Showing Posts For Silhouette.5631:

Champions and Weakness/Invulnerability

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Posted by: Silhouette.5631

Silhouette.5631

Dude, champs are supposed to have alot of HP, be immune to everything, and do the occational telegraphed oneshot. Didnt you know that?

PvE investment, world economy

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Silhouette.5631

Im not from anywhere, I just want something to do besides running CoF

Let us be evil

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Silhouette.5631

I see no reason for lore to be changed for people to act evil. I mean…everybody in the game kills on a daily basis, is this really much of a stretch?

Progression!

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Silhouette.5631

Ascended gear isnt so bad once u get the crafting levels (its account bound yall). Also all Im really hearing from this is “More end game content please” which I think everybody wants. Theres a whole world that the game gives you but the devs decided to make pve so easy that you can go through it half blind(and you dont get to replay the really good stuff unless you make a new character). I honestly think the next thing thats gona get implemented progression wise is building stuff but, so far all you get are those nodes in your home instance

Party Manipulation

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Silhouette.5631

No way around it? Ya sure about that? 100%? Because i think forcing a whole party to get kicked out of an instance if ANY1 is kicked would be a great way to solve things

This shouldn't take long to fix

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Silhouette.5631

It really is the little things that add up to make the players feel immersed in the game.

P.S. How those chairs commin?

PvE investment, world economy

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Silhouette.5631

So as things are now throughout the pve portion of the game you help out alot of people, a monastery here, a mining operation there, and inbetween theres actualy quite a few escort missions. The game actualy has a whole mock economy set up that players help out with just a little, get paid a silver for, and then sent on their way.

Why not more? You helped clear a deadly mining operation of vengeful skritt didn’t you? How about invest some, help pay for some walls, more guards, buy some stock in that company. Then maybe whenever a new shipment of ore goes out you get a tiny cut of the profits. Of course the mining operation can’t go on if nobody’s getting the mining supplies in, or if the place gets over run again, so maybe you have to drop by every now and then, make sure things are running smoothly. Or maybe you could send somebody else to do it for you.

Allowing players to get rewarded more for taking part in the every day stuff of the world (and not just running into dungeons to slaughter everything in sight) would be neat I think. That way somebody can proudly say “Oh yes I help run the trade routes just outside Lions Arch” instead of “Me generic hero, me kill stuff”. It would allow them to tend to the world as if it were a garden, watching something grow rather than just walking around looking for weeds to pull out.

Now there’s alot of ways this could be done I think but what I have in mind is actualy something quite simple. Implement 2 features to every event
1. Stock- buy up some of the company(Farm, booze operation, mining camp, whatever), smaller facilities would have smaller caps and larger facilities would let you buy more, It would cost abit, and probably take awhile to be worth it, but the more stock you have the more you earn every time an events successful(Or an ammount of time that things run smoothly)
2.Upgrades- Increases the chance of success, or maybe creates a buffer for failures. For example, lets say at max you can buy 3 guards for an area, and one of them dies off every time an event has to happen without the help of an actual player.

P.S. If something like this does ever get implemented, why not make some use of the characters personality, Dont let people with a certain character (dignified charming ferocious) invest with certain npcs, due to personality not mixing

(edited by Silhouette.5631)

Combo Field Interactivity

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Silhouette.5631

Im going to start this off by saying this would have a drastic impact on pvp/wvw. Not sure if thats a good thing but shrug it would add more depth to game play. Now onto the suggestion

I was just fighting the Butcher in HoTW P1 and hes tossin down these ice fields, and it occured to me “Jeez I wish I could just melt them with my fire fields”…aaaand then I came and posted this. What if combo fields could interact?

Now this can happen 1 of 3 ways. Either the fields can both be completely effected, Or just the areas that they intersect(making an odd shape), or where they overlap a whole new field can be created(enough to cover the overlapping area in the normal circular shape).

