All things refine at the same time. The reason Iron seems to refine faster is that iron takes 3 ore, mithril takes 2…thus you are making MORE refined items.
It struck me as odd that iron and steel took so much when ori and mithril takes only 2.They refine at the same time, you just burnt hrough iron ore faster due to more ore being used per bar.
… what?
Alright, lets put this into direct numbers. The OP says that Iron refines faster.
Iron ore 3 = 1 Iron ingot.
Mithril ore 2 = 1 Mithril ingot.
Thus it takes longer to refine a stack of mithril ore than iron ore when you have a hundred+ ore of each.
The OP is being hit with an optical illusion of time when they aren’t realizing what is happening…the iron ore is being used up faster hence it takes less time to refine.
Allias…if you want ritualist…you have multiple places to see it. Turrets from engineer, clones from mesmer, spirit weapons from guardian.
Diety shifting? More or less elementalist shift between elemental forms or the short lived diety buffs…you have warrior stances.
They placed the original classes within all the current ones. For good or ill it is what we have.
All things refine at the same time. The reason Iron seems to refine faster is that iron takes 3 ore, mithril takes 2…thus you are making MORE refined items.
It struck me as odd that iron and steel took so much when ori and mithril takes only 2.
They refine at the same time, you just burnt hrough iron ore faster due to more ore being used per bar.
Orpheal…do you not understand what the terms pecialize really means? It means you focus upon one thing, which means you inherently get WORSE at everything else. Thus your suggestion is just another way to get the trinity back into the game.
Why would people bring extra support specializations when they want more control?
You effectively start the problems that trinity brings into the game already.
Currently you only see people aksing for classes or builds in 2 places…fractals and speed runs. That’s it…and thats where it needs to stay.
I still say this idea would be brilliant.
If you don’t agree with 100% rep guilds, find another guild that doesn’t care. There are many small guilds that really don’t care.
All I can think of when I look at this is, for the love of kitten don’t ever play any other MMO ever, where the rogue class has an actual stealth that works indefinately. If you think a class that actually has to actively work at being stealthed for duration is bad you would murder yourself rather than deal with a real stealth class.
Those MMO’s also prevent the rogue from stealthing if effected by a condition, don’t allow the rogue to remove conditions, is revealed the moment they take even a single point of damage, and cannot restealth in combat exept with an ability on one large CD.
So really, THOSE rogue classes are imminently more balanced than the GW2 thief currently is.
Resetting traits costs all of 3 silver…go kill 5-15 enemies and you paid for your reset typically speaking. All of 3 minutes time tops.
Resetting them in main cities only makes sense from a practical standpoint. Your choices now have meaning and cannot be “covored up” by staying out of combat for a minute while you change things. Even teleporting around…add 6 silver to it and another 30 enemies. Seriously it is not that big of a deal…and no I don’t use a standard build. I worked with the traits till I found one that fit me perfectly.
If they polearms they would just do it wrong. Look at the way they did 2 handed hammers. You dont swing your hammer like that to do most damage. The right hands is way to high on the shaft. There is no pendulum effect on hammer swings in the game. Sad really cause attacks with hammer would look so much cooler with it :/
You’ve never used a maul in actual sparring have you? Pendulum swings = you will be killed FAST. They are easy to dodge and get out of the way of. To do a pendulum swing you must broadcastt he swing and there is no way of altering the swing the moment you start it. Thus, only a fool would ever use such an attack. A hand high on a maul is what allows control of the swing, changes in course and allows for parrying with the haft of the weapon itself. It also enables what is known as a “hammer blow” which is a short swift forward jab with the maul that hits like a brick against the chest.
As for people asking for the Dervish…IT WILL NEVER HAPPEN! This game does not focus on single weapons. The dervish is entirely centered around ONE weapon, it will never happena s that is far too limiting a design philosophy for what they have envishioned. Every single person asking for the dervish mentions the scythe…not the skill styles involved..only the scythe. Classes will only be implimented that arent bound to single weapons.
