Time is a river.
The door is ajar.
I’d kill for a hood/cloak made of smoke…
I know.
I do believe we need more skins though, and a wide variety of unique and wacky ways to get them, since the game has based their end-game around it. I did do a topic about it, but alas, it got lost XD
Bigger stats? Nope.
More skins? Please.
However, if they found a way to do gear progression WITHOUT it simply being ‘make numbers bigger’, therefore affecting the open world, I’d be all for it.
The problem with Profession-based gear that reflects our chosen profession is that it would impose an artificial “this is what you should be” on every profession. It directly conflicts with the interest of keeping the game Trinity-free.
If it’s aesthetic only, i’d be all for it. For example, a Guardian would have armour that gives a faint blue aura, while Thieves have armour that gives them a hood and cloak made of smoke.
Not only that, if you had a number of Profession-specific runes that cover a skill types, you could avoid the role thing. Bonuses would be applied for that specific skill type every 2 runes (as opposed to the end), since most players like to mix and match their utilities.
For example, the Warrior.
in Suggestions
Posted by: TheDaiBish.9735
the economy: they could actually make quests, quest lines and events more profitable..
Fair enough. Can’t really comment on this one, since I know jack about Economics.
number of trash mobs: Why would you need to replace them with anything? just a reduction in numbers so the zones arent completely annoying…
[/quote]
Because otherwise you’ll just end up with less mobs. In a place like Orr, that’s supposed to be over-run with Risen, it’s break the feel of the place. A lower re-spawn rate would be a better solution.
I’m sort of mixed on the idea.
At the moment people grind The Cursed Shore because it’s the most ‘profitable’. Making gear with better bonuses at specific events would just circulate people around them events.
I’ve always thought excessive gear-grinds are a somewhat lazy way of lengthening the amount of time people will spend playing. I’d rather an epic quest that takes me around the corners of Tyria, fighting hard bosses, solving riddles, that gets me the components for a piece of equipment (which is where I felt they could have gone with the Legendary weapons). They’ve shown they can make nodes exclusive for people, so why not chest spawns with the component?
At the same time, we do need content to keep us occupied at cap. I personally don’t feel a gear-grind would fit that, especially for bonuses and stats. We just need more content that gives incentive to do without making it required for higher stats.
P.S. Your name is BabelFish, not Commander Shepard. That’s just plain false advertising.
I’m honestly up for the idea of anything that lengthens the game, as it stands right now.. I’m desperately trying to get me one of the fancy dark skull Halloween shield skins. :C
I wanted the Greatsaw Greatsword skin after I saw a video of it. But alas, haven’t been able to play because of a busted GPU
That’s why I’ve spent most of the time on the forums making posts on what I feel GW2 could improve on.
I’m sort of mixed on the idea.
At the moment people grind The Cursed Shore because it’s the most ‘profitable’. Making gear with better bonuses at specific events would just circulate people around them events.
I’ve always thought excessive gear-grinds are a somewhat lazy way of lengthening the amount of time people will spend playing. I’d rather an epic quest that takes me around the corners of Tyria, fighting hard bosses, solving riddles, that gets me the components for a piece of equipment (which is where I felt they could have gone with the Legendary weapons). They’ve shown they can make nodes exclusive for people, so why not chest spawns with the component?
At the same time, we do need content to keep us occupied at cap. I personally don’t feel a gear-grind would fit that, especially for bonuses and stats. We just need more content that gives incentive to do without making it required for higher stats.
P.S. Your name is BabelFish, not Commander Shepard. That’s just plain false advertising.
in Suggestions
Posted by: TheDaiBish.9735
There’s, uh, no suggestion here…
Sure this there is, in plain English according to forum guidelines… I simply suggested the developers work on an actual working in-game economy and also reducing the number of trash mobs in the upper level zones..
Ok, so what’s your suggestion for:
in Suggestions
Posted by: TheDaiBish.9735
There’s, uh, no suggestion here…
Oh yes. I want one.
Quaggen Plushies would be nice too.
Both of these will tie into one another, as I will explain below.
What Is Skill Mastery?