Field interaction would occur depending on the element, opposites would negate one another while anything else would cause a transformation(or opposites could cause transformation to), or one can override the other
Examples
Light Field touching Dark Field= A null area, or an ethereal area
Fire and ice= water field
Fire and water=A null area, or a smoke(steam) field
Ice and water= more ice area
Lightning and water= More lightning area
Dark and smoke= more dark

Ownership, in the case of a transformation the new area could be neutral, used by both parties, in the case of an override, that new area is only useable by the overriding party.

Thoughts, Comments?

(edited by Silhouette.5631)

Wvw title

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Silhouette.5631

Yuuuuuuuuuuuuuuuuup

Introduce cast bars

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Silhouette.5631

Cast Bars yes, because asurans are to small, and norns are huge.

Do something about movement in wvw

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Silhouette.5631

So being able to use any sort of aoe to litteraly slow down an entire train of people doesnt seem like manipulating the physics of the game to you? Out of combat speed was introduced so that people could cross distances faster in pve. its not supposed to effect ACTUAL combat. And i was IN combat long before I accidently hit that bird. The second I see a red name im IN combat, nobodys gotten hit is all.

A Reason to travel. More Activities

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Silhouette.5631

Ppl actualy play the moa races just to get the mini. I think as long as there something to obtain people will appear. Skins, dyes, minis, heck even a silly title, anything of these things would promote a player to go off to a long deserted corner of the game just to retreive them.

A Reason to travel. More Activities

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Silhouette.5631

It just kills me that theres these high end graphics, beautiful towns, they take all the time to have the world constatly ebb and flow with events, give npcs character and detail,and then have no reason for players to interact with it because “the good moneys elsewhere”

A Reason to travel. More Activities

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Silhouette.5631

So Im standing out by Wizards Fief, haven’t been to this place since I did my story quest here (forever ago). The place is a ghost town, I could probably stand here all day and not see a single other player go through. Of to the side I see two rock golems fighting each other and it struck me. Why cant I place a bet on this? Id bet you my whole armor set that if you stuck an activity in that place, that could only be done there, with a prize (no matter how arbitrary) that could only be gotten there, people would pop up. And this is the same for -alot- of places. Just earlier I was playing with one of those iron legion cannons (ya know the ones that shoot bombs) picking off moa birds, it was fun, there’s just no reward for it. As a level 80 character all I really do is run dungeons, do the occational fractal, and knock stuff over the head in spvp and wvw. Theres ALOT of PvE area that people dont visit twice simply because theres no reason to, and I honestly think adding more activities to the game would give players a reason to get off their train, out of LA, out of that dungeon run theyve done a million times before, and stretch their legs a little, do something new.
So I would suggest 3 new activities to be added to the game

Golem fights-Something that can be gambled on. Vote on the elementals you want to see fight, then place a wager, maybe have different elementals have different chances of beating one another due to the way they fight
Cannon Birds- …I dont really know just anything that lets me get rewarded for blowing up birds
Plant Tower defense- Lets make some use of those mortar seed turrets

Do something about movement in wvw

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Silhouette.5631

No, I want the game not to be effected by quirky mechanics, and be able to play it without having to worry about details that make no sense whatsoever

Fight Stance

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Silhouette.5631

I don’t waste gems…and yeah, I would totaly buy a new stance from the gem shop. Seriously I look plain silly the way I hold my staff

Block with Shield

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The exception to this is the guardian, which is kinda silly because they’re supposed to guard against stuff. But they still have protection

Healing Weapons

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Silhouette.5631

Theres already an item designated for healing. Its called the guardians mace. You just dont see it much because pve is kitten easy. Walk into wvw though, Im sure people will be begging for it

Let's talk weakness

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If you run with one of the many classes that has support cleanse abilities this is not an issue. Also anybody that plays cleric has it just as bad when it comes to poisons…..