I also hugely concure that 2h axes being omitted is rediculous…ESPECIALLY with the fact they have a culture designed after the vikings…who prefered axes and shortspears instead of swords or greatswords.
I also find the omition of the 2h axe hilarious as the iconic warrior image even THEY used for the class…is a heavily armored man with a 2h axe slung over his shoulder!
Adine, I actually like the idea, though soldier classes also come with a stipulation (which ANet themselves put on them) that they all have access to hammer/mace and are the only ones able to use those weapons (yes that means medium and light armor wearers, if ANet sticks to this plan, will never see mace or hammer weapons available…which sucks as they fit with Engineer style).
Why is it always American players that complain about portal bombs? On EU they are a pretty much a non-factor. In fact, it’s a bad idea to try and portal bomb because it’s so incredibly easy to counter.
Funny, I find EU people complaining about it pretty regularly too. Nice try on the troll attempt though.
Any class designed around a specific weapon idea (dervish, unarmed martiala rtists) You will never see them again. They are too restrictive and do not fit the ideal of the game. The unarmed fighters lack weapons to equip for weapons kills (remember people, classes have to be able to use EXISTING weapons) and the dervish is locked to only one weapon meaning the dervish only ever has 5 skills available on the first bar.
Bards are offensive machines and already in the game (they are warrior poets…aka the kitten warrior class IS a bard people, you shout and you slaughter). Minstrels have no combat ability and would be slaughtered helplessly (British artists aren’t known for being good fighters). Skald could work as a chanter-style…again would need to be close combat though.
The ritualist is already in the game, the engineer and the guardian have everything that was the ritualist, let the dead horse lay burried and forgotten.
Also, the expansions will not be the old style new island/location ones! This game has a very specific story it is telling. One dragon down, 3 to go…and all indications point to Jormag being next…meaning we are going into the mountains and deeper into snow swept locations. The game throws so many mentions of Jormag at us directly that it is pretty clear that will be the next dragon, thus our direction is farther north. IF a new class comes into play it will be a norse inspired one. Expect it to be heavy armored and a brawler in gameplay style (the warrior is more of a weapon master and less of a brawler).
You are viewing balancing only from PvP point of view. If they buff all of them together, they would have to buff PvE difficultly too. 90% of balance they did so far, they nerfed something and buffed another thing in one proffesion.
Most people use similar build, because it is “the best”. By nerfing & buffing together they can make more viable builds to play with.
the classes that are terrible at PVE are the same ones that are terrible at PVP.
the exception is the thief, who is the god of PVP but only mediocre at PVE (they still have the potential to beat the “screwed 3”.
the tiers seem to go:
1. thief, ele, mesmer
2. warrior, guardian
4. ranger, engi, necrothe gap between the first tier and the 3rd tier is mind bogglingly vast.
You obviously ae biased or unskilled at the last tier.
Grab 3 necros and have them drop their wells right ont he enemy front lines as you push. Everyone on your team now is leaching health while you make that push, second push they drop a different wella nd oh look everyone is now blind ont he enemy. I’ve seen necromancers turnt he tides of WvW faster thana ny other proff is capable of.
In Dungeons I’ll take a necro over an ele anytime so long as they aren’t a minion build.
Ranger is useless? You can send your pet to attack people 3k+ meters away (your pet will be perminantly invisible) Your pet will be unable to be hit and will kill the person the same way thieves do. Seen rangers using this trick to pick off enemy thieves before big pushes.
Engineer is useless? Love them in dungeouns (they can fill any role and do so very well as long as they aent pure turret build) ad in spvp they can be terrors that put guardians to shame for bunkering and defending.
Sounds like you just aren’t sure how to play those proffs.
Look, stealth is not magic. the moment a thief takes damage they should be revealed and have a “wounded” debuff that prevents furthur stealth (exept for the healing stealth) for 15 seconds.
Make them use stealth tactically rather than just spam it the way all thieves currently do. They should have to think about when to use stealth, not just use it the moment anyone hits them.
