Hi,
I was wondering what new crafting could we get. I remember that fishing was very possible, but what’s more?
All in all, IMO we have veeeery generic and uninteresting crafting possibilities – all just fill our equipments spots. Food is ok.
What could we get?
My ideas:
- Tools – any from gathering tools to some fun items – jetpacks, teleports, boots that allow high jumping, etc. I know that we have many fun items which can we get but with this we could just create them when we need them.
- Siege equipment – for WvW but not only. Here we get all from trebs to arrow carts but we should get many more: towers, walls, roads, traps (new types like pits), maybe some mechanic mobs to patrol. This crafting profession should not exceed WvW rank and should be gained veeery slow and be expensive to train.
- Building – for future houses, guild halls, etc. but also farms to gain materials for food and many many more things that I only can dream of.
- Weapon/armor cosmetic effects maker. With good-looking recipes being rare as hell.
- Mount raiser (yea, sure :P ).
- Healer profession – first aid kits, tents that heal a lot in a medium radius, constructs that go around and heal (even enemies :P).
- Mini creator/designer.
- Barber (O_o I don’t know why did it come to my mind). With many recipes to alter people faces (with their permission ofc :P) that are not obtainable in other way.
Any other thoughts?
I think that SPvP needs to be more diverse. More play types (deathmatch, capture the flag, etc.), bigger maps so players have time to communicate, not just run from point to point. Normal experience points also should be gained so we can progress our character thru SPvP, more rewards.
But one thing that is wrong for me is that SPvP is not at all connected to other types of gameplay – PvE, WvW, Dungeons. It’s separate and gives nothing and receives nothing from mentioned aspects of GW2. If I could spend some time in SPvP, gain something and then use it in WvW for example, I’d return to SPvP regularly.
Claws (or war gloves with any brutal accessory with it), statues (floating objects like small obelisks or serpents’ heads), crossbows (1h and 2h), spears (on land), halberds, summons (character is followed by an invurneable creature which attacks enemies – so it’s a weapon that’s alive), 2h axes, flails.
@GodAmongUs:
Way to customize skills like in D3 is ok IMO as long as it improve skill, not change it completely. Hydra is good example of how it should be done – it’s the same skill, mechanic don’t change but effect is different.
I’ve provided example that it can be a lot different from D3. My point was that we don’t necessary need new skills, only ways to use existing ones in different ways.
Tengu, Hylek, Kodan – in this order.
One thing that comes to mind in making skills more diverse and not create more of them would be a system that’s similar to Diablo 3. Each skill could be modified in one of few minor ways. Combining similar modificator with all #1-#5 skills could create interesting effects. Quick example:
Each of necro staff skills get a modificator – target’s movement speed is slowed for 3% for 3 seconds (stacks effect (not time) to max of 5). This ways necro or necros could sustain this effects on enemies but it would require coordination and of course use of this particular modificator.
Maybe creating a system for skill combos could provide completely new ways to use them. We can combine max 3 skills as one which use all effects and increase their efficiency or introduce new effect but after use cooldown for each skill is increased.
Quick example here:
We combine necro dagger skills #1-#3 to create prison of green flame which bind target in place, damage it over time and siphon life (effects last 3 seconds). Target may destroy this prison but after the prison is destroyed, it explodes damaging target and fearing it for 1 second. After use dagger #1-#3 skill are put on cooldown that last 150% of original time. This combination cannot be used if any of selected skills are on cooldown.
Any thoughts?
If we’re talking of existing weapons i’d like to see:
torch in main hand, shield in offhand, axer in offhand for necro.
New:
main hand statue which casts spells (medium range), offhand mutation or glove from monster skin (defense/healing), monster head on a pike as two handed long range weapon, special living scepters – snakes spitting sorceries on enemies, claws as melee weapon. Visually all very necro-oriented.
Yes, skill/utilities’ skins I’d very much like to see in game.
Every summon could have new effects, changed color (dye) or completely new model (or everything listed above as separate options).
Not only skins but also new sounds could be obtainable (even if I had to solo Jormag, I’d do it just to change shooooushhhh of necro staff :P ).
