2 for completing all parts of gw2 beyond. Furthermore do this during a long period without anything new in GW2 (while preparing an Add-On or so) and may add GW1 as buyable in GW2-ingame-store for these without a linked gw2-account.
New Party Zone
This is actually nothing special than a wonderland where you can play all festive minigames and all over the year. There will be no new content, but you will get great rewards good for titlehunting
PvP
Completly split PvP and PvE (at least skills, but maybe even like in GW2) and make something like a contract with a university with computerstudents. PvP has many problems, certains areas were already down before GW2, certaind areas are dead after gw2 and there was already a incredible balancing problem, even, if these students fail, you have not much to loose, on the oppersite, if these students could manage to finally balance the PvP of GW1 for you, it has good chances to be even a better PvP-Game than GW2. May you could let GW1 let life on as a good old PvP-classic.
@Prism: Hmm, i don’t have the feeling, we understand each other too well. I swap pretty often. I know my skills very well. About the 2s fury, i was only whimming a bit ;d Furthermore is a 30 Arcana build pretty nice, but i like my 0 Arcana build and for such builds a “main attribute” with shorter recharge would be pretty nice^^.
@Troponin: Yeah, man, the ele is a sleeping pill sometimes i wake up and think it is a good time to shatter… I love my mesmer, but i wanna try to get my ele at least to lvl 80…
I remember know, the 5th one was to reduce the recharge of your favourized element^^
Soo, im a little bit bored, so i will make a few suggestion, which will never be used^^
Minor Adept Traits
should work all like soothing mists, affecting allies, renewing after 3 seconds…
furthermore should Zephyr’s Speed at least have a small effect, if a stronger speedincreasment like a further increasment of 20% (swiftness 33%->40%) or so.
Minor Master Traits
should be swapped with Embers Might, Soothing Winds (bonus, not converted), Salt Stone and Elemental Attunement.
Major Grandmaster Traits
should be able to reduce the recharge of this attunement:
- Pyromancer’s Puissance: Fire Attunement recharges 30% faster and grants you 5 stacks of might
- Aeromancer’s Alacrity: Air Skills recharge 20% faster and Air Attunement recharges 30% faster. (as if the aura would be soo great)
- Rock Solid: Earth Attunement recharges 30% faster and grants stability (2s) to nearby allies when attuning to earth.
- The Attunement Recharge Rate of Arcana is reduced to 0,33%, but the recharge of your skills is also reduced for 0,33%
Special Case Water
- 10 Points (instead of cleansing water): Arcane Abatement
- 15 Points: 5% of Vitality is given as a bonus to power
- 20 Points (instead of Arcane Abatement): Grants Regeneration and Healing to nearby allies, if attuning to water.
- 30 Points: Water attunement recharge is reduced for 30% and regeneration removes a condition if granted to you or allies from you.
After reaching 80 with my ele, i change my opinion a bit, these changes wouldn’t bring my wanted changes
(edited by Chris.6105)
I dont want it to wear on my Asura, trust me.
sPvP is not PvE. There is no need to have two different pets with the same skills. Why not making HoM-pets available in sPvP to anyone deleting the normal versions in sPvP (you can play with these ones still in PvE and WvW.
Same goes for equipment skins. Make them special rewards in sPvP. Thats far better than completly avoiding these skins in sPvP
Furthermore cultural armor. It seems there exist models for other races (i saw cultural guman armor on Asura (parts of tier3:http://wiki.guildwars2.com/wiki/File:Councillor_Flax.jpg and parts of tier 1:http://wiki.guildwars2.com/wiki/File:Toymaster_Tixx.png). May make them available at least in sPvP.
Of course it differs slightly on an other race and i already also saw parts of tier 1 human armor on asura^^. The question is, if anet will ever allow other races (player) to wear them. I mean there exist enough not wearable armors worn by NPCs and that Anet is already through creating more armor models than available is obviously through theit mistake with giving the maskerade armore in PvP the voodoo-skin.
- I still dislike the effects of attuning. If you have some, it is nice. But there are still too many problems…
- Attacking after attuning annoys me…
- AoE-Effects (15th trait fire and earth) around you are useless, if you are ranged and play with allies/against ranged…
- I often have a problem with air. In many fights i have low use for the skills, the 5th-air-trait and in my current build no attunement effects (20/10/10/30/00) keep me from attunig to air.
- I would prefer traiteffects always affecting all attunements, other than other professions my playstyle (which attunement i will mostly use) is decided through my build while with other professions the changing of the traits will give great options to change my playstyle without buildchzange
- Lingering elements… i hate it, especially after it depends strongly on the other traitline (wether are all effects granted without at least 5 points in any other traitline nor seems the earth one to be ever extended. If at least other traits (like might for each attack while attined to fire) would also be extended….