Let us be evil

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Now I understand that we’re supposed to kill the dragons and save the world, but in the meantime, aren’t there a few npcs you would love to beat up? The ability to do a side quest (like helping some pirates raid LA) and open up an instance of a map where all the NPCs are KOable would be…wonderful. Or maybe just toss in some less than nice guy options into the next living world. Something, anything, that lets players be slightly questionable in their actions i think, would bring joy to alot of people. Because lets be honest, some of those NPCs deserve it. A heist or two would also be nice. Maybe take back some of that money that the black lion company takes to put your items up for sale

Edit: A couple days after posting this it occured to me that new events wouldnt even need to be put into place. We already have events with “evil” people. And we have the ability to put characters into costumes. So why not let players talk to an npc, transform, and then run on the other side of things? (And maybe put in some sad backstory about how one of the bandits raiding that farm is just trying to feed his children, or how that centaur archer is aiming for the person who killed his father, it would be a gold mine for feels). A large theme of this game is about mutual understanding, so why not show more of the other side of things, and whats getting in the way of people holding hands and singing koombaya

(edited by Silhouette.5631)

Do something about movement in wvw

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Alright. Im sure everybody here has their own experiences with it but this just hit me and man was it frustrating. I was chasing down some people in wvw, tossed down a symbol of swiftness to keep going, and one of those pointless raptor npcs runs into my symbol. Bam I damage it, get counted as in combat, my speed gets reduced, they get away.

Now Im not saying we should just take out the in and out of combat speed difference, but im pretty sure this is not the way it was ment to be used. The fact that your chasing after somebody and the combat setting can be used as a speed debuff is just…aggrevating.

Personaly I think the easiest way to “fix” this would to make combat an AoE instead of a personal toggle. If somebody gets hit and your close enough to see it, your in the fight. This would keep people from just running circles around some1 else just because (and i can see this being a problem for warriors) they accidently dodged near a raptor npc, damaged it, and put themselves into combat.

(edited by Silhouette.5631)

Subclasses

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Of course people want class expansion. Theres alot of ways to do this but not until what we already have is balanced.

Turkey Room and JP

in Fractals, Dungeons & Raids

Posted by: Silhouette.5631

Silhouette.5631

So theres this small jp in AC that leads to a room full of turkeys. Am I the only guy thats found this? Because Ive never heard of it I just found it. Or is this like fight club where Im not supposed to talk about it?

Also just got back from P2 of of CoF and it looked like there was a JP at the end..just not one that could be done. same at the end of AC. Anybody know whats up with that?

More skills more builds.

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Silhouette.5631

I play a guardian, I would very much like the option to -block with my shield-. If new weapon skills get made, this should be in the front of the line, kthx

Third Heavy Class Idea

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Silhouette.5631

More than a few ideas have been spawned for a third soldier class and alot have involved the idea of plain magic(since its kinda the only magic that hasn’t been taken). I like the idea of reactionary moves but i don’t think players should really be punished for them. Not landing a move is punishment enough. Also, anybody who doesnt think tanks and bunkers exist should…take a look around. I would love to see a third class that can take a beating, but I of course would want it to be able to do other stuff to (like all classes).

Negative stat gear/Overstat gear

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Now I say this as a suggestion because I think it would open up new possibilities for how players play. In concept its wonderful but I’m sure that balancing and implementation would probably be an nightmare.

Idea: Have armor that breaks the current limit on how much you can increase a stat, by increasing its main stat, and then having a “negative stat” where it takes away from one of the characters basic attributes (Power, toughness, or vitality).

Blocking

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Silhouette.5631

Im all for blocking. Trying to give the ability to everybody might be abit to much but I would like to see something that can frequently be used on shields. A good example would be guardians, Their shield has a buff and a knockback/heal but its their focus that has the block….wait what?

Generosity sigils

in A Very Merry Wintersday

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Silhouette.5631

Yay speculation. Now lets see if we can go that extra stretch for some solid facts

Generosity sigils

in A Very Merry Wintersday

Posted by: Silhouette.5631

Silhouette.5631

Had anybody looted these things this year? Im just wondering before I go dumping my lifes savings into large gifts.

