Taking a break from a game is always an option, no one is forcing you to play GW2 (AFAIK).
I can get all nihilistic and ask the same thing about life, whats the point?
Go play something else, watch some movies, series or anime. Read a book or listen to one, find a hobby…. there are a lot of things to do while playing GW2 (no need for an additional monitor).
Imagine the WoW druid (tank, healer, dd) depending on which tree you spec-ed, now apply that for all the WoW classes. That is GW2’s profession system in a nutshell.
Just that here the players define what they want and need for certain groups.Not really, because there isn’t Direct Healing for Healers, and there isn’t Controlled Threat mechanics for Tanks.
Yea and there are no Trolls, Orcs, Tauren, Elfs and Gnomes either… are ya gonna nitpick some more? There are more action bars too in WoW.
The point was there are classes in WoW that resemble the GW2 idea of multi all-role classes.
Imagine the WoW druid (tank, healer, dd) depending on which tree you spec-ed, now apply that for all the WoW classes. That is GW2’s profession system in a nutshell.
Just that here the players define what they want and need for certain groups.That’s the vision of GW2’s profession system in a nutshell. Clearly they had all that in mind when they made the things, but then some classes were over powered, some are still incredibly weak if you stack them against others, then yet others were left out and have been scorned for years because they don’t match up to what players eventually found to be optimal in small group content… which is the only place min/maxing is even remotely reasonable to try to do because for 3 years it’s been the only place you can truly have control over who gets in.
They still have things that need addressing before any amount of “tanking” can be reasonably achieved, fixing toughness in the face of PvE 1 shot mechanics is one I would place high on the list.
But the #1 thing I don’t want to see, and what Colin specifically said they are hell bent on avoiding, is creating classes that can 1 thing so well that it becomes their only thing. Think GW1… how many times did player Monks get to do the DPS? Answer is not many.
And he went farther that when you have some lynchpin class role situation, in a game that seeks to encourage pug groups…
GLF Healer, will pay 5k for run (the 1 monk in the mission outpost has been afk for 6 hours+ and nobody has heroes yet because this was pre-nightfall)
“Waiting to have fun” as he called it (wasting your life away, waiting for a specific class to show up) is something they wish to keep to a minimum.
So while they have a long way to go before the classes can properly fit into these roles, especially within the bounds of their given style… Necros have suffered in the pve meta since launch because their “style” doesn’t allow all the stuff the whole playerbase has been brow beaten into searching for, in spite of being one of the single most fun classes to play in the whole game. But I see them trying things now in preparation for HoT so hopefully they will have it hammered out and ready for the gigantic upset that some of us hope elite specs will bring. That condi meta uprising sure didn’t last long, did it? -.-
Preach it. Not to be annoying, I agree completely. I waited on monks in GW1 (I mained an Ele). DD monks rose up when they buffed RoJ.
Anet just needs to tweak the game a bit more so the condi professions have the same viability in PvE as zerkers. The condi characters are doing much better right now, and I hope they improve them a bit more. The condi uprising came and integrated itself into society.
Imagine the WoW druid (tank, healer, dd) depending on which tree you spec-ed, now apply that for all the WoW classes. That is GW2’s profession system in a nutshell.
Just that here the players define what they want and need for certain groups.
Elite Pyromancer Armor from GW1. That is all.
You don’t have to use the Tomes nor the Birthday Booster to level up, its OPTIONAL.
I hate Mondays.
Or you could just make sure the group is co-ordinated enough to do it all together from the start.
Setting ground rules like “don’t swap characters” and explaining why would be a good start.
Sorry OP, I have to side with this guy but only IF there were experienced players in the group who knew about how things work. It would be their fault now educating player about the mechanics, and even letting them know that an episode ended, knowing they are un-experienced players.
I agree that achievements should be accessible from the get-go.
At this point you can pre-purchase the expansion and get the base game for free (you need to wait for the expansion, but you can play the GW2 as everyone else once its installed). Or you can buy just the base game for the same price (unless you find a good discount somewhere).
I’m no programmer, but I’m fairly sure these changes can be made fairly easily if you know what your doing and what you want.
…
PS: If your hiring, long distance consultants, I’m wouldn’t mind the job (not joking).
This sums up these forums nicely:
- I have no relevant expertise in this field
- But you’re bad at it
- Consider paying me to jot down a few notes and scribble on a screenshot in MS Paint
- (Will not take the time to gain the necessary work experience, visit your careers page, find an appropriate job opening, apply for said opening, accept the position, and relocate.)