For the thieves that thena sk how they would pve…pve thieves have been dealign with resetting mobs on stealth for months…this is why most of them have dual pistols or the shortbow for open world pve…no reliance on stealth.
Thief stealth needs to be re-looked at…and the devs need to look at them on live fully manned servers and not on their private server that has near no load problems. Distance of people from servers matter, they should be tryign to test their builds on european servers that are max capacity (as they are testign from the states) and balance around THAT. Currently their testing server is in the same building they work in…which rather ignores a lot of issues (culling is not nearly as big a problem when it only takes .023 of a second to get a repeat of what is around you).
Thieves have far too many stealthign tools, when it should be that for eachs tealth skill you have, your burst damage (backstab, heartseeker, etc) gets reduced by a flat %. Thus having more than 2 stealths/teleports would make your burst skills hit like a wet noodle. the theif skill was originally designed so that you would only stealth to get that one hit in and the rest of the time be visible. THAT was the design philosophy. They never took into account of players heavily stacking stealth and teleport abilities to maximize their ability to ignore things. Add culling ontop of it and we end up with a class that is heavily overpowered and in need of a change. Because culling is a problem that will not go away, stealth itself must be altered to take into account that culling adds several seconds of free stealth to thieves (and mesmers but they can only stealth once on a long CD so it is hardly an issue).
If theives would actually propose changes to the class that would take away the sheer faceroll ease of it (seriously, the stealthing+culling+heartseeker spam designs out there are faceroll easy and will get you easy kills) while purposefully self-nerfing the problem areas of stealth and teleportation being far too easy to use with zero downsides…ANet would be less likely to cripple nerf you and actually try to properly balance it.
Yes, thieves are OP. Currently Mesmers still need a bit of a nerf (clones are still exploding ontop of castle walls!!)but otherwise, every other class is fine. Every other class takes large survivability hits when going glass cannon.
GW1 was also yet another tired old tanker game. Grab your tank, grab your healers. lean on them very very heavily…
GW2 is more about actually supporting…stacking protection/aegis to mitigate damage, timing dodges, your “tank” now having to actually be capable of kiting and/or timing parry/block skills for the bigger skills or the undodgable ones. Active combat system rather than the tired mana mechanic that must be balanced as the resources themselves could cause a lost fight. Anyone who is only along to cause damage and doesn’t actively support the group is a hinderance.
I agree, either make SM account based (the achievements are) or offer full token rewards to SM. (Also, please get rid of dungeon leader status, it’s frustrating when someone leaves and the whole party get’s kicked.)
DL status is how people who don’t do story modes are getting into dungeouns.
DL status is also the individual hosting the dungeoun itself, they make the link to the server and tell it to create a new room. The room has an ID attached to the DL. Just make sure your DL is a patient person who waits for everyone to grab the chests. Or…be the first one in yourself and then you show patience so people get thier loot.
People are hung up on the name or the fact it is ment to be “unique”.
Fact…anything “unique” in an MMO is quickly owned by a large percentage of a community and suddenly the “common” items are now the truly unique ones due to no one using them.
NPC’s would help fine if they made them hero level and made it so the merc band was 10 members (per buyable group, only available if yoru server has the outmanned buff) and each one had the raw hp spounge effect and threat level on aoe damage to require focus fire of 5 to 1 for enemies in actually dodging/blocking/parrying needing to treat the mercs like bosses or else get slaughtered.
ANYTHING to balance the outmanned crap, nightcapping and the player counts are growing into serious problems for certain servers.
Leave the guild, or get them kicked. Don’t put up with those types of people.
My issue with blocking is that you can still see the individual’s emotes. So it doesn’t prevent communication from the individual griefing you.
I’m going to guess that it would be an additional strain on the computer. If you have 50 people, lets say, on a map and each one shows up on each person’s map and then you repeat this computer load across all maps and all servers, it adds up to a fair amount.
That particular load is pathetically small. How about the fact so many people still get random DCs and errors? It should not be this hard to stabilize a game.
