why not? make it only available after you level your first 80 on the account and that’s it, than leave the choice to people, to get isnta-80 or level your self.
I might consider this idea if the requirement was; get a level 80, get 100% map exploration on the same 80, complete the personal story, etc. Even THEN I think it should be a lot more expensive, and limited to maybe one per account, ever.
I would also be satisfied if ANet just gave everyone a permanent +100% exp boost after already doing the above steps instead though.
This is an EXCELLENT idea thekap. I totally agree. A single slot for a single bag, that is accessible on all characters. I absolutely hate the idea of having to play a character-loginout dance in order to get my salvage-o-matic and MF conduit from one character to another. +1’s to you!
Hi GuzziHero,
I think the idea lacks a bit of originality to be honest. It actually reads a lot like Warrior already does, with the exception of the Staff/Polearm. Just think of the elite warrior banner skill as your “summons cavalry” skill, since thats ultimately what you’re doing when you rally your fallen brothers and sisters.
I personally think the 3rd heavy armor slot should be something completely different from the other two. I’ve suggested in the past either a Dragoon – or, what I actually did a large amount of class-crafting on; a Chronomancer. http://www.reddit.com/r/Guildwars2/comments/1kf6sz/chronomancer_ideas_i_had_please_be_nice/
Anyways, very good thought put into your idea We need more of that around here, rather than people begging for mounts and using suggestions as a soap box for targetted complaints….
Kudos!
-LoreChief
I would like a mini suspicious bush that follows me around, and spawns a Mini Caithe when I go into combat. Have it pop out in combat position with tiny daggers at the ready.
Hi Diknak!
Actually yes, it is brought up here in suggestions quite a bit. However we’ve never heard anything from ANet about them even possably implementing this though
Don’t let my words discourage you though. Yes it is brought up here a lot, but we do really want it. That being said, I will continue to support any/every post that suggests it +1 for you my friend.
Hi Sarahfull,
I’m glad to see others here who want to feature-craft for Engineers! It’s tiring shouldering the work.
That being said, I’ve never taken a swing (pun intended) at coming up with a hammer skillset for engi, even though I would very much love to have one. I have some critiques and suggestions though that you might be interested in.
Firstly, I would like to think that with the ideas you’ve posed, they might find some way to remove Tool Kit in its current form and replace it with something different – at least the first skill.
Skill 1: Overcharging is very powerful depending on the turret, so I would imagine it would need slightly less frequent applications. Otherwise people will spend their whole fight swinging at their turrets, reducing the overall effectiveness of it. Even worse – people might be tempted to lump all their turrets in one spot in order to overcharge them all. My alternative would be;
- Change the 1st and 2nd effects into heals for the turret, damage on enemies. This would make the weapon much nicer for turrets, AND remove the need to have it as a secondary effect on Tool Kit.
- Change the 3rd effect into the following; Swing in a wide arch around your character (radius 240). For every enemy hit, reduce the cooldown on turret overcharge abilities by 6 seconds. this will give you a big reward/payoff for running into the enemy pit, but not so OP that using it in small combat will be an insta-win for you.
- Name the 3rd hit; Optimize
Skill 2: Both you and Frightlight agree that this skill should be used for distancing yourself from the enemy if needed. I agree only in that it should have the versatility to both close the gap, or open it if needed. Here are my proposed changes;
- Skill cooldown 15 seconds
- Range 1200
- Normal damage to enemy.
- Moved to Skill #3
- Effect 1; if used on an enemy or turret greater than a distance of 900, pull the enemy/turret to you (cast-indicator shows a green arrow pointing at you)
- Effect 2; if used on an enemy or turret closer than 900, you are pulled to the enemy/turret (cast-indicator shows a yellow arrow pointing at target)
- Name the skill; Magnitude
Skill 3: Crowd control implemented in a very non-engineerish way. What do you think of…
- Skill moved to #2
- Cooldown 10s
- Radius 240
- Mid-low damage to enemies.
- New effect; Daze (1s) up to 5 enemies around you – and cripple them for 4s.
- Name the skill; Beat Drop (HA! Sound Engineer!)