They only hire for in-house work. So the my plea wasn’t meant as a serious by default.
I love how besides 1 guy, every one only left utterly negative comments, here and Reddit. The people on the Planetside 2 forums wont believe me when I tell them is possible to be more negative then they are.
No elite-specializations work as follows.
Currently there are 5 lines and you pick 3 of them to make a build. Zeal, Radiance, Valor, Honor and Virtues. Now imagine a 6th one called Dragon Hunter. You would replace the 3rd line with dragon hunter (the 3rd slot is the elite specialization slot). Boom you’re a dragon hunter.
Well then they could just add it onto the end as an extra trait-line and allow us to scroll up/down. As they add more specialization lines, they just add it to the bottom.Tada, solved.
Now try to add in 3-4 Elite specializations and see how your B design works…
Same thing with A, your idea might not be very expandable and does not include all the unlocks that the training wheel includes: Traits, Abilities, The Specialization line, Skins (yes we will be getting skins with Elite Specs).
C is something we have asked for since release and they have said they are looking into it and have heard us.
Sorry I didn’t get into the beta, so I have no idea how specializations work. As far as I know its about choosing 3 trait lines that are requirements for the specialization and then you press a button to “activate druid mode”. If nothing else, just create a tab for it or something (as I see it Anet’s UI team like Tabs and sub menus).
When I see how the specialization looks, I’ll post a suggestion on how to fix that too.
So far what we have now is an abomination of layout design.
If your looking for skimpy heavy armor outfits, the game has them. I myself prefer Anet’s take on female heavy armor, they actually make sense (almost all of ’em).
Check out the Arah armor, Gladiator and Pit Fighter armor sets.
Good day. Today I decided to post a suggestion on how to fix the horrible, HORRIBLE!!! Hero Panel – Builds. (Sorry if this should be in another part of the forum, I couldn’t find anyplace that would fit this topic).
I’ll get to the point, this is what you guys need to do to fix the panel. The letters corresponds with the letters in the picture.
A – Replace the Trait tab with the Training window (make it into a tab). We don’t need the circular representation of the skill training progression, just replace the current trait icons in the tab with the skill icons, and tie them together in the order we can learn them. Simple, elegant and compact.
That and we don’t need the traits in the tab since everything will be in the main window (explained bellow).
B – Increase the height of the Hero panel so that you can fit all the trait lines into the window. This way we don’t need the Traits tab (see above).
Highlight the selected trait lines and gray-out ones that aren’t. Should have been like that from the start.
C – Allow us to save Build that we made, so we can easily switch between them. Maybe even allow to re name the Build tabs for easier navigation. What would make this better if we could combine this feature with our equipment. switching builds made easy.
D – Tool-tips, so we know what the trait-line is all about. I just copy-pasted the virtues description from the GW2 wiki. I’m utterly surprised there are no tool-tips for the trait-lines, I mean WTF was the UI team thinking?
I’m no programmer, but I’m fairly sure these changes can be made fairly easily if you know what your doing and what you want.
PLEASE MAKE THESE CHANGES A REALITY FOR THE PLAYERS SAKE and for the dev teams reputations sake.
PS: If your hiring, long distance consultants, I’m wouldn’t mind the job (not joking).
Others probably mentioned this in this 20 page thread.
I think a good idea is something like in Dota 2. Increasing a chance to activate and ability-on-hit after each time it didn’t activate.
Its still RNG but a bit of kindness from the side of the designers. First time some one kills the mob its 0.1% to drop, next time its 0.2%… and so forth. Something like that.
Feels like the guys just couldn’t get out of the “generic MMO mentality”, “oh here is a quest I must do it, done where is the next one in the row”.
When did people start playing MMOs just to stop at level 10 cause the leveling is boring… ALL MMO leveling processes are boring, so far GW2’s leveling is the least boring.
just before closing the door Just one more thing, every MMO is usually huge, has many classes, areas to explore, you know there will be dungeons or the like, you will get abilities at higher levels, cool gear… and the boring leveling is stopping you? WHY THE HELL ARE YOU PLAYING MMOs?
(edited by Ragmon.6350)
They could just “instance” the updated Orr. So people who completed their Personal Story would be loaded into a Post Zaitan map (and if needed could go back to Pre Zaitan).
This way players could feel the story progress.
I agree, some reaction from the part of the bosses would be nice.