No…you are correct…they totally ignored it.
If they game is not supposed to be a second job, and we aren’t supposed to farm, then remove the rng and the farming from the legendary. The legendary itself is proof positive they support farming and want us to farm.
Here’s a way to solve this issue that so far no one has seemed to think about givent he replies to every other thread on it. Have it be that if the map is ‘full’ than any guests get removed from the map if someone from that server tries to land there. Give priority to those who belong to the server. It is simple and solves a real issue for those on the servers being mobbed.
The fact that those on a server aren’t given preference rather makes the idea of servers pointless, and rather ensures a lack of server pride when “guests” can keep people from playign with their own servermates.
1) new dungeouns will happen.
2) true pvpers, pvp for the fun and the challenge…not to get more powerful gear to pwn people without that gear, thus spvp is perfect for the REAL pvpers.
3) there are jobs, dedicated rezzer, support (of which 3 per run is best to cover any problems), you CAN build tank and actually deal with bosses but it requires timing and mace/shield or mace/sword to block and parry what you can’t dodge.
4) wvw, alt, explore th emaps (map completion is not exploring), spvp
5) raids are snore fests, you can make mistakes and some other sod has to covoer up what you fail at, 5 man running gives less room for errors…try fractals on high end levels
6) gvg has been supplanted (for the forseeable future by the gamers) by wvw. want to prove your a bad guild? claim a fort and never let it fall to the enemy.
7) what they change is never stated in the patch notes, check around…we find all kinds of changes they forget to or refuse to mention.
1 second cd? It is still too strong, because it is effected by +healing. It would need to be fixed healing on a slider scale based on level. If up to ANet wouldn’t surprise me if it would be locked at 100-125 healing done with no way of raising it. They do NOT want us capable of healing while attacking in any serious way unless it is slow regen healing.
Turn on the lights, or turn down your brightness.
This has never been a problem for me, so I can only assume its your environment or computer screen causing the issue.
Let your eyes adjust to normal light!
I have albinism in my eyes. “normal light” to me is moonlight at midnight with no light source other than the stars for 20 miles in every direction. Anything more than that and I’m wearing sunglasses night and day.
When you can’t see more than a foot or so infront of your face? I see fine and am relaxed. To borrow a line from a movie “you’re not afraid of the dark are you?”
A dark theme would be VERY apreciated, it is also easier ont he eyes biologically speaking to not be looking at bright white (this is why textbook/manual paper is usually greyed a bit, it is easier on your eyes).
Seriously the “story steps” daily needs to be a single green dot, no more. Even if that dot is only talking to one person, it should count.
Use the mystic forge 5 times? How about get rid of that daily entirely, people HATE rng…stop trying to force it down our throats. The RNG aspect in the legendary already has most the pve population hating ANet.
The “group events” daily…lose it…ALL events are group events, just stop trying to gate us already.
10 options a day? no. Give every bloody option that can ever be use din a daily and allow US to choose what we want to do day after day. Put all of them up. all 20 or 30 that you have. It’s rediculous to force players through things when the manifesto and the tag line for this game was “play how you want”.
The only problem with this, is they want you to be alive to loot, thus if you die then people you tag die, your a corpse with loot around you. If you aren’t rezzed you lost the loot for not beign defensive enough. That is game design…reward those who stay alive or who work together to win and revive people so they can get their part of the pie.
The problem is you want to be able to steal life faster than you can lose it, it won’t happen. This is the very reason they nerfed the food.
Don’t expect them to do more than glance at this and laugh.
The life steal is ment to be a bonus, to ocassionally lessen the hits you take, not completely over-write them. They want to get rid of glass cannon builds, not enable them with rune/sigil combos.
Then why have it be agony at all? Have it be random attack that is any damage that simply deals 100k guarenteed. Why have it be agony specifically? Get the point?
Also, dodging? Really? Nah, how about we make it totally undodgable and you have to time blocks/parry’s instead?