Skill 4: I like that you synergize this skill with benefits for using turrets. I think it would be best to keep specific effects such as the ones you stated for 4 and 5, a little bit simpler. Keeping with the same theme though…
- Cooldown 20 seconds
- Radius 1200
- New effect; Send out a pulse wave through the ground. All of your turrets within the area of effect receive a charge of Aegis (20s). You receive Protection for 4s.
- Name the skill; Automated Defense System.
Skill 5: I have a completely different idea with what you can do on this skill. Try to keep in mind that I am implying less “hulk smash” and more “engin-uity” as the theme on these.
- Cooldown 30 seconds
- Ground Target, 240 radius.
- Range 900
- Medium-high damage.
- New effect; Throw your hammer like an overweight boomerang, to the target location. Enemies hit will be knocked down for 1s. However, if you hit a turret – you cause it to blow up (halving the cooldown on the turret) – launching nearby enemies at a range of 450.
- Name the skill; Forced Restart
Thanks for reading!
-LoreChief
You can already turn on cooldown timers for your skills that appear on the icons themselves. Why would you need a secondary timer for them?
I am all for wvw alt-friendliness. I don’t agree with OP’s idea though. The only way it would make sense was if turning on the Commander tag automatically changed your display name to your account name. That way when troll Commander Gabby decides to switch to another alt, and troll with them as the commander instead, it still says “Commander Gabby”. If OP amends this to their original submission I would support it.
I disagree with your idea on two grounds;
1. If anything we need to move away from a trait system that has cooldowns for their effects. At the very least make the cooldowns exist on traits that the player has control over (not the ones that trigger on uncontrolled happen-stance).
2. Any increased amount of UI clutter is to be considered a threat by both ANet as well as the players who like the current UI. The only additions they should be making at this point are for increased weapon skill and utility bars.
I hope that if/when they finally implement color changes for weapons, that they allow us to change torch flames.
I really wish you people would stop pushing this idea that we need mounts. WE. DO. NOT. If you think its too slow to move around the map, use swiftness, waypoints, etc. You can’t say “mounts would improve role play” – no, no they won’t. There are no mounts in this game, GW1, Tyria, the world in general. Nobody rides squat in this universe.
I would rather just get a title for being around at head start, or whatever qualifies us for the ring. Title ideas;
- Old Soul
- Pioneer
- Trailblazer
- Firstborne
I can understand why it is not account-bound. If you are a well-known kittenty WvW commander, and people say “HEY! Don’t listen to Jink Bonestealer! He’s a troll commander!”, and you get to the point where the troll commander is no longer listened to – it would be pretty stupid if all they had to do was go on a different alt and try doing the same thing again.
I vote to keep the cost to prevent further trolling from unqualifed commanders.
Adine, thats a stupid argument.
I get what you’re sayin OP. I think that as far as legendary crafting goes, the Gift of Exploration should be the last priority for fixes. As of right now it is one of the only/few things you can just “get” by working hard, not random stuff. To that end I would say to keep it limited, because we don’t need even more Twilights out there, especially when its easier like that.
http://i.imgur.com/rqopmLt.jpg
I’m torn right now between a female Sylvari and female Norn to be my warrior. I’ve come up with what I think are the coolest armor combinations on them as well (see picture above).
I am kind of leaning toward Sylvari, but I love the female norn greatsword swing animation. What does everyone else think?
Please don’t recommend other races either, I’ve spent a lot of time boiling it down to these two!
Thanks!
Just wait until asian servers are up and your problem will be mostly solved.
What you’re asking for is text recognition software embedded within translation software that is hooked up to some sort of automated message-deletion service. There are no rules that say you cannot speak in foreign languages, and it would be completely un-user-friendly to squelch an entire demographic(s) based on your perceived need to have a “clean and pure” chat.
That’s not just morally being wrong, its morally being an kittenhole.
I’m sorry but by application, we are not engineers – my original point still stands. You can say “these utility skills were all INVENTED by somebody therefore it makes them an engi”. That is not the case. We run around with guns, bombs, mines, flamethrowers – there is neither an engineerish feel to the class, nor an actual engineerish skill type. We should either be renamed Commando, or as I stated originally – when they add new skills in the future they need to add ACTUAL engineer skills.
I think engineers create their own weapons. that makes any engineer a kind of adventuring inventor.