Skill Mastery is a form of progression that outlines how much you have used a weapon. Each kill / skill usage while in combat will provide you with XP towards your Skill Mastery level, while appropriate use of a skill will earn bonus XP (i.e. making use of combo fields).
The total number of XP required for one level would be the equivalent of a level at 80 (254,000).
Upgrading Skills
To make use of them skill points (aside from Mystic Forge items) that are gained after level cap, I propose that we be allowed to upgrade our existing skills to improve varying attributes (damage, duration, cooldown, AoE area ect). Each skill will have a number of tiers that they can go through until they reach a max upgrade.
For example, Fireball for the Elementalist:
Also, the total number of skill points required would increase each Tier. Each Tier would also have a minimum level of Skill Mastery that you’d need to achieve before you could unlock the next, and also a required level before you start to upgrade your next skill. For example:
Notes
What Was The Purpose Of This Suggestion?
As it is, with set weapon skills, it can become somewhat tedious using the same skills over and over.
However, the suggestion of allowing us to pick weapon skills from a pool has already been made countless times, so this was an alternative suggestion to that as to what can be done for us to be able to customise weapon skills.
and i guess we all need to read the lore…lolwut?
Not at all. I was just providing an explanation as to why Guild Wars is indeed called Guild Wars.
You can please some people all of the time.
You can please all of the people some of the time.
But you’ll never please everyone all of the time.
Not to mention:
Also, why post this in suggestions?
I’m personally happy they’ve eliminated the competitiveness in PvE. As a player that doesn’t get to play much, I don’t feel like I’m going to fall behind in terms of gear, gathering etc because of things out of my control.
That’s not to say I wouldn’t like to see an extreme ramp up in the difficulty of DE’s, because they’re laughably easy right now, but that’s another issue altogether.
Rather than bring in open-world PvP and competitiveness into the PvE world, I think they need to improve / adapt WvW to the point where it can function as the open-world, competitive PvP that so that would be the ‘hardcore’ part of it. Stuff like node-stealing, guilds ect.
Oh, and Guild Wars is called Guild Wars because of the lore, not because of GvG 
http://wiki.guildwars2.com/wiki/The_History_of_Guild_Wars#The_Guild_Wars
I think they need to create a story / place in the lore before they go designing them, as well as unique ways of making them, other than “gather all of these mats and chuck them in the Mystic Forge” personally.
For example, to create Gift of Twilight, you have to combine all of the materials at night at the Statue of Grenth.
in Suggestions
Posted by: TheDaiBish.9735
I don’t think a Bump button will help. The front page holds 27 topics. If you got, say, 100 people bumping at once, then 73 of them posts are going to get lost anyway.
I’d say organise the Suggestion forum into different categories (Content, Mechanics, Events, Fluff, Cosmetic, UI; something like that). That way you’ll have less posts, crowding one place, making it less likely that post won’t be seen.
Well, they’ve already said they’re working on implementing the Preview On Trading Post thing.
Everything else I could take it or leave it personally.
No disrespect, but this sounds more of a ‘I with these things were done to improve WoW’ post than a suggestion list for GW2.
EDIT: Right, got time to expand now.
Not only have we had content this month, but we’ll also be having a content patch in November featuring a new island, new PvE mode, new PvP features and a 3 day event
http://www.guildwars2guru.com/news/848-possible-november-update-information/
As well as this, they’ve been working on the bot issues and bug fixes. The game is all of 2 months old. You can’t reasonably expect it to have as much content as WoW at the present.
As for focusing on class changes, Anet want a heavy focus on e-sports and SPvP, meaning class balance is high on their list as well.
All in all, while I do have some issues, they’re doing a mighty fine job of putting content out there as well as everything else.
(edited by TheDaiBish.9735)
Tailors have Invisible Bags
Leather-workers have Invisible Leather Pack
Armour-smiths have Safe Boxes
These recipes have to be Discovered though.
Wait no, I didn’t say anything wrong you made an incorrect assumption. It clearly states AT LEVEL CAP all exp generated is now converted to karma. 1-79 is not affected by this.
What about 79 – 80? Or do you mean 1 – 80?
Also, you mentioned it was like Glory, where you level up depending on the amount of Karma you’ve generated. Therefore, that would make Karma your new XP.