I would even be happy if the bosses never returned to the same spot after a phase, similar to Claw of Jormag, but in every phase and not in every second phase.
What happened to “Play your way”?
It died with Guild Wars 1, and I’m not joking.
I think its a good thing. Playing with your friends that just started playing is MUCH more fun now. I think that is all that matters, a better new player experience.
We old players can handle the change while new players might not stay if the new-player experience isn’t fun.
The distinct lack of Sohothin might be due to that, he gave it back to its owner (King-Whats-his-face) in the Mists.
We have homes, they are called Home Instances and they have been in the game since launch. AND they are a bit personalized based on the choices you made during character creation and your personal story. So yea.
That and, noone got screwed, we are getting an expansion for a price. That is normal.
The pre-purchase contains the base game too, good.
I got the game for full price, you don’t see me complain about the people who got the game on a discount (my friend got it at a 75% discount).
Don’t like it, don’t buy it. Vote with you wallet.
An open world boss event shouldn’t need tons of jumping, taxing and basically manipulating the megaserver system just to have a CHANCE, we already have that with Triple Trouble and quite a large number of people skip that boss because of the large ammount of organisation effort required INCLUDING said manipulation of the system, for not enough chance of good loot.
I agree with OP.
I think all “high-reward” world bosses should be difficult. I think The Shatter and The Claw of Jormag should be more difficult. It should represent the fact that these are dragons, in addition the should increase the reward for em too.I remember when Taq was first introduce, 1/10 events were successful. Once you killed him it felt good. Before the HP buff it was just a grind, “oh lets go kill Taq…again”, no challenge. Now it feels much better.
Anet, good work.
problem is there is no HIGH reward. the high reward is the ascended gear box, but that was allready so rare before the Double HP, that NOW its objectivly not acceptable anymore.
I agree, there should be better rewards for more difficult bosses. Make it worth while.
I’m fairly certain it will get nerfed since it isn’t working as intended. People know the fight, so this time it isn’t a case for learning the fight anymore. They will tweak it until they hit the sweet spot again.
As for wurm, not sure I understand why that got buffed. 3 attempts the day before ended in failure. People wont take the effort to learn a fight if it doesn’t feel achievable to start with.
Yea it will prolly be tweeked a bit. As far as the “can’t kill” it part goes, that is how it was when Tarq was first introduce, then it just became a daily chore to kill it. I think just like the new traits, people need a bit of time to get used to the change.
or if the reward is basicly 1 out of 10 wins you get a scneded gear box.
otherwise you wont get people to like thisThis. And 90% (loosely) of the players are less hardcore and generally if the content is to hard won’t bother with it. Players don’t like to stand around in an organized map to possibly watch it fail so eventually teq will be a ghost town similar to the 3 headed wurm is now. I have still to succeed at the wurm simply because I refuse to sit around for an hour for it to maybe fail.
They should just increase the reward and leave everything as is. That and I think the game needs to have a few world bosses that are harder to kill, other wise Tarq would just stay a check-box on the daily to do list.
Every world boss should drop something nice so players would have an incentive to be bothered.
Tarq is in a good place as far as difficulty goes.
And yes, I can join an organized guild, but my roster of guilds is full. Also if you need to have teamspeak just for succeed it should have been included in the core game IMO.[/quote]
An open world boss event shouldn’t need tons of jumping, taxing and basically manipulating the megaserver system just to have a CHANCE, we already have that with Triple Trouble and quite a large number of people skip that boss because of the large ammount of organisation effort required INCLUDING said manipulation of the system, for not enough chance of good loot.
I agree with OP.
I think all “high-reward” world bosses should be difficult. I think The Shatter and The Claw of Jormag should be more difficult. It should represent the fact that these are dragons, in addition the should increase the reward for em too.
I remember when Taq was first introduce, 1/10 events were successful. Once you killed him it felt good. Before the HP buff it was just a grind, “oh lets go kill Taq…again”, no challenge. Now it feels much better.
Anet, good work.
So I received this e-mail, and wanted to ask if this is legit? I don’t want to give info to some scam or something.
ArenaNet <noreply@guildwars2.com>
11:55 PM (2 hours ago)
Guild Wars 2 Account Will Be Shut Down Inform
We are sorry to inform you that your login account ********@gmail.com will be shut down or partially limited within 72 hours due to currency transactions or abnormal login. If you want to remove restrictions, please click the following link to validate:
(h)ttps://account.guildwars2.com/login?