I agree that legendaries should be account bound.
They were supposed to show dedication of player who played the game, who fought for the weapon, who commited his time and effort to get it. From only this point of view it’s so… so annoying that there is an option to just pay to get it…
Every class should have legendary weapon of each type (now there’s nothing for necro to use to make him look more… like necromancer). I know that making so many legendaries would take a lot of time but one additional item in the game could give many players something to play for (not to mention legendary armor pieces if they were to be added) for a long time.
Another thing to fight for could be optional effects or special dyes for legendaries (rare drops from specific champions).
Legendaries should be lore-related (please no more unicorns kittenting rainbows from theirs’ kitten – at least until every class have some really got ones, then ‘special’ ones can be added) – like hammer from dragon claw/tooth, shield from branded creature skin, etc.
I agree that skills need a little revamp.
Another options for #1-#5 (additional effects or completely new skills), cosmetic/effect changes (also for traits – minions for necro I strongly have in mind >: ) ).
There could be quests related to classes which unlock skills. They should be soloable and hard (very hard) – just an idea.
If cosmetic changes were to be added, unique weapons also could change skill effects to being one of a kind.
Maybe utilities could depend on equipped weapon (necro spectrall wall with staff chill, with dagger cripple, with axe weaken, with scepter fear for example).
It could be interesting that traits improving one type of skills (like minions) would weaken another (-20% on minion cooldown, +20% on spectral cooldown). Same with weapons – (-20% on axe skills cooldown, +15% on staff skills cooldown).
It all should be implemented as part of character development, so it should take time and effort to get it.
(edited by Gizmo.8623)
Hi,
I am wondering if can we expect improvements and changes in content that is available – for example – existing mobs get new skills, we get new types of them (troll berserker, troll shaman, troll mage, troll hunter, etc.) and we get them placed in maps in a completely new way so we don’t fight one at a time but whole groups. Will their AI could also be improved so mentioned troll hunter will place trap and position himself near it, shaman heal companions, mage CC us.
Will new events be added or maybe new type of activity like chains of quests that can be done only once per character but are rich in story and reveal as much lore as possible (and are long) like we walk with researcher in ruins who study them, who have conversation with us all the time about history. These quest could not involve combat at all. Maybe more puzzles, riddles, more wandering, exploring.
Will Big Bosses be revamped? Today Shadow Behemoth roared once and died. I just stood and auto-attacked him. I know that this is known issue but I have a feeling that we will get new bosses and old will remain dull. Hope I’m wrong!
TL;DR:
Will old/existing content be expanded with new, fresh stuff? I do mean that new mobs also should be introduced, new activities brought in so we can longer enjoy being on one map.
Is it in works? Should it be in works?
Hi all,
I’m not sure if it was suggested before. Devs when asked why there are limits for DoTAs (like 25 stacks of bleed) answered that there would just be to many information send in both ways (client<->server).
For me a simplest sollution seems like accumulating all DoT effects of each type as one effect every time period (1 second?) and substracting it from target’s life pool as appropriate number (and show us this information not as fountain of small numbers but one with different color: green for poison, red for burning, etc.).
Every effect may have additional information added to it: source (player), dmg of the source, length of the DoT effect of the source.
This way only one package of information of each DoTA effect would be send back and forth, not hundrets of them. This should help fighting world bosses.
My wishlist would be:
- Make battles more fierce – bosses’ attacks should be more dynamic, faster, harder, more epic – Shatterer’s breath attack should be devastating, Tequatl should massacre all when he lifts up, Claw should charge or jump on us.
- Battles SHOULD NOT look like now – everyone pew-pew from one location. Some skill MUST be required to defeat bosses – make us divide to accomplish different tasks in order to defeat boss –
one party must hold off army of mobs while others concentrate on holding locations and the last must attack boss so he don’t reset locations OR
randomly spawned portals which must be entered to perform some additional tasks – party enter some other domain to weaken boss by destroying his source of power. If task isn’t accomplished in
certain amount of time – boss regenerates some health.