SUGGESTION: At level cap, all activities you now do generate karma instead of exp i.e. gathering, exploring and even the exp you would get from events etc —> all converted to karma.
Interesting idea. But then how would we get more skills/skill points after level 80 if we so desired?
I think he’s suggesting that instead of leveling with XP, you level with Karma i.e. Karma would be your new XP.
I disagree. Do that and people will still do the activity that nets the most Karma i.e. Cursed Shore events. It’ll do nothing to bring people back into the world.
What we need are activities that bring people back into the wider world (Nic the Traveler, Treasure Hunts, Scavenger Hunts [as a mini-game / competition between groups, maybe even exclude the use of Waypoints]).
Make these activities rewarding (chunks of Karma, Coin, Unique skins, Mini’s, achievements and titles, rare crafting materials, crafting materials to progress towards Legendary weapons [Mystic Clovers, Icy Runestones ect]) and it’ll encourage people to go back and pursue these.
I don’t even think it needs to be an instanced raid.
Open-world raids in some far, hard reaching corner of the map with difficult mechanics that discourage zerging (zone effects, destructive retaliation / reflection boon, AoE that scales in damage depending on the amount of people it hits) would do the trick.
Hell, the large scale fights would be good if they scaled the mechanics to the point where you needed to take note of them.
But the titles themselves are the display of achievement….
And yet we have an icon for World Completion, as well as a title.
It would only be a small icon, more of a visual summary of what that character has achieved altogether.
In order to show off all of our achievements, I propose that we have medals that can be placed above our name when we get a title.
So, for example, World Completion would put a medal with a globe; Combat Healer would put a cross and; Master Crafter would put an anvil, ss demonstrated below using epic photoshop skills, custom designed graphics and the nameplate that is totally not from a bad guy.
Mini pets are always a good idea. But I think that mini pets should be able to do something in game as well. Supply +1 armor, + whatever healing, +1 attack, etc.
Or go and fetch your loot.
As soon as I saw the title the Chocobo theme started in my head.
I personally don’t care if there are mounts, but the Moa Menagerie Mini-pet idea was pretty cool.
Here you go, OP, I’ll help you with your suggestion:
Dear ANet,
When doing future world bosses, could you possibly consider implementing the following:
Did I nail it?
THIS IS NOT A THREAD ASKING FOR RAIDS OR GEAR PROGRESSION. THESE ARE MERELY CONCEPTS THAT I THOUGHT ABOUT WHILE READING OTHER THREADS.
A few suggestion threads have asked about raids, end-game content and stronger gear, and it got me thinking:
Do Raids Have To Be Exclusively For Level Cap?
Well, no. ANet have already shown this by having fights of epic proportions during the leveling process (Shadow Behemoth). While the mechanics of the fight might somewhat be simple, the foundation is there for them to build on.
If they ever did introduce Raids, it would be entirely possible to have Raids throughout the leveling process as opposed to just at cap.
Do Raids Have To Be Synonymous With Gear Treadmill?
As above, see below. In order to participate in these fights, you have no gear requirements (same with Dungeons, although it does reduce the player’s effectiveness, noticeably if they’re wearing Greens as opposed to Exotics).
Also, since this game is more about cosmetic options, it would be possible to make fights difficult through mechanics, rather than increasing numbers (hint, hint), meaning that any content would be down to player skill and not numbers, eliminating the need for people to get stronger and stronger gear.
Do Raids Have To Be Just About Fighting?
Nope, I don’t think so, personally. Raids can also have an element of Exploration and Puzzle Solving to them as well.
Say, for example, one of the Raids was a Labyrinth that contained 9 bosses (see below for why
. This Raid would contain no trash, but to get to the bosses you’d have to solve a series of riddles, puzzles, avoid traps and such. No Linear path to the bosses, IMHO, makes for a more exciting experience.
Can There Be A Form Of Gear Progression That Doesn’t Affect Anyone?
By this, I mean can there be a form of gear progression that doesn’t offer better stats than any other Exotics, but at the same time show some form of progress for that Raid?
I believe so. They’ve sort of already got it in place at the moment with Sigil of [Creature] Slaying.
