You could just run around and clear all the enemies if you want to explore it? Most of them don’t respawn.
However, I would support a suggestion to make a truly explorable mode that’s something more like UW and FoW in GW1 – you can choose which quests you want to do and in what order. At the moment what we have is actually just a selection of 3 pre-determined stories – not much exploration involved…
On the contrary, I think they should add more castles.
It’s not about playing the TP – it’s about forcing everyone to buy more bank tabs using their gems. Even if most use gold to buy the gems, this will raise the price of gems and encourage more people to buy them with RL money. Besides, it’s a gold sink.
the player who turned 80 a few days ago and is looking for a way to store his multiple stacks of CoF tokens.
How do you have so many CoF tokens if you only just hit 80? Go spend them on zerker gear so you can do more CoF xD
I don’t think it would be unbalanced, but blast on swap seems kind of conceptually weak. It would make more sense if it was a chance on hit, guaranteed on crit, etc. (though those would obviously be more difficult to use.)
Next hit after you swap weapons has 100% chance to trigger a blast finisher. Or however you wanna word it. Problem solved.
Unfortunately I believe this would only be applicable for norn and human males… maybe charr as well?
So?
so it’d only benefit a minority of players, which would place it low on ANet’s list of priorities, or so I’d hope… perhaps someone can come up with a suggestion that would make this more valuable?
Unfortunately I believe this would only be applicable for norn and human males… maybe charr as well?
There’s absolutely no need to add any sort of passive speed boost, but the option to spend some endurance on a burst of speed would be cool – it’d make vigor more interesting at least!
Why should Rangers be able to dismiss their unique class ability for a bonus if none of the other classes can do that?
There are warrior traits that reward you for maintaining full adrenaline, mesmer traits that reward you for not shattering your illusions, plenty of ele traits that only take effect in one element… need I continue?
I don’t like this idea at all, except for the bit about the guild halls. The rest is terrible.
Please keep the Consortium out of this.
1. Character A equips a legendary, then decides he actually wants to give it to Character B.
2. Character A acquires a transmutation crystal and a low level item. He places the crystal in his inventory and the item in the bank. The legendary can be wherever you like.
3. Transmute! The new item, with legendary skin and low level stats, will appear in the bank and be account bound.
4. Character B withdraws the transmuted legendary from the bank and equips it. It’s now soulbound to Character B.
…I totally copied and pasted that from one of my earlier posts, disregarding the fact that it’s not the legendary skin you wanna keep. Whatever.
If you played GW1 you may recall that there were several skills that were related to organizations or factions. I’d like to see some utility skills that are related to the three factions (Order of Whispers, Durmond Priory, and Vigil) that are only accessible to members of the particular faction.
This would actually be very nice. Having maybe a small pool of utilities specific to each faction. I could use some extra stealthy utilities on my Order of Whispers characters.
It’s a nice idea but PLEASE first give us the option to join all 3 orders?
If you attach a way to get it through dungeons you had better add it to the other game modes too. I haven’t set foot in a dungeon in months because I just don’t care for them. Figure out how to add it to WvW without using badges and I’ll be on board.
What’s wrong with using badges?
buy a name change contract
1. Character A equips a legendary, then decides he actually wants to give it to Character B.
2. Character A acquires a transmutation crystal and a low level item. He places the crystal in his inventory and the item in the bank. The legendary can be wherever you like.
3. Transmute! The new item, with legendary skin and low level stats, will appear in the bank and be account bound.
4. Character B withdraws the transmuted legendary from the bank and equips it. It’s now soulbound to Character B.
It seems very silly, since the purpose in SPvP (I guess… it doesn’t do it very well) is to keep you informed of the battle without you having to look at the map. In WvW that would be a bad thnig.
However, I’m not saying I wouldn’t like it. Silly stuff is fun too!
@castlemanic
Whilst I agree with you that making skills not unique would be a horrible idea, you made mistakes describing the mechanics of every single one of those. None of them require a target, RtL is not a cantrip, and you really can’t use skills while in Mist Form.
And I don’t believe achieving better balance than we have right now is impossible, but reducing cooldowns to GW1 levels would definitely make it harder to do.