Even asura engi’s are still inventors. thet just happen to take an interest in the new charr tech over the magitech that the rest of their race focuses on.
But where is our magitech? Why is it that Engi’s are represented by Charr technology predominantly, but nothing from the other races (ESPECIALLY the Asura?) NO NERFATION WITHOUT REPRESENTATION!
Our magitech comes in racials and story line. The reason we use charr technology is because lorewise, it’s new and other races have adopted it because it’s proven so effective.
if we were going to define engineer as any inventor using any races tech then all asura would be engineers because all asura are inventors. The class of engineer specifically refers to those of any race who have taken an interest in charr tech. And then choose to utilize it.
I disagree with the point about all Asura being engineers. They are not. The warriors/guardians make up the “Peacekeepers” of Rata Sum. They utilize the technology created by the intelligent Asura. Elementalists are probably present in laboratories due to their affinity with The Eternal Alchemy. Engineers are the ones who put it all together and create the technology that results. I’m not saying that all Asura aren’t smart (though arguably we have not seen a brilliant inventor from the Asura who was catalogued as a warr/guard/thief/mesmer). We’ve also seen plain-business Asurans, all of the merchants with the exception of Moto, do not appear to have any connection with inventing.
On the point about Charr being known for their technology… They used their technology to kill their primitive religious brethren (Flame Legion). The Airships used for killing Zhaitan and/or sieging Orr? Asuran inventions. The turrets we used to have for defending Tequatl before the rework? Also Asuran.
I would argue to say that most other races aside from Charr and Asura appear to have no connection or affinity with the engineer. After all it was introduced to the humans via the Charr, the Sylvari have no semblance of mechanistic to their society, and the Norn (as proven by Knut Whitebear in the Destiny’s Edge novel) believe such inventions and devices to be both weak, cowardly, and toyish.
A quick recap though;
- Turrets: Charr inventions. It’s a gun with a timer on a tripod for crying out loud.
- Kits: Charr inventions. Gritty, primitive, simple – effective yes, but not complex at all in their workings.
- Elixirs: These may be Asuran or Sylvari in nature I think. I only say Asuran because they believe in the Eternal Alchemy, and the first thing that comes to mind aside from FMA Transmutation is potions… One could also look at them and say they are Sylvari too though, jury is out.
- Gadgets: I would like to say these are Asuran. Speedy boots that shoot oil, Safety Goggles with targeting, a spring loaded ram head built into a belt, and a throwable mine. The last one is obviously charr, as are the boots. The other two may be Asuran
?
NOT GOOD ENOUGH! We obviously lack Asuran technology that would be critical in us being something that could be considered an Engineer, as opposed to a Commando.
I think engineers create their own weapons. that makes any engineer a kind of adventuring inventor.
Even asura engi’s are still inventors. thet just happen to take an interest in the new charr tech over the magitech that the rest of their race focuses on.
But where is our magitech? Why is it that Engi’s are represented by Charr technology predominantly, but nothing from the other races (ESPECIALLY the Asura?) NO NERFATION WITHOUT REPRESENTATION!
I disagree completely the charr are the ones who established the engineer class, and it relies more on mechanical power and gunpowder, while asura inventions revolve around the use of magitech. I personally see charr as being like scientist, while asura feel more along the lines of alchemists or artificers.
Edit this is not to say that I wouldn’t like more skills for us engineer I just don’t want to see anything along the lines of a “magic laser cannon” but that is just me personally.
A laser kit would be pretty phenomenal actually. And for your sake, you could say it was a Charr invention based off the ghost-laser-gun from the starter area.
As a fan of the Engi, and since I main as one – I can’t help but be a bit disappointed that our class is so completely misgnomered.
Rifles, pistols, grenades, bombs, mines, flamethrowers… these are soldier/commando weapons. No intelligence required to use either. Even Warriors can pull triggers and throw stuff.
Turrets? Well, it might be just because I’m an Asuran, but I die a little bit inside everytime my supposed genius savant character throws out a ticking gun on a timer. I look around and see all the cool things that my Asuran brothers and sisters have created, and I think “how did I even get into an Asuran college?”. I mean c’mon, its a ticking gun on a tripod!
