I noticed you have not listed engineer at all, is this on purpose? He is a very ranged character.
You know, Trahearne really had it right after all. I always wondered why he was on about things not ending well. Now, after LS 1 I finally understand.
I’m betting 100 gold that LS season 2 introduces Scarlets long lost evil twin sister.
If I lose the bet I will throw 100 gold worth of stuff in mystic forge, If I win I get to keep my money.
Feel free to place your own personal bets on this thread.
I would like having palawa yoko invade through crystal desert and at the same time open that region as permanent content.
Alternatively, moving towards the eotn regions.
most importantly an actual storyline and not just a bunch of events and achievements that feel totally disconnected.
one can dream :P
I would be prepared to waste 2000 gems just for the skin. I’m really disliking our elite turkeys looks.
I guess what I’m wishing for would be more or less randomized (naughty word, huh?) content on the main path, not the optional events / mobs / bosses.
Consider following: There could be like 3-4 different bosses in the Spider queen room in AC, but only 1 of them will spawn. Players only know which boss spawn at the very moment the boss spawn and get the aggro. Even 2 different possibilities would already create some unpredictability when entering the room.
The molten alliance actually had this system for the fight at the end of the tunnel if anyone remembers that dungeon. Fractals also has this to some degree with 2 possible paths on a few lvl. The problem is that this alternation is still so few and far between that is does not create the feeling of being surprised at all.
Stuff like this could be expanded and built on so much more, and create a truly dynamic feel every time you enter a dungeon. Just my daydreams again but one can wish a dev reads this and gets the cogs rolling
Just waiting for when the story evolves and we find out Scarlet is just a minor pawn for the Skritt masterminds….
Makes perfect sense in the scope of GW2 lore too!
DISCLAIMER: even if the text below has the word “skippers” this post is NOT about skipping.
Something that I was thinking about whilst being bored in a dungeon stacking in a corner, autoattacking a boss to its death and yawning.
How come game devs keep making these predictable and repeating dungeons? Especially in mmos where they sort of are endgame and to some degree expected to be replayed.
People on these forums constantly moan about skippers etc, but the reasons very much boil down to bad bosses and enemies with gazillion hit points.
But another reason is that these dungeons give ZERO entertainment value for repeating them. The random troll event does not cut it since its optional as well.
I even did the new TA path twice but I’m struggling to find a reason to go there again, It won’t offer anything new to experience on my third attempt, so why bother except for a mindless grind?
I wish there was something more, something I cannot predict until I am engaged in the encounter at hands and force me to react in a dynamic way. Even fractals feels repetitive after you learn the different maps and mechanics they offer. It’s getting boring to use the exact same tactics on every dungeon run to beat it.
Just my random rant and I acknowledge we cannot have nice things in this economy….
But the game we want to improve on is called on Guild Wars 2 right? It does not help pointing players to other games.
With these new invasion events, I started to think that a similar system should have been there from the start related to the risen in order to make the threat feel more “alive”
At the very least when the dragons appear they should cause minions to spawn all over the map in a similar way we have in these new events. Additionally the dragons should relocate similarly to scarlet during the event.
The quality of invasion should also be dependent on the map. So centaurs in Kryta, Risen in coastal regions etc. These would then rotate randomly to make the world feel more alive.
I’m aware there are small events to reflect this but something that impacts the entire zone when it happens has been missing until this new living story stuff.
Additionally there should be atleast 2 or 3 maps invaded simultaneously to spread the zerg a bit and give everyone a choice where to participate.
Discuss
There clearly was no effort put into this at all.
One interesting buff could be to make axe #3 a blast finisher. This would give axe a unique role as giving us access to reliably trigger some of our great combo fields. This idea is not originally mine as I’ve seen it suggested elsewhere, but I always thought it sort of made sense. Thoughts?
The issue in that is you are forcing everyone to fight all trash in the dungeon. Yet its is no more rewarding than currently.
The point of my idea was along the following lines:
optional fights —>
additional magic find (it really could be something else too but i like this one) —>
potentially better drops for the rest of dungeon.
No one is forced to fight mobs, but groups that want can be somewhat rewarded for using more time in the dungeon.
Ok, so there has been a lot of discussion over the skipping mentality in dungeon runs.
Problem is that many (all ) trash fights dont reward you in any way and therefore skipping them and running straight for bosses is more than appealing.
So I had this idea: You could add shrines of sort at various locations in dungeons. It could be done like an area that requires capping while no enemies are in place (similar to many events and in order to make the killing necessarily). Every shrine you claim during your progression would add 10% magic find (just an arbitrary number for sake of example).
This would essentially create somekind of reward for those who want to fight inside the dungeons. Those who want to speed run can still do so and would not be penalized either since the mf buff does not guarantee better drops.
Thoughts?