Should there be a season 2?

in WvW

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Making WvW something competitive feels wrong. Its supposed to be a giant playground for wrecking each other. The fact that reward has been based on server performance has been a slap in the face to the smaller servers. Frankly I don’t even like all the people on my server. The only reason i team with half of them is because the game forces me to. WvW isnt about team selections or recruitment or some big grand scheme, its about dumb luck and trying to rate people by it has aggrevated me, if not a few others.

Faction reputation and quest spam

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Silhouette.5631

Dear reader, wall of text incoming

As we all know there’s -a lot- of lore in this game. Frankly I don’t feel like we even scratch the surface.You go and help a faction out with their current problem, they give you a piece of silver, you never see them again unless your leveling a new character. The interactivity with these groups is very limited(even though there’s a lot of them). The quests are repeatable but they’re always exactly the same. I think we could get a lot more use out of these repeatable quests and turn them into some real endgame content. Here’s how it would work. You go talk to an npc (seraph, black lion, shaman). They tell you whats going on. Maybe they tell you to take some party members(which is your hint its gonna be a big one). Hopefuly this sends you off to some remote area you usually wouldn’t ever visit again. You go and do a repeatable quest out in the open world as usual, and then once you finish it something else happens. An old enemy faction pops up, Or a seriously upgraded version of what you just fought, and reveals they’ve been behind the minotaur rampage/harpy attack/ goo invasion, whatever the quest was. Its a hard fight, any newbie walking by completing his hearts is gonna be like “OMG” and run in terror. Maybe there’s something special about the fight. The bandits brought bombs, the Flame legion has deployed flame turrets, The inquest has decided to bring a giant goo monster (which otherwise would have no business being there). Once its done you go back and talk to the npc that gave you the quest, they give you some cliche line about the information being interesting, and send you off to another npc of the same faction to look further into it. The more quests you do, the harder the fights get. At the end of this line, maybe you get some short dialogue with a named npc, maybe its a flame legion soldier who’s been working extra hard, or a bandit who’s been viciously trying to climb his way to fame. You put them down. Go back and whatever npc thanks you on behalf of his faction, maybe gives you some cheesy line of how this is going to effect him/her (like a promotion). You get “reputation” with that faction that lets u get some special stuff, doesn’t really matter what, players love new content no matter what it is.
These wouldn’t even have to be quest lines. Just repeatable quests with tiny variation and an assortment of minor (but not to minor) villans causing trouble around the world. It would give players a chance to go back and interact some more with npcs they otherwise wouldn’t think twice about. Also having the same villan appear in more than one spot,that isn’t scarlet, would make the world feel more alive. Also it would give players a reason to align themselves with a certain faction, and fight together with those npc’s more(I would beat down centaurs with the seraph all day if it was challenging or if there was some more reward in it). It wouldn’t expand the world so much as it would give it more depth. End game players would still be running around fighting flame legion in various places instead of just running CoF.
Feedback appreciated

Reevaluate boon/condition duration

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This probably hasn’t been in the spotlight since most people don’t spec for allot of boon duration. But I like to get myself as close to the cap as possible (ever second of protection counts) and while looking at the numbers i’ve noticed a few..oddities in the way the boon duration (and condition duration too) are distributed.
1. Platinum doubloons give 4%. Seems like a good number. Of course this can’t be put into ascended gear(D:). Also you turn right around and have Givers armor only give 1%. there’s an obvious imbalance there as the armor would have given more stats than the upgrade component in the trinket.
2. Runes give less condition duration than they do boon duration. Then yall turned right around and gave double the condition duration on food (40%) than you do boon duration (20%). Also that 40% is, alot, like alot alot. That’s more than you get from filling up your first trait line.
3. Givers weapons.10% duration on 1h and 2h weapons. shouldn’t it be double on 2h weapons? Maybe its like that for balance reasons? But I for one wouldn’t be using a 2h givers weapon.
Overall its like people have to pick and choose and jump through hoops to get the most bang for their buck, nobodies gonna use givers armor because its obviously a bad tradeoff, its better to use runes for boon duration and food for condition duration than the other way around. There’s ways to obviously nerf your character here, because of the ways these increases are distributed. And now you have ascended gear that doesn’t give boon( or condition) duration anywhere. I’m sure this is all the way it is for a reason but it feels like this whole thing needs a good look over and balancing.