Don’t get me wrong, I love a good amount of our skills, even the ones that are totally non-gineer. But after hearing that we would be getting new skills by the end of the year, I was super excited to think they might be finally offering new utility skills, and that Engineers might actually feel more Engineerish afterwards. Instead we get this healing mist spray skill… really shows me what I should expect I guess.
All things considering, there was no reason to limit it to 2 days anyways. It goes on until the 11th – and its not like theres a power-reward for completing it. I just want the mask.
To add insult to injury, I was looking on the wiki to determine where/when the event was happening, not the patch notes. The wiki is still out of date though, and says it happens in the Grand Piazza. Not that I was available at the times it happened anyways. The entire week, including those two days – were super busy, and when I got off work – I passed out.
Yeah I know, boo hoo, sob story, wah wah wah. The fact of the matter is that they put the event on a short schedule. They gave us a month to do the regurgitated content from last year, and 2 days to do just one of the events that would have been more memorable for old/new players alike.
I think any system of armor storage and customization is better than what we currently have. The dye system is at a good start, but the lack of alternate-primary customization is what kills it. On this point I agree with the both of you.
You deliver it hard, you deliver it thoroughly, and you deliver it justly. There is no refuting any of the points you made – as they are very sound. I hope like hell someone pays attention to this response of yours – as the methodology applied to it is something I’ve seen as a problem for all the classes across the board. It is as if there is a disparity of hope, belief, creativity and ingenuity that the team who created the game had, vs. the team I see running it now.
This request is for all of the following;
1. A toggle option (at least for necromancers) to turn on/off glowing eyes as part of the facial feature, disconnected from the helm.
2. The option to see glowy eyes even from behind a mask/helmet.
3. Active combat of necromancer should enable glowy eyes if for some reason they are not implemented as always-on.
Yeah but its over now :| That’s not cool. I was working these days, and I didn’t even see this message….
So I guess I get to miss out on completing this years achiev because once again ANet has decided to screw those of us who have jobs. Great.
Best kit they could do would be an asuran beam rifle. Make it look like a ghost-buster backpack.
I don’t think sniper is ‘gadgety’ enough for the theme they’ve established
If this happened, engi would become my main.
I would like to say, that just the idea of it being a normal looking sniper rifle is not “gadgety” looking enough. I agree on this. I would think it would be a pretty kitten looking sniper rifle setup, but thats for a different discussion.
However, there is not much particularly “gadgety” about engineers as a whole which is definitely a problem. I don’t feel like an engineer, I feel like a commando
Thief:
Add more group stealth skills/traits. If our main goal is to stealth, let us support from stealth.
Give me an idea of how this would work. We already have Smoke Bomb that grants us and party members stealth for 4 seconds, and Shadow Refuge which is ground target-able and can provide up to 12 seconds of stealth as well as healing. The best I can think of is to make Steal usable on Allies, except instead of stealing from them you grant Stealth to yourself, the ally, and 3 other nearby allies…
I thought mine was kept in check by the fact that it is essentially the same strength and utility of existing kits, but more tuned towards large fights like WvW. It has a lot of range and unique skills I feel, but it does have its limitations.
- Cannot attack while moving
- Skills have cooldowns
- Skills require charge up before reaching full strength
I think its important that as a kit, it does not have a cooldown to equip/unequip, as that is one of the defining features of our kits; you put them on and take them off when you want.
Oh, as far as “equipping kits generates an additional effect trait”; Equipping the Sniper Kit will give you 4 seconds of stealth.
Ok, had to remake the document from scratch because LibreOffice doesn’t like saving in .docx formats. PITA.
Anyways, here’s the new doc link; https://docs.google.com/document/d/1OsfR3pciHNC9XBCw066eceKb14Hpvc0QjfEQjxLbLBU/edit?usp=sharing
Hi everyone! I’ve updated the document with all the recent suggestions. Sorry for the delay; it’s been a busy week at work.
I would like to point out that even though the game has been out over a year now, most of the improvements are still aimed at Rangers and very few are requested by Warriors. Pretty symbolic I think!
New link is in the OP, but here it is again; https://drive.google.com/file/d/0B8pOlN5QiiHTb2VZVjlKbHFTdHM/edit?usp=sharing
EDIT: Standby everyone… for some reason the document got corrupted and now I’m missing most of the content… sonuva..