While we’re at it about swiftness, can we make it so Signet of Inspiration doesn’t give swiftness unless you already have it? I’m tired of it proccing as I drop my Temporal Curtain.
sooo you get 2s less swiftness… whereas if you walked through the Temporal Curtain a moment earlier, you’d get 10s more… and you want to walk around not getting swiftness from Signet of Inspiration because you didn’t already have it? How does this make any kind of sense?
If your commander did all that stuff, he would certainly have got credit. The only reason he wouldn’t is if he was disconnected when the keep was capped. Who was this?
Prophecies was originally just called Guild Wars… they changed the name when Factions came out. So there’s no reason they couldn’t do this.
You not once said that they should be buffed
Please rework thieves nerfing stealth and adding them some dmg
Just two of us then. Hmmmm
Well I agree with you – I myself have sight problems and the cursor is just one of many things that should have better visibility options. I didn’t reply before because I have nothing constructive to add though, so I just +1’d.
yeah i’ve done all five storeys and it sucks that all 5 of them die i wish Trahearne died there instead i hate Trahearne as do most over people
There are only 3 orders… what are you talking about?
Imagine if there was a racial skill that was worth bringing – it would find its way into some meta build or whatever, and then people would demand that you made a norn warrior or a charr mesmer or whatever – in fact you might end up needing multiples of the same profession for different purposes, just because of different racial skills. Personally I would not mind that because I’m willing to level up another 32 chars to get one of each race and profession, but I suspect most people would burst into tears if it was deemed necessary to have a specific race for a specific purpose.
Originally they planned to split ranger into 2 separate profession – warden and hunter – but then they merged them back to 1. I really wish they’d kept them separate.
I envision the warden with heavy armour, not much mobility but a lot of movement control skills. Give them mace, shield, hammer, the ranger’s greatsword skills, and bows for their ranged weapons. The ranger’s affinity with nature (spirits and such) would mostly go to the warden.
Meanwhile, the hunter would be mostly ranged, with a pet and a lot more mobility and ranged weapons (rifle, pistol). They’d still be using most of the current ranger’s skills (traps, survival skills) but they wouldn’t suck so much.
Sadly the decision was made and we just got the ranger, who can’t specialise in anything very effectively.
- Full templates with hotkeys for switching equipment and skills – not just traits =P
- Less PvE in WvW
- PvE balanced so that all professions are worth bringing in dungeons, running different builds
That would be lush, but they did say they wanted to keep all races balanced. Personally I don’t think it’d a bad thing if all races were different but equal (at the moment they’re all the same because racial skills are useless), but they can’t even balance the professions properly, so let them sort that out first before making racial skills viable.
Did you read my first post, about choosing whether to pursue achievement points or cash? Those who have legendaries before 5K points are mostly either extremely lucky or they went out of their way to save up for a legendary. Or they’re just power traders who can afford everything. In any case, rewarding a precursor for LESS than 5K points, along with all the other cool rewards we’re getting, would seriously undervalue the precursors and be unfair to those who paid good money for theirs.
Bearing in mind that there are already a lot of legendary weapons to acquire, and the precursor is only a fraction of the cost… how would this suggestion look if the number was 5000?
I know plenty of people that have >2000 achievment points working on there second legendary . The current leader has barely over 10,000 achievement points.
That actually goes to show that people who put more effort into power trading and stuff to get their legendary fast have sacrificed gaining achievement points. Those who “play the game as intended” will have made less money but gained more points, so I guess the OP is saying that they should be rewarded with a big help towards one of the ultimate rewards of this game: a legendary. You are right that 15K is way too many though.
No way, Sieran is lush! I’d like to know WHY she says “cherry” all the time though…
They said this won’t happen due to sPvP and spectating, everyone needs to have the same interface.
You could spectate PvP matches in GW1 as well. I don’t see why it would be an issue in this game.
So you don’t want pets to get deposited, but you do want all your blueprints to disappear from your inventory? Admittedly I have all of mine in an invisible bag anyway, but this seems a bit illogical.
You could just play a mesmer yourself, and place Portal Entre before a difficult jump.
You can re-map your keys so the 1 key activates skill 5. I can see how that isn’t a perfect solution though, and I would like to be able to move my weapon skills around for simple rotations.