- The adept traits…
- 2 seconds of fury after a change may are nice, but they are also often over before the stronger effects can hit… (change->auto attack before choosing the strong attack->casting attack->attack hits short after fury ends…
- Soothing mists is great, it even has an effect on allies!
- Flame Barrier… If not hit (in groups beeing the backline) it is useless, if hit a bit, it may is nice but not the world, if hit a lot i prefer to change to earth.
- Zephyrs Speed… It seems to not work together with other speedincreasing effects and does wether damage nor heps you. It may is good for running from melees in fights or changing foes with dagger range, but it seem rather useless to me…
- Stone flesh is not bad, but with enough healing power and in a group Soothing mists is better.
- Conjured Weapons. May give 4 versions of each weapons depending on the element while creating them. I would love to get a IceAxe or a EarthGS^^
- I forgot about the fifth one, may i said it already during discribing the 4 ones above…
I am to lazy to read all this text, but i need a place to show my own frustration about the personal story:
- I am always called the big one, i united the three orders, i am the dragonmurderer, but i dont feel like a hero but like the sidekick of trahaerne convinced with big words…
In GW1, there were many )interesting charakters, which did also importand stuff, but i killed the lich, shiro, abbadon and the big destoyer as a person acting beside the organisations. Especially in GW Byond that feeling was great^^. Whatever, in the beginning of gw2 i do quests from low importance with big influence on a few people, that may is not herolike, but personal. As part of the orders, i only feel like a little underling but at least the story is interesting. After that undead over undead, i feel like a mere soldier instead of a hero… especially my biggest sucess… that was a boring talking without any decision by myself… you really think i feel heroic after seeing a few idiotic quarrels between orders and ending them by some idealistic words like “we have to work all together”, “Grr, she is right, lets be all friends”… What incredible action - Wearing the special sword, further journeys, special magic like five flesh golems… trahearne feels like the real deal, but he can nothing in fights and is blubbering is hell… he has a unsure personality and needs always kicks in the * to decide anything… you ever learned about the needed overconfident personality of a leader? and his talking in the storyline… his depressong “this looksd bad” over and over again (dont know, wht he says in english) makes me sick… moreover his looks… there are so great sylvaries, but he looks like a plain weed.
- To much with undeads and to less different storyquests… OK, if i dislike the zombies, i have bad luck with the first chapter of GW2, but at least different quests, i mean doing the claw island with any char… one of the most boring storyquests… and the little difference in talks (once a charr-selfsacrifice, once a norn…) makes the boring action no better…
- heros in gw2 (destinys edge and especially trahearne) are horrible weak… i mean trahaerne can nothing alone but is soo great… furthermore claw island, they fight without any change… like a typical me vs 2 fight but increasing the numbers on both sides to let is look like a war…
- claw island, the biggest fail ever. I fight at the coast while rescuing the woman. I also try to kill all undeads on my way, but they come over and over again and finally (after a not too short time) i realize i have to run to the charr ignoring the undead… but before the sacrefice of my friend i have to kill some zombies (i ran around without killing after i realize i cant kill all of them and think killing cant be the right thing (i only had to kill a few more, but this thinking was wrong before, how could it be right this time…) Than i also fall down into the water during my second visit and some of the undeads are eaven invincible… i really hate this island…
It’s about the earlyer possibility to transfer the cultural skin with a not soulbound item of the same type and transmutation stones. Arena-net changed this quickly, but i wonder know, if the transmuted cultural armors had the skins of the race they were initial bought for…
http://wiki.guildwars2.com/wiki/File:Councillor_Flax.jpg
It is, right?
How can you compare them? Compared to normal (real) humans they are all ugly cause being obviously unrealistic^^.
Furthermore half of you have choosen child faces… Essarious Quw.8946, Awesomesauce.9528 and Mura.8673 don’t look soo bad, but also not great.
Don’t you tried all to create perfect charakters (like me) and now think each time you see them how much better the real thing looks.
I got a PvP-Backpack and 6 different (3 of each) Finisher-Items in HotM, but i dont play any PvP (i was only testing a build), these items are totally useless to me.
After i saw the rewards out of the PvE-Chest, i am pretty depressed, i love all the stuff out of it. I hope i cant open the PvE-Chest cause the bug and not cause me opening it already in PvP…
http://wiki.guildwars2.com/wiki/User:Serge_Yseron/SelectedMemories_18
That’s not me, i am only a fan of her^^.
http://wiki.guildwars2.com/wiki/Gallery_of_staves Maybe Whisperers?