Time is a river.
The door is ajar.
I think it comes from the ad-hoc grouping. When an event happens, it happens. No time to get organised, so you can’t have too many challenging mechanics.
There are things they could do to address this though:
Scout NPC’s
These, being Scouts, will warn of an impending attack, giving time for the people to get organised.
Lulls
After the initial chaotic wave where no-one knows what’s going on, you have an NPC shout “what’s that”, which gives you a short time to get organised.
Of course, these events would then become easy when the tactics are learnt. Therefore, the evolution is needed to shake it up and keep them fresh.
In an ideal world with infinite budget and resources, this concept could be taken to the extremes, where changes are effected permanently. Undead build a massive fort to attack from, increasing difficulty again. One camp is utterly destroyed by a dragon, forcing NPC’s to find another place to set up.
Confused where this come from
Big words aside, the TL:DR to this is:
Proposal One – More Threats To Worry About At The Same Time To Promote Organisation
Proposal Two – Add More Threats As Players Become More Successful During Events To Stop Events Becoming Trivial And To Increase The Chance Of Failure
Agree.
I also made a suggestion thread about how events need more than one threat, how actions and failure need dire consequences and events that evolve the more you succeed them in order to demonstrate intelligent AI and a realistic scenario.
Events NEED to have the feeling that if you don’t pull your act together, you WILL fail. They need to have the ability to fail. They need to be out for blood, and to further push players in order to be exciting.
Otherwise it just becomes a ‘whoever puts the most AoE down gets the most loot’ exercise.
I would personally add profession specific armors so a warrior will have a different armor choice them a guardian
I’d love this too. Maybe a few different sets to emphasise playstyle somehow. I did put a suggestion thread up somewhere.
As everyone else says, it’s about choices and compromise, and them choices having a tangible consequence, in this case, only being able to select one Order armour and weapon skin.
Anyway i would like to see a cond/duration and con/damage reducing stat called “hardiness” or something, maxing this stat out would only reduce condition times by about 25% and condition damage by about 20%.
I quite like the sound of that.
Rather than Magic Find as a passive stat, why not make it an activity somehow?
Or as a mechanic for a new crafting profession who can find the hidden value / magickal properties of items?
(edited by TheDaiBish.9735)
A number of questions, if you’d be so kind:
1) What professions skills would be learnt on the weapon if they haven’t got an initial profession?
2) Would the skills be available for both professions, or would only one be active at a time and you’d need to switch them?
Rather than a LFG tool in the sense of just dungeons, why not expand on it?
LFG in WvW, where you put in why you want a group. You want to skirmish taking supply camps and disrupting supply lines? Or maybe you want to mount a full-on assault on Stonemist? Maybe you want to recruit some NPC’s? A LFG in this sense would probably aid in organisation.
LFG in DE’s (if they ever adapted some of them for needing organised groups).
The original GW1 has this kind of feature. There are Collectors out in the wild and you trade various trinkets/artifacts with them for armour, weapons etc. I didn’t use them all that often, but they were fun and I enjoyed that kind of immersion and exploration side to it.
I’d like to see Collectors come back into GW2. Someone to trade those ‘Trophies’ too? If only for a small Gold or Karma reward. Special items would be great too, if it isn’t too difficult to implement or at risk of upsetting the economy.
Not to mention Nic and Prof Yakkington
But yeah, more things like this would only add to the experience. Might even give people an incentive to leave the Cursed Shore.
Another person on another thread suggested Traveler’s Gifts like in GW1.
Every week an NPC would be in a different part of the world and players would collect a specific item in excange for Traveler’s Gifts, which contained things like Mini’s, Rare Skins ect.
If they implemented that but added additional items (say, 3 or 4 needed), and had Karma (amount would have to be enough to be an incentive), Money + Rare Skin / Legendary Material (Obsidian Shard, Ecto, Clover), it’d give players an incentive to leave to search out these materials.