Imagine this for a moment: Evil McBadGuy (the big boss) has a main attack that hits you five times for 1/5th of your health (meaning if you get hit 5 times, you die). He also spawns minions.
Now, each boss in the Raid gives you a specific token for the Armour or Weapon (meaning each raid would have 9 bosses – 8 for the tokens and 1 for the big baddy).
Say you have 2 pieces of Armour. This applies a bonus that blocks one of Evil McBadGuy’s 5 hits, reducing it down to 4. 4-piece bonus reduces this to 3 hits, and the full set reduces it to 2.
The weapons would have effects that only apply to the minions of that boss.
See? Gear progression that’s only useful in that raid. And you only have to run the Raid once (in theory) in order to get the full set (since logging out inside of the Raid wouldn’t reset it, nor transport you out of the Raid. However, exiting the Raid would reset the bosses). Gear progression, and no grinding.
I would like to add that, if ANet were to implement a form of Instanced Raiding, I would much prefer them to polish and refine all the other content types (events, dungeons) to near perfection, and add lesser pieces of content that won’t consume too many resources to create, but will still provide entertainment and encourage people to visit previous zones, before they think about designing and implementing something on this sort of scale.
I’m a bit dubious when it comes to content that’s exclusive to end-game:
*Putting all the cool stuff at cap makes the leveling process feel like a grind. Balance would be needed
In GW1, this wasn’t an issue, since level 20 could be reached in a matter of hours, and we had henchmen and heroes if no-one was available. Now that we don’t, and with most events being un-soloable, it’d cause issues in the lower level zones if people stayed at cap level content.
I’d rather them implement content that is out in the game world and encourages people to go back to lower level areas.
I wouldn’t say no (providing that it didn’t turn into a gear progression), but personally I’d like to see them refine everything else first (Dungeons and Events) and add smaller content that consumes less resources to create before they go adding something on the scale of this.
Goal Of Non Addiction
‘Addiction’ is not always synonymous with ‘Fun’, and the level of addiction will change from player to player, even if they set out to make a non-addictive game.
Looking at another perspective, making the game non-addictive could also increase longevity for some players (at least during the leveling process). Me, personally, am quite happy that I don’t experience the addictivness I felt with WoW (although ‘addictivness’ might be the wrong word; I felt the need to play since I was a Raider and had to keep up with gear requirements, and in the end, I didn’t last more than 6 months because of burnout.)
Grinding
To me, Grinding is when you absolutely have to do content in order to do content you enjoy i.e. gating through gear requirements. Otherwise, it’s just playing the game.
Repetitiveness, however, is a different matter. It’s not that the game lacks content, but lacks a variety of content.
I feel they need more ways of acquiring Karma, Unique Skins, Crafting Materials ect, as well as content that makes it worthwhile to go back to lower level areas. I suggested making Ameranth the new Nic, and she sends a randomised list of items you have to collect, as opposed to having everyone have the same list.
I do like how easy Exotic gear is to get though, and I don’t mind spending a long time working towards skins, because there’s no rush to do that to stay competitive.
Events
At the moment, I’m finding events boring. They all just seem to be re-skinned versions of the same events whose main purpose is to give you loot and money, as opposed to actually TRYING to kill you. These events NEED to be able to kill you, and players need to be able to fail events in order for them to be engaging.
I think events could benefit from two things:
Armour and Weapon Skins
This needs a bit of work, I think. It could be helped by adding:
Individualism
I think this would be improved by adding more symbols (maybe add medals under your health bar?), as well as adding more unique skins that can’t be obtained through regular means (crafting, karma, gold ect)
Storyline
Yup. You’re one of the highest ranking people in your Order and the Pact, and you hardly see them. Why not have daily ‘missions’ that they send you?
Scaling
I feel scaling isn’t harsh enough. I still find myself two-shotting (one-shotting if crit). As well as that, scaling is needed simply because of how events work. A level cap with level cap stats will sneeze and kill everything, meaning no-one else gets participation. Scaling is a good mechanic in this sense as it stops the griefing of events.
Map Activity
I don’t think the maps are too huge, I think that too many players are sticking to the level 80 zones. More activities to bring them to lower level zones would help remedy this.