- Make bosses be able to MOVE! Or at least spawn at different locations.
- If fights are taking too long – spawn ADDITIONAL mini-bosses to penalise us!
- If you are defeated by boss – you can only be resurrected by players – no WP spawning!
- Attacking Claw in first phase is boring – he should do different things when he lands.
- Mobs should rush to help their master! Spawn some to attack NPC but also spawn lof of them to attack us!
- Give us more toys to battle – Charzookas at Claw’s battle are ok but sometimes it should be required to plant explosives near Ice Wall – where, of course, mobs spawn! (similar to Dredge Fractal )
- Make one or two more
- All in all make bosses attacks matter – when Teq lifts up I always though that he just wants to look at us and he wonders “How da kitten can I defeat them all when I just randomly put AOE here and there” For few first battles it seemed that he indeed just goes up and then lands
Hi all,
I was wondering what new things could we have on items to get things more complex/interesting:
1. Resistances (as in Diablo) – pretty much should be used only in PvE and there they would work similar to agony resistance (additional defence against certain elemental dmg). Just to have more possibilities to vertical progression (if we ever get difficulty levels to dungeons).
2. % chance on being hit to not have movement speed hindered in combat – in PvP – overpowered but in the future in PvE having fights where speed is essencial could be fun.
3. % chance on attack to swap boons/conditions with target.
4. % chance on attack to steal next action of target and use it immediately – steal effect invisible to target. In PvP of could be considered OP but with low chance of it activating it could add some nice spicyness (imagine that you ‘steal’ someones dodge and with it you fall off the cliff :P ).
5. % chance on attack to leave poison/fire/ice on ground when moving which can dmg or put conditions on enemies who pass on it.
6. % chance on being hit to have next dodge 2x farther.
7. % chance on attack to put condition on target (for few seconds) to have his next dodge cost him 100% stamina.
8. % chance on attack to immobilise you and your target.
9. % chance on attack to swap places with target.
Hmm, that’s for now from me.
Anyone else have any ideas or comments on these?
That’s what I’m talking about – if some armor is not hmm liked by most then it should be easier to additional optional effects to it than making whole new armor.
Even simplest of armor sets with nice auras can be made more desirable (or desirable at all :P ) to all.
Hi,
Basically I was thinking of adding new effects to existing exotic or (future) legendary armour – like hmm different wings showing when we are jumping or lighting strike hit spot where we are dodging. Effects could be of course permanent – similar to legendary weapons but with greater variety – armor producing smoke, additional fire, covered with dripping venom, energetic claws, etc.
Hell, why not even add sounds – for example, make Armor of Giants – when we run, steps are loud, thundering. Or, as Mad King Armor – make weapons that talk (occasionally) – “Ah! Sweet blood of enemies”, “Swing me! Faster! Aaaaah!”, “Serving. Defending”, “We should be grinding, master”.
It’s fun to suggest anything to this great game
Supported all the way – not only SAB but also Helloween and Wintersday should be made available all the time. Improve it over time – this should make world living. Now is bit stagnant and partially getting better now and then
EDIT:
Man, I miss Snowball Mayhem, Mad King Dungeon, Skeletal Rumble
(edited by Gizmo.8623)
It’s quite obvious that one profession cannot be balanced without others
What I suggested was a way to organise fixing of professions or other aspects of the game.
Getting to the point that all classes are well balanced requires a lot of effort (assuming that it’s even possible) and apart from having PTR a go I don’t know a good way to thoroughly test any change.
Most important thing that I’d like to be there is continuous discussion of Devs with the Community.
Thank you
Myself I would be very happy to know that a lot of work is being put into improving profession even if I don’t play it and by seeing that it is working out great, I’d be waiting impatiently for my turn
Hi Devs, Community,
I was wondering if introducing “Week of XYZ profession” could brind some good to interaction between players who report important bugs and mechanic issuses in character classes and Devs.
“Week” is an example, it can be 2 weeks or a month.