Please keep in mind that Guild Wars 2 is a global game with hundreds of thousands of players. This means that standards of behavior must be upheld. For your convenience, you can obtain more information about our rules at the address listed below.
(h)ttps://www.guildwars2.com/en/legal/
Guild Wars 2 Account Support Team
This is interesting cause I don’t use ******@gmail.com as my account e-mail.
(edited by Ragmon.6350)
Here are some of my suggestions:
Things from GW1:
- First person view, it should be as easy as just zooming in, just like in GW1.
- Trading, just like in GW1.
- Customizing the HUD, just like in GW1.
Some new ideas:
- Interesting dungeon pre-boss bosses, something like in WoW, each boss was unique most of the time, in GW2 its just like, oh another my sized humanoid… how about crazy giant plant thing in Twilight Arbor (no the end boss is just a copy pasted creature), fight a giant golem in CoE (or what ever its name is) in various golem suits, just off the top of my head).
- Arah story mode’s ending, less cinematic more, players actually fighting Zaitan.
- Unique paths in dungeons, something like: In Ac 1 path would lead trough the spiders and other beast in the lower part where it all about brute force, the second would lead trough the ghosts where you need more tactics and movement and the 3rd would be more of a jumping puzzle and solving puzzles.
- PvP and targeting, I hate it that auto target (Tab) chooses pets, minion, illusions and spirits, It doesn’t need to not select the adds, just that is should prioritize the other players.
- Either give everyone the +25% movement speed or no-one, it a huge advantage in PvE to move around faster, its like half of the players have a mount and the other half doesn’t.
- Unique Elite Skill quests, this would be awesome to have to complete unique quest chains to unlock Elite Skills. Fending of hordes of enemies using a Charrzooka, defeating a graw shaman to gain Whirlwind, complete a quest for the thief’s guild to gain Thieves Guild, and so on.
Just some stuff that bothers me right now.
3. There is a strong reliance on being “a rogue” vs. being “a hero” in our opinion. For us that’s not an enjoyable play style us. Personally, I like the trading blows feeling of a tank. My wife likes the raining hell on mobs. We don’t get that same feeling with this game.
We really wanted to like this game. It’s beautiful, we really liked the music and the world. The story line was compelling and well laid out. We just can’t get past the frustration of the combat system.
All in all, this isn’t the game for us. There are plenty of others out there. FFXIV, Wildstar, etc. that I’m hopeful they will be a better experience.
We may try this game again, after it’s had a chance to balance itself out a bit more and mature.
Just a few thing, you might not even read this.
Yea not every game is for every one, but you can return anytime since its Guild Wars.
I don’t wish to insult anyone but it seems that you guys want a less interactive game, looks like you guys just want to run around together and press a few buttons mow downs some mobs and feel like your doing things together.
GW2 is more interactive, your gonna have to pay attention to special attacks, pay attention to what your hitting, when you wanna dodge and so on, it might feel like your not fully working together.
That and you get set to the appropriate level depending on the area, so there is no 1 shot farming and so on.
But if your still playing make a tank character, use shield + mace, it has tanky-ness and some healing in it, for utility mix up healing and barriers so you can protect your partner.
And for her if she want to to nuke, grab a staff and go wild. But if she wants to deal dmg and stay alive, grab daggers and foci (focus-es) for mobility.
But if nothing else go play Rifts its more like WoW so you can tank while she nukes without problems, has some interesting game mechanics too.
Yes this would be nice.
Hey, hey. Don’t forget dueling and first-person view XD
YES to first-person view….please.
I tend to come to the forums every few months an post this thread.
I would like to be able to zoom into first person view, just like in GW1. I loved to do that in GW1 it helped me feel the scale of the world, to really look around in the game.
I don’t like it when I would like to observe something I have to position my character in a weird position to do so, if its even possible.
So please add first person zoom-in to GW2.
This was probably mentioned before, but I really want to experience Guild Wars 2 in the first person.
I’ll go out on the limb and say, many people would probably like it too. Just like in GW1, zoom in to maximum and look at the awesomely designed world, without your characters behind taking up 1/3 of the screen.
So, A.Net, PLEASE, please add first person view to GW2.
The title said it all… I would really like to zoom into first person view, if not zoom then switch to first person view.
Please give up First Person View….PLEASE.