The point is that it should not be any specific style. Dodging favors thieves (simply perma stealth and the mob will never hit you, especially now that stealthing doesn’t reset mobs/bosses now) and block/parry favors warrior and guardian tank builds.
Have them force us to wear white items and go do large events across the map (including the 80 areas). Precursor hunt only available after map completion.
This way you are wearing full sets of no stat gear doing events all over, having to dodge/block/parry while still killing things. Earn the legendary through fights where you are underpowered.
Need something like Fractals, but not gated by gear.
Instead, have bosses that deal Agony in more difficult to avoid methods and players are expected to simply avoid the bosses attacks to survive. The longer they can survive, the more they can progress, and the better their rewards.
Example:
With each level, the bosses gain new methods to deal agony easier
Level1: PBAoE with a delay
Level2: Faster movement speed
Level3: Melee attacks
Level4: Pull ability with short delay
Level5: There’s two of them.
Level6: Now, there’s three of them…
Level7: Back to one boss. Larger model size + Gain ranged small-circle AOE projectiles
Level16: Rapid fires the small AoE projectiles without interrupting its own movement (Can continue to run at you while firing aoe)
Level19: Can fire mid-sized AoE circle projectiles that do nothing (fake-out!)
Level21: Can fire real mid-sized AoE circles projectiles
Level27: There’s two of them.
Level33: Back to one boss. Can summon an destructible tower that fires agony lasers on a delay.
Level50: Agony Turrets. Agony Turrets everywhere!
No, legendaries should not require agony resistance, they were here before it and should not require ascended gear in any form. They SHOULD however require that we go do rarely visited events in maps people hardly go back to, in order to collect specific items that will only drop when we have a ring or accesory equiped that the guy that starts the scavenger hunt gives to us.
The skills are orderd according to their cooldown, nothing else.
The food rewards glass cannon building, a build style the devs are trying to eliminate/make less viable. If the food supports glass cannon type offense you can be sure it will be nerfed. They have routinely buffed vit and tough builds however.
I’ve seen this everywhere. The devs royally, and totally, screwed themselves.
Ascended items need to be available in a timely manner (less than a week for any single peice of gear) to SOLO players.
Guild advancements? They need to be available for the small guilds with only 2-3 people (honestly guilds should be penalized for zerging things, not rewarded, after all the game is supposed to be about skill right? These guild missions should be locked to 2 people max limits not 10+, give the skilled people the goods, not the mindless zerg).
“Available” does not mean …oh they can get it in a few months… it should be obtainable, without farming, under a month.
This game is turning into your typical asian grinder here rather quickly. Skill is being absolutely ignored. Releasign a guild update that requires small guilds to buy influence? Bad bad bad idea. You’ve just created so much hate for your studio witht his move.
Incredibly large tip Anet…cater to the 5-10 people guilds…the zerg guilds leave game fast, they are NOT loyal to a company in any way-shape-or form. They chew through content and don’t return. Make everything for the small guild. These people hang around, and anythign they can do the zergs can do.
This is working as intended. A viable strategy is to wear down your enemy while being able to drop combat yourself. This is by design.
If you create a build that has no way to remove conditions you are forcing this weakness upon yourself. If you fail to add defenses to your build, you only have yourself to blame for losing to this valid and viable strategy.
BTW, I play a warrior, the class specifically designed to have conditions as our major weakness, this is why any and every serious warrior keeps “shake it off” on our bars.
It makes the staff look amazing yet it does look silly hovoring over most offhand items. It looks VERY wierd when it appears over a real shield.
The current effect should only appear if you wield a 2h weapon, if you are holding an of hand weapon, the aegis should simply aoutline the weapon with a soft blue glow. This should be a fair compromise as everyone I know loves how it looks when you use a hammer/greatsword/staff yet hates it hovoring over their focus/torch/shield.
It amuses me how many people ask to get rid of the pet when viable alternatives exist. In THIS game, to be a ranger is to have and rely upon your pet. If you do not want a pet, there are viable alternatives.