This way after declaring “This is a month of a Ranger”, 90% of Dev manpower (who work on professions of course) will concentrate on fixind and improving Ranger class and will spend a lot of time communicating with community, presenting changes, discussing about our suggestions and talking about their ideas of future changes.
It could work with WvW, SPvP, dungeons, events, bosses (I hope).
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Players already pointed out thousands of things. 90% of them were completely ignored.
I know. Sometimes I think that ANet sees our opinions of what game needs only as what someone wants.
And it seems to be so simple:
1. Want to adress bugs before release and have community opinions before final decision – give us PTS.
2. Want to know if any class/build is OP – give us dueling and deatchmatches, which are also desired features.
Players will discover all there is to discover and will point out things worth pointing out.
1. Which class do you consider to be the “most overpowered”?
Depends on build and skill, I guess, but with my Necro I always have hard time to:
defeat Mesmer, catch losing (escaping) Elementalist. Besides most of the time it isn’t 1v1 fight so there’s a lot of factors that can affect outcome.
2. Which class do you consider to be the “most underpowered”?
I’ve almost never lost to ranger and engineer (I don’t brag, just say how it was).
3. Which aspect of the game do you think needs the most work done? (sPvP, PvE dungeons, PvE open world, WvW).
As we know that WvW will get new content in coming months, sPvP seems that will not get any new content that differs from what it is now.
PvE is rich and good in content but PvP lacks everything from new game types/modes, good class balance (here it matters a lot more than in WvW I think), class fixes and diversity in builds. Any many other things that ppl want…
4. On a scale of 1 to 10, 10 being good and 1 being bad, how would you rate the in game economy?
5 Seems ok
5. On a scale of 1 to 10, 10 being a lot and 1 being very few, how would you rate the amount of bugs/glitches in the current build of the game?
6 Hope we will get patch which will strictly fix what is wrong.
6. Which aspect of the game do you want to do more, but have no reason to currently do so? (sPvP, PvE dungeons, PvE open world, WvW)
sPvP
Every map feels the same after a while – just capturing and recapturing over and over.
7. On a scale of 1 to 10, 10 being great and 1 being the worst, how would you rate the community interaction between players? (things such as parties, dungeons, etc).
6-7 It’s ok.
In group activities, like dungeons, random element was provided by, at least in majority of my cases, PUGs You never knew who you have in party so sometimes a dungeon run was easy to almost boring and sometimes it was a big struggle to keep everyone alive
My concern also is, as now we will be rolling these events with our guild mates, won’t it be a little less random, since people randomness will also be limited?
I was wondering if is there or will be a mechanic that uses achievement points to i.e. acquire new skins (achievement points required to unlock item, then karma or laurels used to buy it).
Other than knowing how much one achieved there’s not much to it now (?).
Hi,
I’m not sure if it was already asked – will there be random elements in or different configurations of these missions?
Something to keep them interesting for a really long time
Just today I am at Eternal Battlegrounds JP in about half way. No one attacked me so far, I’m after pit-part. Some guy ran to me, invited to party and opened portal. Said – “Come”. Without much thinking (because I had no bad experiences with mesmer portals) I entered and my first thought was – “Da hell! It’s the very start, kitten ” He then targeted this place which makes you invisible (I saw it only near beginning, hence my wtf) and wished me gl. And left. A bit dazzled I look around invisible and I truly don’t know where I was… It was very near the spot where we met. I continued doing JP and started to see groups of 5+ enemies camping, attacking everyone. Thanks to this gesture I managed to get to chest. Cheers to you mate! Sorry I don’t remember your name
And I was playing to lvl 20+ without AR at all, staying out of agony’s reach (of course not in maw fractal :P ) thinking “How the kitten can I afford any AR at all? Lvl 20 must be enough for me…” Seeing how ppl survive or didn’t mind agony at all I started wondering if everyone did their part of insane grind or gold acquisition to afford this horrendous price (many times). kitten I must read more carefully (only 75 relics :PP)
And you are saying that it’s ok to have unconvenient solutions so why bother changing them?
When going from somewhere to LA is quite a pain, if, of course, I wanna save some silver. I need to teleport to Heart of the Mists and then take gate to LA.