Additional Content
I like Pokemon, so I wouldn’t say no to this (although PETA might).
Some other ideas that people have had are:
Change some of the skill names and adjust the mechanic so that you build energy whenever you AREN’T taking damage and you could make it the Chronomancer, which was going to be in GW anyway
Governments and Health Boards do that with Alcohol, Smoking and Drug statistics, but people still do it. And that’s to do with their health.
No matter how many times people do it, get banned, get warned, there’s always that voice in people’s heads that’ll say ’It’ll never happen to me’.
Why not just make it so you can’t send Gold and Items through mail? Come up with another system: Face-to-face exchange where items traded are of equal value, or something.
Check out the ritualist from guild wars 1
That’s where I got the inspiration. I played mostly a Weapon Spell / Item Rit (just for a change from Spirit Bomber) in GW1, and enjoyed it immensely.
that sounds like an elementalist with their summoned weapons, and some new weapon choices.
It does a bit, doesn’t it?
I was just thinking how they could be adapted for GW2 (like the Mesmer clones, for example), and thought because of how the weapons work, why not have a mechanic based around choosing different Weapon Spells changing the skills?
This profession and its Primary Mechanic is based on the Ritualist Weapon Spells from GW1
What Is The Enhancer?
The Enhancer relies on Weapon Enhancements (their primary mechanic) as their source of damage, control and support. The Enhancer would be a Soldier Profession, to make up the numbers.
What Is Their Primary Mechanic?
The Enhancer’s Primary Mechanic is Weapon Enhancements.
F1 – F3 will have interchangeable options, depending on the weapon you’re wielding. While some of the weaker Weapon Enhancements can be applied to all weapons, most of them are specific to each weapon. For example, Guided Weapon (with a focus on not being block-able and increasing attack speed) is exclusive to GS, while Vengeful Weapon (with a focus on applying Confused, Retaliation and Counterattacks, with very little attacking capability) is exclusive to Hammer.
When not using a Weapon Enhancement, weapons will only have a Chain Auto-Attack and no other skills. For example, the Hammer will have slow smashes with the last creating a Smoke field, while the Longbow will for 1 > 2 > 3 Arrows. The Staff will have an attack that will do more damage the more Weapon Enhancements that are on cooldown.
Pressing F1 – F3 will activate that Weapon Enhancement ability for a short amount of time, changing your skills to suit the weapon type. For example, most of Barbed Weapon abilities will be focused on bleeding, increased damage against bleeding foes, and a Cripple, while Vengeful Weapon focuses on applying Confusion and Retaliation, as well as Countering, rather than having direct attacks.
What Weapons Can The Enhancer Use?
Because the Enhancer relies on their Weapon Enhancements to adapt to each situation, they maximise the damage they can deal by using 2-handed weapons:
What About Utility Skills?
Utility Skills will all have differing effects, depending on whether you are under the effect of a Weapon Enhancement or not.
For example:
1) I for one never touched gw1 and will not adopt the same mentality that most gw1 players are trying to force feed everyone; It’s all about looks.
2) So many other mmo’s borrowed from WoW model, why didn’t Arenanet?
While I agree with most of what you say, such as there not being enough to do at 80, there are some points I disagree on:
1) If you’re not going to adopt the ’It’s all about looks’ mentality, you can’t expect the game to change around your mentality of ‘I need bigger numbers as incentive to do stuff’. There’s a reason why they didn’t go with stat progression, and I for one am thankful for it. Not to mention you said you waited 6 years. You should of expected this, to be honest.
2) What’s the point of trying to ‘innovate’ if all they’re going to do is borrow the WoW model of end-game gear progression and just running dungeons and raiding? Not only that, there’s no guarantee that copying WoW’s model of end-game will result in success.
More skins, more fluff and more variety of stuff to do that will take people back out into the world (as opposed to just Orr), and I think the game would be set without needing WoW’s model.
It’s the Weaponsmith recipie for Superior Sigil of the Night.
Creates a sigil that boosts damage by 10% during night-time.
Servers go down for “maintenance”, and when we log back in a comet has struck and all of Tyria is a wasteland…
I like it.
Its just harder to get xp.