I agree, but make it so there’s a heirachy of how lucrative certain activities are to promote tactical gameplay and not zerging (numbers courtesy of my backside):
-Keeping a point adds a set amount of points in a certain time frame (i.e. 100 per minute). Alternatively, the amount of points at the end of every 15 minutes gets added.
-Successfully defending a point from an attack earns a set amount (say, 1000, 800, 750, 600, depending on the size / points contribution of the point)
-Successfully taking a point earns a set amount (say, 500)
-Successfully recruiting an NPC group – (200)
-Successfully contributing to the creation of siege equipment (in terms of Supply) – 10 per supply contributed.
- Successfully escorting / killing a Dolyak – 50 points
-Contributing to killing a player – 2
The content designers (The Living World Team) aren’t the same people who do bug fixes with the programming (The Live Response Team), so they’ll be able to create new content alongside the optimisation and bug fixes
1) Now to start, gw1 was a great game, the thing that made the game so great was the amount of skills, then you have gw2, it is a great game, looks good but the amount of skills is lacking. he reason I find it lacking is because you cant suit the character to your playstyle enough, sure you have different weapons, but still I find it not enough, having a bow with only 5 skills for instance, if I have a ranged weapon or a melee weapon I want to have lots and lots of skills. The thing that new skills can provide is tactics and better playstyle.
2) …give something like a spell or shapeshift to an element, no idea what just something more.
3) Gw1 also had a lot of dungeons, gw2 has a too little, they are also not enough about tactic, its just plain attack the enemy and sometimes avoid the aoe. However much I dont like to chooce this game as an example, World of Warcraft has good dungeons, things that they have should be in gw2 aswell. More tactics with bosses, we have 1 boss in the entire game that has tactics and that is the boss in Ascalon catacombs with the two lovers that you have to seperate, and the only tactic there is to seperate them. (we just need more endgame content)
4) With all the things that I have said Gw2 is still a good game, but it can be much better! I dont want it to die out, and from the way it looks now, I can see that happening…
5) As a sidenote, make something to ban all those bots, there are some areas with tons and tons of bots standing at the exact same spot, that shouldnt be hard to notice right? go there ban them all and done is done… they are just messing up the economie like crazy, how am I able to afford a 300 gold weapon when I dont cheat, its just insane!
1) More skills also create more balance issues and less viable builds. They said this before, so it’s a design choice from the ones who know how hard it was to balance the skills. However, it’d be nice to be able to select from a pool of weapon abilities, like you’ve suggested. Chances are they will add new skills with content patches or expacs.
2) http://wiki.guildwars2.com/wiki/Tornado
3) GW1 had a lot of dungeons because they were added over a period of time. More will be added, so this isn’t really an issue.
As for tactics, they aren’t normally something I’d associate with WoW dungeons. You run in, tank pulls, healer heals and DPS kills stuff and occasionally CC’s, if they haven’t outgeared the dungeon. Oh, and you stay out of the fire. All nice and neat and not much variance. Raids are a bit better, but the encounters are designed for you to succeed them providing you don’t mess up too bad, whereas the aim of GW2 dungeons are to kill you (It’s my personal belief that this is where some people find them ‘too hard’; They’re not used to stuff trying to kill them).
Another note, GW2 dungeons have more tactics than you’re giving them credit for. See below and read the mechanics involved for Giganticus Lupicus:
http://wiki.guildwars2.com/wiki/The_Ruined_City_of_Arah_%28explorable%29
Now, whether they’re working as intended is another matter, and the issue could be that the mechanics aren’t punishing enough.
4) It’s not going to die out -.-
5) The problem with dealing with bots is you have to monitor them first. You can’t just ban them, since players can easily mistaken human players for bots. (http://www.kurzweilai.net/ai-game-bots-more-human-like-than-half-of-human-competitors). This might lead to a backlog as more people report, and more bots appear.
in Suggestions
Posted by: TheDaiBish.9735
That’s exactly the issue here. Taste. When it comes to taste with aesthetics, ‘good’ and ‘bad’ are in the eye of the beholder. Some people prefer the look of a supercar over a muscle car. That’s not to say that I don’t feel that there are bad skins (Profane makes you look like a Power Ranger / anime villain, and Krytan just looks meh compared to their GW1 counterparts).