GW2 is designed so you pick your playstyle (to have a pet, to summon minions, to have access to a 6th weapon skill, to have 3 freebie signets, etc) then grab the class that matches it. Not grab a class than force it to fit you and break it for thousands of others.
Or mix and match your armor to get the stats you need, slot vitality runes in your armor…THIS is how you make up defecits.
The golems should do the robot at LEAST….c’mon!
I see a lot of thieves with dual pistols, especially good ones in PvE.
Vulnerability is what makes for most of the good damage against bosses and other hardy targets. Pistol/Pistol thieves have a 2 button that is absolutely awesome for exactly that purpose. In fact, it’s the best vulnerability skill there is.
SSHHH!!! You are giving away my spvp secret! Can’t tell you how many people /facepalm when I kill them with p/p thief build and I don’t use stealth. The sheer shock value people get when they see a thief kill them without stealthing is hilarious.
Want to know how welcoming TC is? I show up in WvW only occassionally (play with the girlfriend who is not a fan of WvW, I know…I know…) and my guild is very very inconsistent due to everyone having hectic times. Yet I zone in and can quickly rally 10 people and go, or call out where I am needed and get updates via team chat by those in the mumble.
Still working on my map completion (a long anoying journey it is for legendaries…) I just put it off to help where needed.
I’m one of the merc tags they talk about, and have even led decoy squads to get defenders off of walls before the main force rolls in. TC is a place that never gives up, and is willing to listen to anyone that might have a good idea, even if it is unorthadox or off the wall like mine tend to be (hey, it ain’t pretty but if the job gets done it gets done no?) and I’m not opposed to being decoy and taking a death to cause the death of plenty of enemies when they realize I lead them right into our main force with no escape.
TC has even been known to turn an attacking force to a different target just because a few people mentioned needing a poi in enemy territory to finish off the map. The server has just that kind of crowd for the most part.
…and this is in a Tier 2 server folks, we earned this rank despite having a weak night group and never lost our civility and humor. Join us, we’d love to have you.
I’ll see you on the battlefield.
-William Brightblade
All guild armor, save for the chest (ok and the heavy legs are different) are exactly the same as another pve set in every way. Believe it is a yellow set that drops at lvl 55/75/80.
For heavy it is called “banded” in the TP. Not sure on the others off-hand.
No wonder your ele is getting beat for damage by the necro…you have carrion gear on them! Mesmer out healing ele? I’m beginning to think you simply don’t know how to play your ele. Here’s a tip, not all healing…is actually healing. Support is the name of the game, preventing damage is as useful as healing it, as is cleansing (I play a war main, a good ele or guardian beside me ensures no condition ever sticks to me, which is a major achilies heel for the class that is needed for balancing) or straight buffing.
Necro healer? Mesmer healer? Tch, grab an ele or guardian and you won’t need heals as often due to far more pro-active tools rather than pure re-active ones.
HP pools help balance a class, a thief that wasn’t so squishy would also have to put out the damage of an engineer (yup, enjoy those 3-4k crit top damage skills). You’ll notice Necro rather has near zero (near zero…not none at all) burst skills…hence why they have the higher healthpool. You do not play ele as pure condition build (hence why carrion is working so horribly for you) they are your traditional evocation wizards…big booms with secondary effects…emphasize the boom, not the secondary effects, capable of big damage hence the low hp pool.
Warrior is capable of bif damage but lacks the evasive skills of the thief, hence the large hp pool to just soak up those attacks that cannot be avoided…it is also there as warriros can build and act as tanks (go mace/shield or mace/sword sometime, you’d be surprised how easily you can stand toe to toe against most bosses in this game).
HP pools are fine. Op is either a warrior player (thus asking for bonus hp/tough for them) or a thief wanting to be less squishy while built glass cannon.
Kenshinakh, it is hard to “have someone waiting for when the thief is vulnerable” when culling keeps the thief invisible for an extra 8-10 seconds in larger situations…plenty of time for any stealtht o come off cooldown when you KNOW you can count on culling.