Are you talking about Vapor Form (adds to your downed penalty), Vengeance (you die at the end), Deception (randomly moves you, possibly into AoE), or Grappling Line (pulls your enemy to you)?
This will be hilarious for characters with swiftness who are also crippled/chilled.
I like some of those secondary condition things, although obviously some could do with tweaking.
WvW already takes place in PvE zones. WvW maps are full of PvE stuff.
Saying this game is like GW1 is ridiculous. They have nothing in common that isn’t either cosmetic or just common to MMOs in general.
It seems that what you’re asking for is GvG or a guild-based version of WvW. GvG is cool and I believe it’s coming eventually. It’s already possible to go into WvW and do stuff as a guild, although it’d be lush if they added more stuff like paying for upgrades with influence.
Mesmer Greatsword has the same mechanic. It’s meant as an abstraction for how Longbows are meant for long distance and therefore awkward at close range, and I sort of like it.
I’m not raining on your parade, your post was well written and well thought out, just trying to be informative.
wouldnt a longbow do more damage at close range than at far range? i mean to me it seems that the wound would be more gruesome the closer the target is, plus you will be more accurate the closer a target is..therefore allowing easier targeting of weakpoints(the eyes,crotch,shoulders,knees etc)?
No. The arrow builds up momentum as it flies through the air, so a hit from 10 yards might penetrate the skin, whereas a hit from 30 yards is likely to pass through the body (assuming the arrow doesn’t hit a bone or become lodged in the chest cavity). It is really just simple physics.
I don’t want to derail this discussions, but… there’s no way that’s correct. Projectiles don’t build up momentum as they move! Aristotle made that up.
This would be a good way to upgrade current exotic equipment to ascended stats when that comes out, perhaps…
Is there any NPC you wish your character could enter into?
That’s what I thought you said at first…
The thing is I don’t believe it is a bug – it seems they really did intend for the mechanic to be this fiddly, although I doubt they envisioned the ridiculous results. So it’s not a simple thing to fix; the system needs an overhaul.
You can already do this. Buy a cheap low level item, put it in your bank, transmute the legendary’s skin onto the cheap item’s stats, et voila – account bound.
You may send me the ~100g I just saved you in gems.Already tried and no thats not working, cant pickup a bound Legend from Bank on a new toon, works only on the toon it was bound on. Transmuting it with new stats only works on the toon you already had the legend on.
You’re doing it wrong. Here it is in more detail:
1. Character A equips a legendary, then decides he actually wants to give it to Character B.
2. Character A acquires a transmutation crystal and a low level item. He places the crystal in his inventory and the item in the bank. The legendary can be wherever you like.
3. Transmute! The new item, with legendary skin and low level stats, will appear in the bank and be account bound.
4. Character B withdraws the transmuted legendary from the bank and equips it. It’s now soulbound to Character B.
They won’t get ascended stats if you transmuted them, no. I assume that ascended weapons won’t be too difficult to get though, because that would be an unreasonable gear grind.
4 really nice suggestions there, although the last one wouldn’t be very simple to implement. Regarding getting out of combat, they need to at least have a system that we understand:
https://forum-en.gw2archive.eu/forum/game/suggestions/getting-out-of-combat
Everyone’s experience the pain of running half way across the map and still being locked in combat for no apparent reason, and I’m sure we’ve all also been taken out of combat apparently randomly in the middle of a fight. The system (if indeed there is one) doesn’t seem to make any sense at all, and needs at least some changes to become reasonable. Here’s my suggestion:
As soon as you receive or deal damage, you enter combat. After 5 seconds of receiving and dealing no damage, your health starts to regenerate slowly. For 5 seconds, the regeneration gradually accelerates until it reaches the current “out of combat” rate of regen. When your health reaches full, you’re no longer in combat. You may now waypoint, change your skills and run faster.
In some ways this is harsher than the current system, since you have to stop attacking and not get hit for 10 seconds to receive the full regeneration that you currently get immediately. However, it also allows you to start gaining health back without needing to completely run away from the fight. So I think it’s still pretty balanced. If it’s not, adjust the “5 seconds” either up or down.
If you don’t like my system (which is heavily based on GW1), maybe suggest a different one? The important thing is to have something we can understand, instead of the pot luck scenario we still haven’t deciphered.