A lot of loading for me
Why not give us possibility to instantly teleport to one chosen WP? Or just to capitals?
Each guild would need to pick capital as a host city.
This way cities could be populated. Maybe even Guild halls could be open structures, not instances – arenas, blacksmiths, etc.
Thanks to this there should always be a lot of people in capitals.
I agree that crafting have to be something more.
It would be wonderful to improve it by able to gain crafting points (similar to utility skill points) after reaching 400 and then having skill tree with abilities to expand results of crafting. This way one could specialise in making certain item types (max 1 or 2). Imagine now that guild have master blacksmiths which can produce unique weapons but require a lot of work of many players to be able to complete such tast.
For example – blacksmith need to gain 50 craft points – only by producing top level items, so he’d need a lot of materials. Everyone in guild need to contribute.
Then he has to participate in some special events/dungeons which give him and only him soulbound materials – he searches ruins and needs to be defended by others while hordes of mobs attack or guild fight dragon while he channel to gain his soul, etc.
Then he can start producing guild-specific items like back pieces, weapon skins which can be designed with parts he had found.
Just an idea.
When/if guild halls will be added, specialities would be something I’ll look for.
The way I see it (and probably many necro players too) our class needs separate patch, not only an update
I hope that february will bring something more than cosmetic changes.
While in GW1 I was always looking for Bosses cuz they have some nice loots (unique “green” weapons)
Now that would be cool. To make greens useable in late game.
Wouldn’t it be nice to have dailies or “weeklies” like: kill 200 different veterans, kill 50 different champions and some nice rewards, not usual ones?
Just to compensate unlucky RNG.
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Please, don’t ‘repair’ it!
It’s so fun to watch and doesn’t do anything bad. Just yesterday it gave me a good laugh when while waiting for Claw for more than 50 minutes people started doing random things and some started their spin. Just pure fun :p
Actually game could benefit from even more similar ‘bugs’
Well, now the question I’d like an answer would be if there are any plans for a test server
It could only bring good imho.
I was gonna bijacz on how we necros don’t have any response from devs on if we can expect any changes but as I’ve quickly glimpsed on other professions’ forums, not only we have nothing.
It would really be nice to have some answer “Hey, expect big update, stay tuned” or “nothing important this time, sorry”. Just from time to time. Red post is always appreciated
I respect the work A-team puts into the game very much, I know that there will always be people, including me, that will not acknowledge the order in which things are done but there’s a difference in knowing that something is being done and not knowing anything at all.
For me a question I’d like an answer for is – will necro get some overhaul or general redone or just a bit of more love in coming patches or just a bit of fixes here and there.
It’s very versatile class and I enjoy it very much but it just don’t feel necro at all.
Just some class with some skills, maybe minion, maybe not. Nothing solid in terms of feel.
Cheers.
And again GJ in making awesome and fun game!
One thing that could help would be to turn big tasks (getting all mats for legendary for example) into smaller ones but more demanding.
Let’s see:
You need certain item type which drops from elementals. And we have different level of those – young, adult, planar, unseen ones, champs.
To get mats required for legendary, you need to farm champs (of course not full stack, but ~50). However, with current gear, they are simply unbeatable. To defeat one, you need to buff yourself with power of unseen ones. So, you need to grind them a bit to acquire special mats for type of item to make fighting next tier of them possible.
This way we would have visible progress and more fun – “YES! At last I can fight adult ones! Time to get ready for kittening planars!”
Addition could be to go to certain bosses for required components and so on.
Next thing – item progression – Let items we wield most gain experience and hence give them possibility to turn into unique piece of equipment. This would add some visual effects to them and maybe even give them names!
Arenas for PvP, WvW and PvE players. Everyone can participate in those maps with style of free for all/deathmatch, or team deathmatches.
Options for dungeons – starting with overall difficulty level (easy,normal, hard, very hard and even iron man mode – if you die, game over, need to restart dungeon ) and challenges there to unlock additional fun modes – slow mobs, extra fast mobs, extra tiny mobs, complete dark, only melee mode, only ranged mode, cannot use utilities, always poisones mode, etc.
