When I first heard them talk about Orr it was kind of like this I imagined it. And it’s a real shame it didn’t turn out like that.
But I can understand why it’s like it is. With group only content you get way more grief from players. Why can’t I solo? I can never find group. My server is dead and can never complete event. Why is there no group finder? Content is too hard. I don’t like being forced to do anything with anyone… the list goes on.
no offense but Screw those people, thats why every zoned in this game is a dumbed down snore fest. they should go play a singleplayer game if they want to see all the content solo.
we need a hard endgame zone.
after what Anet promised us pre-release and what we got … I don’t believe a word coming out of their mouths.
what i mean by that is all mobs should have been Veteran or stronger, there should be NO waypoints and there should be bosses and HARD dynamic events popping all the time. this zone would NOT be soloable at all, since every mob is either a veteran, champion or even stronger.
there should have been an overlying event where the players are trying to capture/hold certain encampments. Having waves of mobs attacking these encampments getting stronger and stronger as the players defeat these waves.
if the players keep all encampments then Zhaitan should spawn however it should be a huge accomplishment if a server can get him to spawn.
basically make this zone a huge expansive cooperative dungeon.
that would be a fun “endgame” zone
yes I think they are very Boring
yes they are the problem, if they didn’t have server transfers from the beginning or only had PAID transfers then the server hopping wouldn’t have happened.
what Anet should do is just say “you get one last free transfer and thats it and you have 48 hours to use it”
hell make an entire zone the size of Cursed Shore a dungeon zone.
Allow me to put it in simpler terms:
Chance of getting something – bad
Knowing you’ll get something with enough effort – good
and why can’t we have both, after all Anet is supposed to be the AntiGrind developer.
give everyone 60 tokens at the end of the dungeon AND have there be a chance for a rare item from the chests. maybe have bigger chance on the final boss.
a couple things i would like to see added to GW2 from past games …..
HUGE progressive NON instanced dungeons – think of the days of EQ1, a game that was famous for massive multigroup dungeons with tough engaging mobs, bosses on timers and of course the occasional epic mob.
this is something i would love to see in GW2
Quests – and No i don’t mean the kill 10 wombat kind of quests we already have those in the form of Heart quests. I want to see epic quests like again those from EQ1. where you had to kill various rare mobs, mobs from dungeons, get specific rare drops from certain creatures, have certain items crafted. Do all that and you get an awesome weapon or piece of armor (or at least skin for your weapon/armor)
give me those two things and I will be playing GW2 for a long time.
especially now that it means downing a major boss gives you garbage loot. I understand this was a way to reward everyone but to take the excitement and the anticipation of the possibility of a rare drop out of the equation really disappoints me.
instead i just see stuff coming out of the chests in these dungeons as wastes of bag space.
I hope in future dungeons you change this philosophy.
me too! and no rerolling is not something to do at the endgame.
I want epic quests that make you complete certain dynamic events, kill special bosses in dungeons and go deep in my second suggestion.
I want huge multigroup NON instanced dungeons with tons of bosses and cool rare loot drops
I want Dynamic events that aren’t zergathons. Dynamic events that DON’T scale that players HAVE to band together to defeat or else the whole zone changes and gets more difficult. (this is what i was expecting at the endgame zones)
is that too much to ask.
Halberd
1) Slash – Auto attack combo that hits multiple foes
2) Hail of Blades – repeated strikes of multiple foes in a foward arc (8x) the guardian can move while this attack is channeled.
3) Strikethrough – overhead strike with a small cooldown that does high damage and knocks the enemy down.
4) No Retreat – Applies AOE Root and Burn
5) For Tyria – Leap into the air crashing down on a target location creating a large symbol that damages, cripples and causes weakness
yes the names suck but you get the idea lol
i’d like to see 1 handed spear and throwing spear to Guardian.
personally i find it kinda useless and would rather have a Block of some sort on it than a bubble. my idea is ..
Fortification (or insert some other defensive oriented name) the guardian readies his shield for a major attack, completely concentrates on defending against this blow.
channels a block for 4 seconds blocking ALL attacks, the guardian moves much much slower (or can be rooted for balance purposes) any attacks blocked heal the guardian and all allies near the guardian (based on the damage amount blocked).
thoughts?
feel free to add your own.
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Frankly they could just copy paste a few of the underwater spears abilities onto it as that is among the best weapons in game for guardians..
I would love the see the spear from underwater become an above water weapon. in fact thats where the inspiration of my two “new” weapons came from.
we need a PURE ranged weapon
4 skill on the torch needs a longer duration
we need a cripple of some sort
and yes i do agree that the 3rd hammer move takes WAY too long.
Short Spear – Another damage weapon
1) Slash – basic auto attack combo
2) Assault – Launches a barrage of stabs in a foward arc for 4 seconds (the guardian can move while this attack is channeled)
3) Dash – sprints a short distance forward with your spear extended, doing medium damage and crippling all those hit
Throwing Spear
1) thrust – basic auto attck
2) Suppression throw – throws a barrage of spears into a general area doing damage and crippling those hit
3) Yank – throws a spear at an enemy and pulls them to the guardian
4) Signet – removes a boon every 2 seconds for 6 seconds also grants regeneration
5) Barrage – channels a volleys of spears for 3 seconds in a line that deals damage to anyone within that line
thoughts, comments?
feel free to add your own