In terms of the Dungeon and Cultural Armours and Weapons, however, I feel they tie in nicely to the theme of the dungeons themselves:
AC – Antique looking, weapons have the ghostly glow effect at night because, you know, ghosts
CM – Prim and Proper, Elegant weaponry
TA – Thorny, messy, sinister looking. Something you’d associate with the Nightmare Court, no?
SE – Have yet to do or see this one
CoF – Fire, burning stuff.
CoE – Yet to do / see
HotW – Kodan armour looks like a bear, weapons made of ice
Arah – Armour looks like it’s made from Risen.
Human – Again, elegant, minimalistic.
Sylvari – Need I say anything?
Asuran – Very hi-tech looking armour
Charr – Just looks like it suits them. Can’t explain why though
Norn – Tribal, lots of knotwork you’d associate with Vikings, Norse ect.
In that sense, I feel they done a good job making the armour and weapons represent the dungeon.
Crafted armour and weapons, however, I do wish there were a few more skins at each level, and a lot more at crafting cap, as well as the option to have profession-specific armour like in GW1.
At the moment, I feel that DE’s are just massive zergs with no co-ordination or tactics needed. There are some exceptions, of course (Tequatl and Jormg), but other than that, it just tends to be ‘place AoE down to tag as many mobs as possible’.
Proposal 1 – Give DE’s More Than One Facet To Them
In order to make DE’s need a certain amount of co-ordination in order to be successful, give players more than one ‘objective’ that they have to defend / take / insert other task here.
Let’s compare Tequatl to The Shatterer, for example, ignoring possible issues with scaling.
With Tequatl, not only do you have to take him / his bone wall down, you have to defend siege weapons, kill the Fingers, defend the big laser, kill the big exploding mobs ect. All at once.
Compared to The Shatterer, everything happens in nice clean phases:
He lands > you hit his toenail > takes off > healing crystals > you get the idea.
My proposal would be create more DE’s that have more than one facet to them.
Using the Pertinent Path events (Pertinent and Shelter’s Camp) as an example:
Defending
These are both linked by a tunnel. Have both events happen at once.
One event fails, the undead from the failed camp would be able to flank the other camp by going through the tunnel, ramping up the difficulty for the camp that’s still fighting. Undead would also undergo work at the failed camp, creating barricades, traps and siege weapons to fortify the camp.
But that’s not all.
Being dead and all, and so close to Zhaitan’s influence, our (and the NPC’s) bodies are used to add to his ranks. If an NPC falls DURING the event, after a certain amount of time, they too will be turned. This is to add extra weight to failing an event / not reviving people and NPC’s.
Losing both camps would be disastrous. These camps would give the undead a foothold to make attacks of outlying camps (Jofast, for example), ramping up the difficulty immensely during these events.
So here we have:
- Two camps that need to be defended.
- NPC’s / Players need to be revived.
- Failing one event makes it drastically harder for the other.
Taking It Back
Taking back these camps will be a big task: the undead have had a chance to settle in, they’ve got catapults that bombard, they have barricades up, restricting movement and traps that make you susceptible to being rooted / knocked down ect, all which could be fatal because of the siege weapons they have.
Like the undead, you can hit the camps from both sides, or rush one camp and then flank them. Of course, larger groups will be more likely to be hit by the siege weapons.
Here we have:
- Defenses and careful movement being needed while taking down obstacles
- Weighing up the pro’s / cons of two different approaches
NOW! That might have not seemed very multi-objectivey. Which brings me onto my next proposal.
Proposal 2 – Events That Evolve In Difficulty
Now, this is not the same as scaling.
Take the Camps from above, for example:
You manage to defend the camps in succession. The undead, being incredibly intelligent, try another approach.