(edited by LoreChief.8391)
Hi everyone! I know this has been mentioned countless times here before, so I thought I would spend some time with my imagination and flesh out the idea a bit.
https://drive.google.com/file/d/0B8pOlN5QiiHTUHBFVUpOcWdNS1k/edit?usp=sharing
That’s the idea there. I would be curious to hear constructive feedback on it Keep in mind there are no numbers assigned to any of the skills for value, so it is purely conceptual in how the skills would work – and I do not think by definition that it would be considered OP until damage numbers were assigned :P
EDIT: Additionally, consider the mortar itself to not even exist for the purpose of assessing the usefulness of this kit. It would be much better if it was removed from the game and we got an actual Elite Turret in the future (assuming turrets ever get fixed some day).
Thanks for reading!
-LoreChief
(edited by LoreChief.8391)
Suggestion:
Sent box for mail. Pretty self explanatory.
Just a tab on the left with who your mail was sent to and the contents.I’m very sorry, but I dont find this self explanatory. What box? what contents? what should this box do?why mail a box?? what is the purpose??
I seriously don’t have any clue what you want or suggest here. So can you please clarify??
Yours is the only post I see in this thread…..
I would like a sent box though. I think as long as you can’t delete the contents in the sent box, it could be very useful in tracking down account hackers who send their gold to a nexus account, and to know where all your loots have gone.
I agree with OP, and disagree with most of you.
1. JP’s can always have their own special set of rules, including a permanent JP-only debuff that reduces your movement speed by 25%
2. Whoever said Mesmer has high mobility and is a fast class could not be more wrong in their life.
3. Every class should move 25% faster, because out-of-combat movement speed in the game is too slow, literally. If this means that traits/signets/skills are freed up to do something more than just a speed buff (which is not noticeable in combat anyway) than so be it.
This’ll probably get ignored since this thread is so big…. but whatever.
There are two ways we can go about expanding the individual player content in this game, preferably we would get both;
1. Skilling up every class. This means new healing, elite, and more importantly Utility skills. Re-working the trait system. Providing “alternatives” to the 5 skills on our weapon bars (for example; I don’t want my Thief’s #1 skill to cause bleeding, because I’m not a condition Thief, so I can toggle it to a short duration cripple instead).
2. Adding new classes that do not meet the current archetypes of our existing classes. Everyone has their own ideas on what they would like to see, including me. I don’t think they are all covered with just 8 classes, and regardless of that fact – adding new mechanics into the game and thematically making characters like Chronomancers, Dragoons, Bards, etc – are the end result of varied game play. If we were limited to just the types of skills we currently have, yes, it would make no sense to have additional classes added, as we would eventually homogenize them all. But again, we’re talking about adding new mechanics, and new ways of using, applying and interpreting them – that means new skills, skill variety, and room for additional classes.
As I said before, I would like to see both of these things. A lot of classes have kitten for utility traits (like Warriors with have 3 out of their 4 skill types which are either passives, or castable passives). Our trait system is incredibly kitteny, for lack of a better animal, and needs to be completely redone from top to bottom as a different system altogether. Weapon skills need a variety, otherwise there isn’t actually a point to “unlocking them” in the first place. You literally can get all of your weapon skills by level 5, wth is the point of unlocking them unless we can actually “UNLOCK” something cool. Weapon skills account for 55% of your gameplay, and then Utility skills account for an extra 40% of it. We need more of both of these first so that we can diversity builds and playstyles.
I’ve said my piece.
I think its totally do-able, and I like the idea I often criticize my Thief for when I decide to be a masochist and use dual pistols, the only one that actually uses both is Unload. “I have two guns but I’m literally just going to let the other one hand at my side while I suffer recoil with a single arm”
Really only one thing i want..
Rangers – Option to completely Remove the Pet.
Its a Ranger not a Beastmaster..
Longbow, no pet? You can do this as a Warrior with rifle or longbow.
Hi everyone! I’ve added a Google Doc with a compilation of the suggestions to the original post. In case you don’t check there though, here’s a link; https://docs.google.com/file/d/0B8pOlN5QiiHTaGR4amU1QTJvVnc/edit?usp=sharing
Keep em comin folks!