It took us a while to get our group coordination right for the golem, but when we did it was actually fun to kick his kitten
The one with the colossus, Cliff-side its called I think. I love the ending where there is no cut-scene for the colossus departure, i was cool that the whole group lined up at the edge and watched the colossus walk away in silence… no cut-scene can reproduce that feeling.
I’m writing this post cause I see many people complain that the fractal dungeons are too hard. Please don’t listen to these people.
The difficuly of the fractal dungeons are almost perfect. Well difficulty 1 atleast is, didn’t try in on a higher difficulty yet.
I find the fractal dungeons to be the best examples of how the rest of the GW2 dungeons should have been made. In mechanics, design and difficulty.
To Every one who thinks that Fractal dungeons are difficult: Why are they difficult?
Hey guys and AN crew.
I fount that the Fractals dungeons to be the most fun dungeons I have EVER ran/raided/played. I have played many MMOs but these were the most fun and creative.
I have been playing since launch, and played GW1 for about 4-5k hours and I’m a huge fan. (so don’t call me a noob).
- Fractals comments
+ “old” dungeons
- Design wise all of them had a unique feel and look.
+ The old dungeons all have a unique design but in my honest opinion have very little unique scenes in them or places of “awe”. Like the Twilight Arbor is all underground with just about no cool visual, the only unique like part of the dungeon is the center part where the water is…and even that is lackluster in visual on every level. What looked great in my opinion you ask, well:
* Lava pit in CoE in path 3, where the boss withe the shield is.
* The mansion and the floating stones that is actually face when you look at it from an angle.
* The Air ships in Arah.
* Probably some more but i don’t want to waste thread space.
- The mechanics were logical and intuitive in each part of the fractals, including the bosses. (The hammer and the freeing of the colossus, the door openings in the dredge mines, the sudden snow storm during the first boss in the Icy dungeon, the pouring of molten metal on the Golem to weaken it. MORE OF THESE KINDS OF UNIQUE STUFF IN OTHER DUNGEONS TOO PLZ).
+ The old dungeons have some unique mechanisms them self, but very few, and there should be more of them. Like lets say in AC we actually get to use the sword to defeat the ghost bosses, or…ok well i don’t have much ideas now.
Boss fights suck, almoast all of them are about just dealing damage to them directly, running around and kiting,
how about more unique items during boss fights, like a freeze gun during a fire boss fight… maybe a jumping puzzle to get to a net gun turret to snare a fast boss and so on.
- The traps felt natural to me and well placed. (Like the rolling flaming rocks in the lava dungeon, the air blast vents during the colossus dungeon).
+ I love visual traps, swinging pendulums to slabs of stone moving up and down to crush you. The old dungeons need more visual traps, so the players can feel the weight of the situation if they fail. Not just red circles on the ground.
- I would like to see more jumping puzzles in other dungeons too.
+ The old dungeons are basically hack and slash with no real challenge beyond well killing everything. How about some parts of the dungeon where and individual needs to get to a point flick a switch while his team is fighting of re-spawning mobs. I liked the laser field in CoE, for instance.
- I love that during the dungeon runs we don’t have to fight one small group if miscellaneous monsters for 3-5 minutes “just cause its a dungeon and mobs have to be hard to kill”.
+ I really hate the old dungeons cause its only about killing like i said before, and on top of that most meaningless mobs take forever to kill, its just prolonging the inevitable, the mobs are gonna go down that is what there there for, so let the players take em down just a bit faster, and if you don’t like like the whole idea, make em faster to kill but then let them have annoying abilities like pull, and push stuff.
- One more important thing, LESS CUT-SCENES, MORE UNIQUE SCRIPTING, I can’t make this one more to the point. Just a cool example: The end of the Colossus dungeon when the colossus is freed and turns back and takes a grateful bow….PURE GOLD right there, or in the Dredge mine dungeon after killing the champion mob that is standing next to the dredge APC (armored personnel carrier), and the APC suddenly starts up and rams trough the wall making a passage.
+ Yea, what I said. I love to see scripted events happen, lets say a boss fight will start and it breaks trough the wall, don’t switch me to cut-scene mode please, just script it and let as watch it in real time.
+More unique boss fights. I cant really distinguish between most of the bosses, they have not unique features, or cool names.
PLEASE REWORK THE OLD DUNGEONS. I know what I’m saying, its a lot of hard work and time, but the way the dungeons are are not fun, repetitive, hack-and-slash simulators.
I had more fun in some of the jumping-puzzle/dungeons then in most of the dungeons.