So my suggestion- Have boon duration and condition duration included in ascended gear. People have to take it into consideration when choosing food and runes and trait lines, it should be considered in armor too (or at least the weapons). There shouldn’t be a combination of gear that’s possible with exotic that isn’t possible with ascended. Either nerf Kale sautee or make other foods for other stats that are just as strong. Maybe increase the condition duration from runes.

Individualize weapon traits

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The topic says it mostly. Make each weapon trait only apply to one weapon. Right now traits like rangers Martial Mastery cause a player to feel bottle necked into using a set of weapons, instead of simply improving a specific weapon that they tend to favor. I realize it may be set up this way for balance, but having traits only apply to one weapon would honestly go a long ways towards expanding what people can and cant do with their characters.

Edit: This could also be remedied by making a trait for darn near every weapon combo, but that seems silly and complicated

(edited by Silhouette.5631)

Expand conditions.

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I play a Guardian. The simple fact is I will -never- be able to play a straight condition build due to the fact that I only have access to one condition(Yay burning). But honestly, burning somebody with fire should really be all you need. The fact that it doesn’t stack in intensity in any way, and is so easy removed, is an obvious (imo) flaw in the conditions system. I’m not just talking about guardians here, I’m referring to any class that doesn’t have easy access to 4-5 conditions. You shouldn’t need access to that many, -you should be able to capitalize on what you have-(like incinerating people). This could obviously be achieved by new traits and balancing etc etc, or…

Give damaging conditions tiers. Each tier would count as its own condition.

Example: Somebody gets 14 seconds of burn.10 seconds of burn is put on hold and they are given 2 seconds of “ablaze” condition, it lasts half as long and does 150% damage burn would. They get burned past 10 seconds of “Ablaze” they get put into “Inferno”, lasts 1/3 as long and deals 170% damage. This way condition duration on burning would actually be put to some use, instead of having it build up and it just getting wiped away by a removal.
The same could be done with Poisoned->Sickened-> Septic, improving the damage and healing reduction with each tier. The same with bleed and torment and confusion.

While these would count as separate conditions for the sake of removal they would all benefit from traits that improve their parent condition (anything that increases burn duration increases Ablaze and Inferno duration)

These “new conditions” wouldn’t only have to be a product of excess condition time. They would also be able to be triggered by skills. Maybe a spell, or an engineer tossing gasoline on somebody.

I feel this would not only make condition builds more viable for all classes but also allow classes with multiple conditions be able to “specialize” more, as they would be able to capitalize on single conditions as opposed to spamming as many as they could.

Suggested Class. Warper

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Silhouette.5631

We all hope we’ll get another class eventually. We’re fans. Its what we do.

Disclaimer: Probably not a chance this’ll get implemented, but i know a few people who always wished there was a 3rd heavy class, and i know a lot that said there wasn’t any niche in the game that hadn’t been taken yet. I think that later group should read this post :P

General Description: A Magic user that tinkers with the fabric of the universe itself. Why wear heavy armor? Well wouldn’t you if you were tinkering with existence as we know it? Seeing as it would be difficult to control it wouldn’t be as precise as some of the other magic users abilities. You cant point at a guy and send him flying. But you can point in a guys general direction and send him and his friends on their faces.

Class Name: Warper (for lack of anything better I could think of)

Class abilities: Lots of CC. We have alot of class abilities that effect the characters themselves but its been highly regulated what moves determine how those people are moved about. I would like to see a class that not only accels in that but also -benefits- from controlling it, and doing something other than stacking close to the nearest guardian(Not saying everybody does that, just saying that’s something i don’t wana see more of).

Trait Lines

1. Time. This speaks for itself. Swift, Quickness, maybe the ability to effect the CDs of allies,enemies, or self. Inturruptions in the form of stuns. Basicly anything a “Chronomancer” could do. Possibly regeneration. Maybe hasten the damage from conditions or lengthen how long they last. Its time, you can do almost anything with it.