So one of the changes they made to it at one point was; “if you don’t hit something with it, the cooldown time doubles”. Was there a point to this?
I thought, maybe they don’t want us using it for travel.. But if that’s the case, why didn’t they do the same thing to all the other travel abilities like Whirling Blade, Rush, Savage Leap, etc….
Anyone wanna shed some light on why this happened? I want a serious answer though, not just “ANet hates ele’s.”
Don’t de-rail the thread everyone!
I want to see ideas! KEEP IT ON TOPIC!
I think the way they designed Healing Surge is;
- If you don’t have full adrenaline, now you do.
- If you do have full adrenaline, bonus heals!
The idea is to make the heal attractive at all times, so that you don’t go “I won’t heal myself even though I need it, until I have full adren.” The only other similar skill is Either Feast and Consume Conditions. Ether Feast just requires you to have 3 clones out to max the healing power (which is really easy), and Consume Conditions is balanced by the fact that you get to eat all the conditions you have on you, not just get extra healing from them.
I like Healing Surge the way it is now to be honest. Though I might be biased due to it not only being an attractive heal at any point in a fight, but that it is also the highest single-point heal in the game, clocking in at 9820 HP before taking healing power into account. No other heal can do that
Ranger – Preparations as an alternative to the pet mechanic.
What does this mean?
Pick a class you play regularly. What is ONE change you would make to it? Serious answers only please, and don’t use this as a soap box for whining about the unfairness of the game!
Also, here’s a Google Docs link to the same document; https://docs.google.com/document/d/1OsfR3pciHNC9XBCw066eceKb14Hpvc0QjfEQjxLbLBU/edit?usp=sharing
NOTE: I will keep adding to the list as more people contribute
NOTE2: I would just add this list to the original post, but the super low/deficient character count limits me to 5001 :|
EDIT1: I’ve updated the document with all the suggestions so far. I’ve rehosted it as well so check the above link for the updated version.
EDIT2: Other document got screwed up. It’s been updated with a new link. Sorry for the wait!
(edited by LoreChief.8391)
Here’s my idea;
We take Mini pets out of the bank. Remove the option for them to be auto-deposited. NOW! Where do they go? Well, in a different tab (right now we have bank, collections) – and a 3rd tab could be “shelter”.
That’s not enough is it? We make it so they stay in the inventory, great! No more depositing them whenever we send all our mats to the bank. Woohoo.
NOT ENOUGH! I’m thinking on a larger scale here. 3rd tab, stores pets – got it. Guess what else it does? Checkboxes. Wait. What? What do checkboxes do?
INDIAN IN THE CUPBOARD NOW BOYS N GIRLS.
Mini-pets exist in our home instances, wandering around and interacting with stuff. Whenever you visit your home instance, you have pets running all over the place. Oh yeah. Checkboxes. Those “turn on” the pets in your home instance. The ones you see running around are the ones you’ve enabled.
BUT WAIT! THERE’S MORE!
Cash Shop Items just for mini pet lifestyles. These are also controlled by the Pet Shelter tab. You enable “things” for your mini pets to do – which you unlock via in game stuff, cash shop items, etc.
Ha. Look at that! Now you’ve satisfied mini-petters everywhere. We have better storage for them, more visibility for them, and a way to exchange cool non-power items from the gem shop while making ANet some more coin. Win Win Win Win.
This is a free idea, use it if you like ANet.
I disagree with profession changing, even at the cost of money/gold. The point of the game is not to bypass doing actual work to level your character.
Not a bad idea. I like it +1
1. Re-work of horrible trait system
https://docs.google.com/file/d/0B8pOlN5QiiHTb043aEhPck9nLWs/edit?usp=sharing
https://docs.google.com/file/d/0B8pOlN5QiiHTall4V0xOSjU5SFE/edit?usp=sharing
2. Addition of new weapons, interchangable weapon skill bars (variable skills we can choose from), more utility skills
3. Dueling, 1v1 gladitorial arena, tiered 1v1 and/or 2v2 tournaments. All of this outside of the Mists.
Does anyone know if we will be able to spend these coins the next time SAB opens up?
There will come a day where they implement color changing for weapon skins. On that day, many of us will wish we had a Greatsaw skin…