Overall I think that we lack things to achieve as longer than one day goals (no weekly achievements, no no) – I enjoy doing dailies but after it’s done it’s done and I need to wait for another day. There should be gazzilion of similar things to do – small parts of something bigger. Gaining levels of progression of tasks which cannot be done by chance (like dailies).
But, of course, we need rewards and by that I mean – new skins (oh, how I wish there were skins unique to professions).
Another idea – make quests and challenges which can only be completed with certain classes Defeat boss using only fear and minions (necros) or using portal on enemies, control your pet to get to treasure etc.
And another one – introduce skill skins Make attacks look different, make minions, pets, summons have different looks.
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Very good idea. Just yesterday when I was battling WvW I said to myself “#$%$T#$ where is my cursor!?” Didn’t saw this little bugger
Some configuration will be appreciated – bigger/smaller, colour/glowing/contrast, etc.
Options to enhance visibility of putting marks with necro staff for example would be a welcome addition too.
(edited by Gizmo.8623)
Hi all,
Here are some thoughs on how to make classes more unique due to visual style and overall feel:
IMHO there are always not enough items Inventory could work with additional item slots such as:
-visual effects for armor pieces
-visual effect for weapons
What would it do – well, just give more art variety to existing armors/weapons. For example – you find magic whatever which can summon small animals – like bats or a hawk to follow player. So we would have necro with a little swarm of bats around him.
Or a small tornado or burn effect to a weapon. Or steam. Just to make it visually more impressive.
Other thing would be to add uniqe class item type – weapon and/or armor piece.
Examples – Tower shield for Guardians (2H shield), aura slot, for necros – bone shields or some other form of defensive item and Bestial Glove (pardon for idiotic name ;P ) – big glove with claws and blood dripping from it as a weapon, dark mist/green fire slot for coming from inside armor
Again necro pops in my post but IMHO its a class that visually got less love than any other. Don’t want to argue, I just feel this way
The only thing that I would change would be that in order to use WP you actually need to stand near one.
To be able to teleport from any location is just stupid and nothing can explain why are we able to just disappear from anywhere.
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Telescope could be a construction available atop of Stonemist Castle so that you could observe practically all map.
It would require a lot of supply to build and turning it would be very slow.
It came to my mind that there’s very little information about world of Tyria in the game (or is it just me? )
Therefore my suggestion would be to add scrolls, books, artefacts, tablets, wall writings and such across Tyria. Finding each would give some small reward but also tell something about world – some fragments of history, bestiary, maybe diary of haunted mind of a warlock of the past. And a long term achievement(s) to get
It would be really cool to enter a cave or ruins and gain knowledge of what we visit was many years ago.
It’s a lot of work but I think that it would make travelling a lot more compelling to players
I was wondering if there is a way to connect some of the wishes there with things that are to be added in WvW.
If there is a ladder of progress to be implemented, why not use it to add specialisation to a character – a class chosen by player and developed by actions.
Like in Snowball mayhem – you go to a NPC and select one class (examples – cleric/medic, assault, defender, assassin, harass, etc.) and you get additional weapon and/or utility skills as you progress. So – as medic you gain experience by casting healing on other players and reviving, as harassing class you advance by killing dolyacs, killing defenders, etc.
Harass could earn a mount at highest level, which can be used only outside combat, defender – infinite fire bombs or skill to gain supplies in item bags. Possibilities are endless.
What do you think?
I think that we will get DS UI improvements, pets’ AI a bit better, some bugs fixed, some nerfs, none buffs and overall we will feel slight disappointment.
Ah, can’t wait to see fight with elder dragon with score of heroes wearing baby quaggan on back Or guilds which require from you to have it =)
As for adding to thread – is transmutation of backslot available now?
Like I said – this item just turn you to be able to attack and be attacked. If you don’t use it, no player can harass you or spam any type of challenge.
Of course, getting rid of it would be available only outside combat.
Along with option to switch equipment it’s very much wanted by me