2. Space: Teleports, Barriers, things that switch peoples direction.(Imagine an AoE Elite that turns everybody 90-180 degrees). Teleporting people into the air. Ok ok I can see fall damage being bad for balance but still the ideas there. This could also effect movement quite alot(Not just of people but also of projectiles)..

3. Gravity: Pulls. To yourself, To an enemy. To an Ally. To a point on the ground. Improved -heavy damage- leaping abilities (possibly leading to knockbacks). Possibly some boons such as might, stability, protection.

4. Entropy: Chill, Immobalize, Weaken, cripple, bog them down. Strip them of boons. Lower boon durations. Possibly have traits involving torment condition. reduce the time of your own conditions.

5. Synergy: Combining any of the above. Traits would add additional effects onto moves. an Immobilization to a blink. A weaken to a leap. A chill to a stun. Falling into one end of a teleport and leaping out of another.

Class mechanic “Reality bend”: Four abilities each corosponding with the above trait lines (minus synergy). They would all run on -the same- CD. They would be powerful abilities and the CD in turn would be high.
Time: Quickness. What else? yes as a class mechanic.
Space: Erect a barrier. Nothing gets through. anything that tries gets popped out a random spot on the barrier.
Gravity: a Big ol Pull. anything without stability gets knocked on its face.
Entropy: AoE stun.

Weapons- Anything but a scepter.

Upgrade Noblemans Pauldrons(Cosmetic)

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Small suggestion, Give Noblemans Pauldrons (the heavy shoulder piece from the Manor dungeon for those of you who don’t know) a couple more paint slots. Right now it only has one. Its a Solid color. From what I know all the other dungeon pieces get a couple slots. Even basic craftable pauldrons have two or three slots. Honestly the Noblemans pauldrons are a nice piece of armor, its just hard to work with a giant solid colored chunk of metal. Another slot or two of paint would be wonderful.

If its ever decided to give them a couple more paint spots I would suggest they effect the rim of the pauldrons and those little circular dots of metal sticking out of them.

Chainsaws. Why not?

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Silhouette.5631

Two ideas
1.Engineers have grenades, flamethrowers, and drug shooting guns. I don’t think a chainsaw would be that out of character for them. I’m sure theres a bajillion issues with balance and stuff that would have to be discussed and decided but I honestly think it would be a worth it addition to the game.

2. Allow engis to drop their weapon kits like eles drop the elemental weapons. This would open up a lot more tactical options, give everybody a chance to use some fun weapons, and provide the opportunity to add a couple more traits to the engi.

On their own these are both perfectly reasonable ideas. but I would like to add if they are both ever implemented it would give every class in the game the opportunity to use a chainsaw in combat….I’m not sure if that’s a good or a bad thing but i’m still suggesting it.

Comments?

Fixing sad weapon swap syndrom

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Silhouette.5631

Sorry this ones gonna be a bit lengthly.
(Disclaimer 1: I’m sure a lot of the people like the game as it is. I love the game. I’m just picky and have a lot of time on my hands)

In this game if you don’t want to nerf yourself you HAVE to frequently switch out between 2 weapon sets, just because of the length of the CDs. You use one weapons skills, switch to the other and use it, switch back to the first weapon and the CDs are almost done. If you use only one weapon…well enjoy standing around and auto attacking. Its no longer a case of “oh hes running away let me switch to my rifle”. Its “oh jeez i’m in a close quarters combat situation but my greatsword is on cooldown so let me switch to my rifle and run away”. I’m not going to argue weather or not this makes sense. Its a videogame. ->I am going to argue that a system that was made to give the players more tactical options has instead forced them to play a certain way.<- That seems a bit counterproductive. I suggest this be changed (not that i expect much of the player base to back me on this, but it is what it is)
(Disclaimer 2: Not saying all these suggestions are good, they are simply the ways I see that could fix the “problem” i have brought up)