They bring Veterans with them, as well as built Siege weapons quite far from the camp that are bombarding (and I mean, you have very little chance of dodging them without moving into another) from a distance. The gaps between the weapons are also quite far apart, meaning you can’t just AoE them all down. Leaving the siege weapons keep hitting the camp will end up destroying the walls, killing NPC’s ect, meaning more Undead can flood in.
The event plays out like outlined before.
So now, we’ve added another objective:
- Take out the Siege weapons
Again, complete this, and the Undead change approach: They bring Risen that can Ward the weapons from damage. To damage them, you have to kill the Warder first, who’s a Champ guarded by Vets. This adds another objective:
- Kill Vets and Warders
You see where this is going?
Of course, there would have to be an Ultimate Difficulty State (maybe a part of Zhaitan comes and joins the fight?)
Have events ‘evolve’ in difficulty, not just by upping numbers of mobs and health / damage, but increasing the number of ‘problems’ the players have to deal with, means players have to work harder and, if done right, need to co-ordinate more: who’s going to take out the weapons? Who’s going to defend?
TL;DR:
Proposal One – More Facets To Worry About At The Same Time To Promote Organisation
Proposal Two – Add More Facets As Players Become More Successful During Events To Stop Events Becoming Trivial And To Increase The Chance Of Failure
P.S.
Working on the Player-Created Content angle, maybe the community could come up with the ideas, then you just create them. I for one, as would many others probably, would love to be a part of improving this game
+1 to this.
Also:
-Maybe add ‘Traps’ to the Upgrade / Plans that you have to place around the Fort.
- If you help with the construction of the upgrades, then it also awards some Karma so you get rewarded for defending / helping out.
- When they get around to it, implement a Polymock board where you can play while you’re waiting.
1. Stop scaling level for content… Let me be the lvl I am so I can solo this stuff when no one is around. If not completely take away the scaling then at least have a 5 level buffer. If there is a lvl15 group event and I am lvl20 then let me be lvl 20..
2. If you dont want to stop the scaling then have servers be for WvWvW only… Meaning everyone is on the same server for PvE and its broken up into shards (like champions online did it).. And servers only determine WvWvW… You could also shard Spvp… This way the pve and spvp worlds are full with people and you have people at every lvl to do content with..
1. Disagree – scaling not only keeps content relevant, but it also prevents griefing during events from higher level players. If you kept your level when higher, you’d only have to sneeze and the mobs would die. If anything, I think scaling needs to be a bit ‘harsher’ (I find myself 2-shotting stuff on my 72 Mesmer in lower areas), and then the scaling during events adjusted to accommodate more players. Events, I feel, need to have a chance at being failed to make people work for it.
2. What I took from this was: One single server for PvE and PvP, broken up for WvW, am I right?
Eh, could work, depending on how they’ve set up their servers and such. It’s entirely possible as well though that the servers may have to come down while they make them changes to the code, since we’re talking about re-arranging their entire infrastructure as opposed to just patching some code in.
However, hopefully Guesting will be here soon. I can see people making a Guesting friends list, since a friend is needed on the server you want to go to.
How Magic Find Works
Each item / rarity has a % at which it can drop assigned to it.
Let’s say, for example, Rare (yellow) items have a 5% chance to drop.
If you have 100% MF gear, then Rare items then have a 10% chance to drop, since the chance has doubled (5% base and 5% added on).
Still pretty low, but the chance is indeed higher than without. It’s just you don’t see the results immediately, but in the long run.
in Suggestions
Posted by: TheDaiBish.9735
Little pencil at the bottom or your post
in Suggestions
Posted by: TheDaiBish.9735
Can you bold the weapon names? Just to make it easier to read :P
My Two Bits
Bolt – The noise. Make it crackle occasionally, rather than constantly.
The Dreamer – It’s a Unicorn. Go the whole way and make it give you a rainbow trail that looks like a Tail and Mane when drawn. Maybe a set of wings as well.
Flameseeker Prophecies – For blocking stances, maybe the pages / words fly out as a shield? Other than that, I got nothing.
Frostfang – Animate the top half so it can roar?