Saving specs would be nice. As for dungeons I think that loading specs should only work for skill and trait options, the ones that you can already do on a fly but without the tons of clicking involved. I would not mind armor set saving/loading.
I myself tend to press “R” to reload after a few days of Borderlands 2.
Dear Sir and/or Madam at ArenaNet.
Had to cut some showing of affection towards ArenaNet.
Fan credentials:
Started playing GW1 5 years ago or so.
The things I found to be issues while playing GW2.
- Descent starter clothes for the elementalist, nercomancer and mesmer females.
- Skill challenges, I know there are a lot of these and you guys needed to mass produce these challenges, but in the end there are tons of skill points left over. What I see is unused skill points and repeating skill challanges, beat this guy, beat the whole group, commune, use an item, answer some questions. For years I have followed and read the articles posted on the GW2 website during the development phase. The biggest impression I got is that the players would have to hunt down there skills individually or maybe in pairs or packs, like some of the quests in GW1. I thought that these skill quests would have there own feel and maybe even a story behind each and every one of them, especially the Elite Skills. Why not make less skill challenges but more meaningful ones? My biggest hope is that the skill challenges will see a colossal re-work during the games life.
- Dungeons and story instances. GW2 dungeons are not challenging but merely a pain in the rear. Making mobs in a dungeon have lots of health and hit hard is the old MMO dungeon philosophy. Some idea of the top of my head that could spice up dungeons (these ideas are not original and you guys probably have it in some of your dungeons, I only completed 5 dungeons so far, and all I saw was kill, kill, kill, kill, kill….well you get the point):
– Jumping puzzles for the whole team or maybe just one person who need to go and pull a lever.
– Moving elements for boss fights, like turrets (thats without the party being swarmed while using the turrets, fight against Zaitan I’m looking at you).
– Custom items that need to be used.
– Getting turned into something else, like a Golem and have a fight like that.
– More traps, and I don’t mean the ones that instantly kill you or or knock you down and kill you on the next activation while you can’t act.
- So you guys got rid of the Holy Trinity but you are still using the old dungeon format, innovation doesn’t work by “removing one of the cars wheel and expect it not to tilt over”. You need to redesign the whole idea of “how it should work”, and not just go “hm, what will happen if we remove this” (not something you want to hear from a surgeon). Maybe implement different elements in the dungeons, like the ones I mention above, or really re think your whole dungeon systems, cause they really look like a certain other MMO’s dungeons mechanics wise.
- Story instances should not be difficult, since the players story is sort of personal, don’t force them call for assistance if they don’t want to, just make it optional.
- SPOILER! (last dungeon). The fight against Zaitan didn’t feel as epic as it should have. It would have been fun that the party needs to coordinate with the turrets and even let one of the player use the main cannon to shoot Zaitan down.
- O.K. This design chose I do no understand, no chest/big reward after killing a “Champion” type monster. Don’t you just hate it when 10-15 player join in one location, fight a Champion for 5-10 minutes and then the monster doesn’t reward you for your efforts. Its the biggest kick to the balls in GW2 in my honest opinion.
- WvWvW is just a cluster kitten, pardon the expression. That and starting characters shouldn’t be allowed in there, I mean the ones at level one, with no weapon skill, no utility skills and no gear. At least allow them to train up there weapon skill on some target dummies or something. It would be hard to do anything about the cluster f*** part, but the starting character problem should at least be thought about.
- Organized PvP doesn’t feel organized, everyone just runs off doing there thing. Idea read bellow.
- GW2 needs in game voice chat, it is essential for the improvement of organized PvP and dungeon runs.
- The auction house needs a preview for armors and weapons.
- This is really nit-picking but give the monsters some immunities, like the Destroyers are immune to burning. Maybe even multiple ones, like ghosts would be immune to poisons and bleeding. Golems would be unaffected by daze and so on. This would probably make the players read the monsters ability tag and forcing them to switch weapons or even utility skill in an area that is crawling with that type of monster.
- I read how extensively your costume designer worked on the outfits for the game, and I was thinking you guys should make the NPC clothes available to players. If nothing else, then as town clothes.
- This is a big one for me, First Person View. I like to look around.
With love, Ragmon.
Ideas to help you:
- Play with friends.
- If you don’t have friends, join a guild and make some friends.
- Think about the fact that GW2 is 50% about the PvP aspect.
- Play the game and don’t just grind the game…have fun, let lose, play an Asura.