If culling cannot be fixed, than the thief skills must be changed to account for the effects of culling. The latest “fix” they tried has actually made it worse. I can actually predict when culling will happen now, essentially using a broken part of the game to my advantage. A part to the game that would be solved by pre-rendering long before you could see players.
At best they should be scholars, and we need another soldier not more scholar/adventurers.
I don’t understand this mentality. Why do we ‘need’ another soldier? Please don’t give some OCD answer. We don’t ‘need’ to have the same number of professions per armor class. What’s important, IMO, is concept/utility/playstyle. Whose to say you can’t have such a profession being in light armor and yet as tanky/frontline as any other soldier profession? Or even a heavy armor class that is fragile and stays away from the front lines? It’s all in the utility/playstyle that determines this.
1) for the sake of giving heavy armor users a different playstyle to choose from
2) all playstyles are already in scholars right now (non-magic based? go dagger/warhorn necromancer using spectral skills and you are basically just a light armored thief with shadowy skills, it is surprisingly fun if impractical)
Warriors built as glass cannons are every bit as fragile as glass cannons of other classes. However, a glass cannon soldier is still better able to take damage than a glass cannon scholar.
People asking for new soldier class before others prefer the tankier look/feel of heavy armor as well as the style of gameplay that comes with being a soldier…that option to act as a tank if need be. Soldiers also, by virtue of Arena Net stating it bluntly, are the only classes that will ever have access to maces or hammers, thus if you enjoy that playstyle you need to be a soldier (however I still think mace should be given to engineers, as a mace is simply an enlarged carpentry hammer).
You talk about playstyle but ignore the fact that soldiers are extremely limited right now.
Dual, you are correct int hat they aren’t designed to be optimal without stealth, yet realistically p/p is the weakest weapon combination the thief has access to when you compare it to backstab damage.
Why not harang ANet to get rid of the requirement of stealth on the thief. If they got rid of every stealth (utility and weapon skill) got rid of the “steal” f1…and make stealth itself the f1 (after all, stealth is the unique mechanic, lets not kid ourselves here) this would stop alot of things. A single stealth skill, if it is on CD than you are obviously visible and have to defend yourself properly.
At the very least, as Fred Fargone has stated, burning/bleeding/aoe fields/melee attacks…if someone stealthed gets hit they should immediately lose stealth. You cannot stay hidden when an explosion of shrapnel lands next to you, it is impossible. No really, wear a camo net and set off a nailbomb 5 feet from you with no protection between you and the bomb. Crazy you say? Kinda my point. Thieves aren’t magical…they use no magic, thus stealth should follow a more realistic approach and not a magic one.
Inquisitors throughout human history have been the most despicable individuals ever known. Seriously, name one GOOD inquisitor in human history. Also, inquisitors are not soldiers (the name used for all heavy armor users) they sit behind large keep walls and wait for people to drag victims to them. They aren’t battlefield leaders, they really don’t belong on a battlefield at all. At best they should be scholars, and we need another soldier not more scholar/adventurers.
Ah the old style shoulder cloaks…look great, but could be very difficult to keep them from glitching through the arm they are ment to be covoring.
They could also impliment the scarf-like tabards, basically wrap a length of cloth around your neck with the tails hanging behind you with your guild colors (not the emblems) as stripes on the end.
There is also the knightly low hanging cloak, it connects tot he shoulder armor and hangs yet instead of the normal cloak look (with it being tight to the back of your neck essentially) the loop hangs to middle of your back. Also known as cavalier colors and used mostly in jousts, but it is a unique look.
Heck, how about profesion specific cloaks? Many of us miss profesion specific looking armor…allow us to show off our class some. Rangers could have cloaks that look like animal skins, necromancers get a very gothic looking one, elementalists could create a cloak that glows the way they are attuned, give warriors a long ripped up well-worn cloak, guards the cavalier cloak….etc.
What about racial cloaks? Norn cloaks with fur around your neck and thick cloak to protect from the cold. Sylvari ones that are vines and leaves, etc.