Suggestions:

1. Take away weapon CDs(or make them extreamly low) and completely revamp the skills so that they are all of equal power and feel more like tactical options than powerful skills. <—not gonna happen

2. Freeze the other weapon sets CDs until you are swapped to it.<— not gonna happen

3. Put all weapon skills on a resource system instead of CD (like theives). <- not gonna happen

4. Allow people to have 1 weapons and instead of switching they “flourish” the weapon and blast some seconds off of its CDs. (This idea i stand by. It would allow people to truly specialize in a single weapon and open up new tactical options. Trading in versatility for a more powerful single weapon)
4a. Or for people using 1 weapon in both slots. The CD’s could simply last half as long.
Edit: if people were given the option to reduce CD as an alternative to weapon swapping, i think that would allow people to decide when to weapon swap instead of being dictated by it(<-best idea IMO)
^ Please god let something like this happen

5. Tweek weapon mastery traits so that they all apply to multiple weapons so that people don’t feel bad when they swap out to something else. Right now it feels abit imbalanced that guardian two handed mastery can be useful all the time, but mace mastery only good half the time(because again if you don’t switch to a second weapon and use those skills your basicly nerfing yourself).

Well that’s about all my tiny brain could think up. Feedback always appreciated.

(edited by Silhouette.5631)

Punish the Zerkers! (with new bosses :D)

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Posted by: Silhouette.5631

Silhouette.5631

I’m gonna make this as short as i can

(Disclaimer: A good bit of this is bias opinion.)

Fact: People don’t like having to play a certain way or needing certain people in their party. Therefor devs made it so that any dungeon can be completed with any build/party/way of playing. Wonderful.

Problem: What’s not wonderful is that (to my knowledge) every single dungeon/boss can be killed quickest with pure offense (usually berserker gear). Faster killing, faster loot. So you can play any way you want, your virtual wallet just pays for it .This makes people point and laugh at somebody who’s wearing sentinel or cleric armor. What people say is true, there is no trinity anymore, there is only dps.

Suggested Solution: Make bosses/enemies/events that can actually be taken down -faster- if you play defensively. Ya know just a few so that people like me have something to run without feeling like dead weight.

Examples:

1. A boss with some silly force field that does as much damage onto you (or a fraction of) as you do to it. Forcing players to A. Waste the time to use a laser beam (kuz we all love our laser beams) or something to get rid of the shield or B. be so tanky and have such good heals that they can just lay into it with attacks.

1a. Or just a boss with a REALLY strong retaliation, but that feels like it would punish people with rapid attacks more than necessary.

2. A boss with a field of sustained damage around it. Again either players are able to tank it and just lay into it with attacks, or they have to go use some quirky mechanic to find a way around it(or to turn it off).

3.Kamikaze mobs. They’re gona kill themselves anyways so your dps doesn’t matter, you just have to survive. And instead of wasting time kiting them so that u can regenerate endurance and dodge past them (setting them off) you can just, YES you guessed it. Tank them.

That’s all folks. I hope some of you like my suggestion. I’m positive a lot of you didn’t like it but i posted it anyways. Live well and prosper (unless your in cleric armor)

Ways to make the game more awsome

in Suggestions

Posted by: Silhouette.5631

Silhouette.5631

1.Let us change the color of our Aegis buff(or just have it not appear to us). It keeps killin my color scheme.

2. Make alternate ways to beat some of the harder parts of the game(for those of us who run min spec comps and cant dodge. Or are just unskilled. Bad internet connection. etc). Or maby keep this in mind when planning new content. Because if something is barely possible for skilled players, its going to be litteraly impossible for some of us. And nothing is more of a kill joy than an insurmountable wall

3. Next time a new dragon is put in the game, lets be able to target something other than its feet. The ability to climb up on larger enemies and stab them where it would actualy hurt would be very nice.