But they got linear levelling. Not sure how that’d work
One question and sorry if this kinda moves from the topic but i’ve been curious about this for years but never bothered to ask. What’s bad about increasing the level cap? I never played in mmorpg long enough to actually hit their level cap so maybe the reason escapes me lol.
In GW, level cap was mostly collecting weapon and armour skins, miniatures, skills and titles. Getting the best armour and weapons was incredibly easy. In all of their campaigns and expacs, they didn’t raise the level cap from 20.
If you go raising the level, then it brings a power creep into it, meaning the Exotics you have now would become somewhat ‘useless’, meaning in WvW, you’d HAVE to pursue the better gear, which would go against their ‘no gear-grinding for power’ ethos.
While not inherently bad, it’d also go against the whole purpose of making collecting these skins and such the main activity.
I’d rather them develop more content, more skins and more activities that focus on stat-balancing, to be honest.
1)Most likely they will add more lvls , that is how you explore a set area.
2)Without raising the lvl cap people will find the new , tunnel + plinx so to say , and begin to farm it , leaving the other areas empty much faster.
Also , it does not matter much , can always use stone to keep the look on the new stats , which i believe Anet would want us to do so we spend the stones.
1) They only had 20 levels in GW, and they never raised the cap.
2) If that’s the case, it’s more about balancing existing event timers, difficulty and rewards over raising levels. Raising levels will only cause the same problem elsewhere.
I’m in favour of this. I’d rather them expand out as well as work on fine-tuning current content than trying to create content for a higher level, only to end up with the same problems.
Disagree on the more UI. The game’s aim is to have you watch the UI less than the fight / environment ect.
Can’t see why 10-man parties for WvW could be a bad thing though.
I agree with the events and condition animations (although if Blind works by making the next attack miss, how is it supposed to attack if its got its hands to its face?). As for burning, the Tar Elementals got the buff that causes anyone who melees them to be set on fire if they’re on fire.
Some of the player skills do in fact interact with the terrain, even if it’s to a small extent. If you shoot an arrow through grass, then the grass moves from the arrows path, and shooting into water from land leaves ripples.
The problem with terrain interaction though is that the data has to be sent, and recorded, and then applied to the terrain. While it’d be OK if it was just a few people, imagine having to record and apply changes to the terrain caused by a couple of hundred thousand players every second constantly. That’s why skills like hammer blows and fire only apply a skin, as opposed to effecting an actual change to the game environment.
There’s quite a few things I’d like to see brought back from GW1, to be honest: Nic the Traveler, Collectors, Zaishan Dailies (but make them Pact and Order instead), Skill Capturing (although I’m not sure how they’d implement it into this game), Hunting Unique skins from bosses, Elite Areas ect. In short, more stuff to do. And while not all of these are exclusively unique, they were fun to do.
GW2: Rainbows. Rainbows Everywhere.
Yeah, I could get on board with this. More fluff and more content = happier player base.
People need to stop playing GW2 for character progression and play it for the fun of the game…
Unfortunately, there’s only so many times you can repeat something before it starts to get old. Events, for example, tend to all amount to the same thing: Defending and Taking Points or Escorting.
Adding more activities that award karma is a great idea but it is asking a lot more than adjusting existing rewards.
I personally don’t think that should be an issue.
This patch today added Dungeons as a way of getting Karma. And obviously ALL the activities wouldn’t all be done at the same time. But the game does need more variety on getting Karma.
What Are Collectors?
In GW1, we had NPC’s out in the world that ‘collected’ certain items in exchange for weapons, armour, bags and other items.
http://wiki.guildwars.com/wiki/Collector
But Haven’t We Already Got Karma Vendors That Do This?
Yup.
So What Would The Point Be?
To make use of the Grey Trophies we receive, other than vendor trash.
So What Could These Collector’s Offer?
Another source of crafting materials (for example, 5 Broken Lockpicks could be turned into a piece of Copper Ore, 5 Crumbling Bones could be turned into a Bone Chip, and 5 Globs of Globby Goo could be turned into Tiny Poison Sac).
Depending on the area and rarity of the output material, the Collector would ask for more of that material, as well as other materials alongside it.