4. Less instakill and stun moves when it comes to events and bosses. Insta-kills are a real killjoy for tanks and healers or anybody who enjoys not being so squishy

(edited by Silhouette.5631)

Hub secret JP

in Super Adventure Box: Back to School

Posted by: Silhouette.5631

Silhouette.5631

I always hold down W incase it helps me get a little extra distance on the cannons. Might work. might just be the cannon playing tricks on me. but it cant hurt.

(edited by Silhouette.5631)

New Weapon : Halberds (Pole-arms)

in Suggestions

Posted by: Silhouette.5631

Silhouette.5631

What about the warriors? I’m pretty sure they’d wanna use this weapon to.

We need Tanks (among other things) in WvW

in Suggestions

Posted by: Silhouette.5631

Silhouette.5631

There’s a lot to say about WvW. But whats said about it most is “Just stick with the zerg”. That says it all, stick with the zerg, run to a gate, build a battering ram, take tower, move to next one. Meanwhile the enemies zerg is right behind you undoing what you just did. Now i realize that there’s more to WvW than that and that strategies can get a lot more complicated..they just tend not to.
There’s a lot of things players (like myself) would like to see added to WvW (That would add some more depth to its strategy) and first and for most I think would be the charr tanks. Ya know like the ones from the story mode? Some fast moving artillery would be fabulous. It seems almost cruel to show something to a character in story mode and then tell them “You will never get to use this against another player”. Of course if these tanks were added to WvW they would need some smoother controls or the previously mentioned zergs would just run them right over. Also siege engines with mobility (and good fire power) would give players something to escort instead of just sprinting along at max speed and building siege equipment once they get to whatever tower they’re attacking. It would also give the enemy something to target and promote guerilla tactics (Run in destroy a tank in the back and get out before the others can turn and fire on you). Also tanks provide the opportunity for a two maned siege engine, driver and gunner.
Another thing that I’m sure players would love is another way to take towers (You know besides stomping in the front door with you and 50 of your closest friends). Ladders and personalized grappling hooks (as well as a way to open the gate from the inside) Would give small parties the ability to slip into a tower, kill whatever npcs are inside, and maybe have a nice showdown with the champ there instead of just zerging it down. This would also force the opposing team to actualy leave a guard or two at captured towers instead of just running a huge zerg and and knowing that the fortresses front door will stop people cold.
(Damaging)Traps. I recognize that a few classes already have the ability to lay mines and traps and such and that giving that ability to all players might tip the delicate balance this game has going. But think of this. The ability to lay spike traps and explosives would force players to A. Think about where they are going B. Send out scouting parties or C. Choose a select few brave souls to walk at the front of the zerg. With these traps would of course come the ability to disable them (if you see them in time) or jump out of the way (if you hear that ominous hissing of a fuse right before a bomb goes off)
More ways to use supply. Honestly it seems like Dolyaks are used more like decoys than supply carriers since nobody really cares about them unless we need some more supply for battering rams (Again this is just my personal experience I’m sure more well organized armies give a bit more attention to their animals). Defenses that damage enemies or severly slow down their progress (moat with aligators?) would be greatly welcomed. As would the ability to get more guard npcs that aren’t the equivelent of tissue paper. On that note, players use magic and technology of all kinds, I honestly dont think it would be that far out there if we could get some undead or robots guarding our towers (even if its just skins it would be really nice).
On a final note (as Im sure you’ve all noticed) Im really not a fan of zergs being the overriding strategy. Anything that splits players up into smaller objectives and causes tiny battles to effect the tide of a big war (instead of 2-4 zergs just smashing each other) has my vote of support.
Well that’s all. I would like to apologize for my grammer/spelling (or lack there of) for those of you it bothers. Also I would like to apologize if anybody else has made a post along these lines. Ive looked but couldn’t find any so I made this one. I’m sure many of you will think my ideas are ridiculous, game disbalancing, or just plain unneeded. But I ask players who read this put some serious thought into it because WvW is one of the big selling points of the game (It was to me atleast) and WvW holds the potential to constantly give more new and interesting battle scenarios (that arent just zerg fights) than PvE ever could.

(edited by Silhouette.5631)