Change that title to “Collectible Slot for Holiday Event Ingredients” and I’ll agree with you
Note, this isn’t a ‘Improve Legendary Weapon Appearence* thread. Neither is it a detailed, specific outline of the Legendary process. They are merely ideas on what could be included into the Legendary process to reduce the amount of unnecessary ’grind’ for the Legendaries.
What’s Wrong With The Way They’re Gained Now?
As it is now, Legendary weapons aren’t that hard to obtain. They just take a long time. There’s a difference between the two.
There’s no challenge behind them, and it’s basically a task of patience, since the while process relies on being able to farm Gold, Karma, Skill Points, Badges of Honour and Materials (aside from Map Completion), and be lucky with RNG (Mystic Clovers and Pre-Cursor Weapons). Aside from World Completion, the only places you need to go are One Dungeon, a place that gives the best Karma yield, WvW and the Jormag event.
Anything Else Wrong With Them?
They have no place in the world. What I mean by this is that, despite them being Legendary, there isn’t any lore surrounding them (aside from The Flameseeker Prophecies).
How Do We Go About Improving This?
Firstly, give them a back story / a place in the lore. This will allow them to have some place in the world, as well as give an idea on how they could be created. For example, The Dreamer was actually made from the Horn of a Kirin.
Now, as well as this, the Legendary weapons need to be both challenging to get as well as take a long time. Outside of excessive grinding of materials and currency, there are a few ways we can do this:
Achievements – “…really allowing to show off your accomplishments…”. This is from the official video for Legendary weapons. So why not make Achievements part of the process? Weapon Master is an ideal one. It shows you have ‘mastered’ the weapon, or at least that you are dedicated to using it. Maybe add one that requires you to get X number of kills with the pre-cursor before it can be used for the Legendary. A new one they’ve added in today’s patch, there are some Achievements you can now get that involve doing a certain thing in the boss fights. For example:
Dispelling Shadows – Close the portals opened by the shadow behemoth in less than 20 seconds.
Because of the wide range of Achievements, and the range of difficulties and time requirements (Weapon Slayer takes time, Jumping Puzzles take ‘skill’) this can be a good way of having both the challenging aspect as well as lengthening aspect.
Individual Progression – The one thing I feel they did well was the initial need to discover the recipe. However, because they’re all very similar, once one recipe was found, the rest were easily discoverable. So why not have unique things that needs to be done to, say, ‘empower’ the Gift of [Legendary Weapon]. Make it a Dull Gift of [Legendary Weapon] first, and then taking it to this place of power will transform it into Empowered Gift of [Legendary Weapon].
Let’s say, for example, Twilight. Twilight is Darkness. Grenth is the God of Darkness (Prince of Darkness, of course, reserved for Ozzy). In order to empower the Gift, you need to take it to Grenth’s Temple at Night and interact with the statue while the Gift is in your inventory.
A more in-depth solution would have an overarching story-line that details your progress into turning the pre-cursor into a Legendary. This would be given after showing a scholar the weapon. However, unlike the personal story line, you wouldn’t be shown where to go. Instead, the book would contain a series of riddles detailing places that you have to go to.
However, resources pending, the storyline could be dropped and just have a Treasure Hunt for Unique components.
Crafting Disciplines – As it is now, we have a set recipe. Why not make it Discoverable? No guidance other than a vague description in your ancient texts. This can be used to reduce the grind, but lengthen the process as people need to find the recipe.
Opposites Attract – As it is, the great swords show this. Why not make counterparts for each weapon? For example, The Dreamer’s counterpart would be called The Nightmare. The differences in style allow to cater to different tastes. Of course you’re not going to please everyone, but that’s OK as long as you give them a choice.
TL;DR -
The problem with your suggestion is like all suggestions, they have to be put into the suggestion forum, which the dev’s do not read anyway.
So your suggestion of how to make suggesting easier to suggest is suggestible but probably not suggested.
But for all the good it does, I hope it gets in.
It’s currently 3:23AM where I am.
You’re not doing much for my headache -.-
That being said, you raise a valid point.
Since this system hasn’t been implemented, no-one can up vote, and this thread, like its ancestors before it, is doomed to be lost amongst the chaos that is the Suggestion forum.
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