Incinerator – Haven’t seen yet.
Juggernaut – I’d have said give it a bigger head.
Meteorlogicus – A weather effect around it (and maybe you) that is the opposite to the environment.
On a completly seperate note, I wish ANet would stop replacing random words with kitten. Throws me off when reading >.<
You can switch off the majority of the icons already (there’s a little eye in the bottom left of the World Map) aside from waypoints (for obvious reasons).
But yeah, a minimalist UI would be nice.
The purpose is to see more content than cursed shore. The buff is intended to rotate to a new zone each week, only applying to a single zone at a time. How will it not accomplish it’s purpose may I ask?
Because all it would be doing is rotating the horde of zergers and bots to that particular area each week.
I don’t think thats ALL it would be doing but yes that is the point? I don’t understand what you are saying.
The point is, is the situation will be exactly like the Cursed Shore for a week: Everyone will just be crowding the most frequently occurring event(s) and AoEing everything for their loot / Gold participation ect ect.
It changes nothing aside from of scenery.
In order to change the issue, you need MORE activities that give Karma that are also worth doing, rather than moving the one activity that allows you to gather Karma most efficiently around.
As Ronah suggested, maybe something like Traveler’s Gifts.
There’s already an NPC related to Nicolas, so why not have her collect a certain item / multiple items from different areas (in order to spread the zerg out) in exchange for a big chunk of karma + incredibly rare weapon skin / something that’s used for Legendary weapon progression (Mystic Clover, Ectos, T6 Mats, Obsidian Shards ect).
Maybe helping a Heart / Hearts out who are having trouble with something despite there being no reward for you doing so (you know, Karma, what goes around comes around).
Assisting lower level players with their story-lines / dungeon runs.
TL:DR – Personally, I think adding more activities that award Karma + other sweet rewards would help a lot more than just moving the farmers around
The purpose is to see more content than cursed shore. The buff is intended to rotate to a new zone each week, only applying to a single zone at a time. How will it not accomplish it’s purpose may I ask?
Because all it would be doing is rotating the horde of zergers and bots to that particular area each week.
It’s good in theory, and could probably be made workable if they made downscaling even harsher (at the moment i’m finding myself two-shotting stuff) and maybe had more than one area available for this buff, to spread the mob out.
I’m not seeing a suggestion here, just another sensationalist thread.
I started my first alt last night (Norn, Desolation) and there were plenty of people running around.
Friend A: “Hey I’d like to do this dungeon because the skins for it are great. Wanna come with me?”
Friend B: “Oh sorry, I don’t like the skins there. I will go for another dungeon.”
Friend A: Fancy doing a run in x dungeon with me? I’ll do a dungeon you want then, or we can do your dungeon first. I don’t mind since I’m not in a rush to get the skins.
Friend B: Awesome.
Surely co-operative people and guild members would be willing to accompany you if you help them out?
That was pretty much the point. More exaggerated to let players see the effect they have on combat. As it is now, boons and damage interrupts are there and this is the exact purpose they provide, to stop damage but it is not noticeable and almost unnecessary in many cases.
For an action rpg style combat you need to feel like when you push the buttons something happens and I feel that myself and many players have a hard time seeing that effect.
Surely the difference between dying and not dying, struggling and not struggling is noticeable?
Ok, I have run a few dungeons… enough to realize that fights are just one big clusterkitten when it comes to agro.
Sure there are “tanky” classes maybe but they cant hold agro at all. As a thief, I pull agro off them the second i start attacking. I have tried waiting 15 sec and then attacking.
I kinda like the everyone with some aoe healing ability thing but not every class can tank. If I want survivability I have to sacrifice damage and that still only gets me so far.
So I suggest that we give these tanky classes some tank skills. Something to glue mobs to them or at least be able to pull em off others.
You can do the pulling / pushing off / stopping damage / losing aggro:
-Knockbacks, Launches, Stuns, Dazes, Roots, Knockdowns
-Guardian Greatsword 5 can pull off
-Mesmer Focus 4 can pull off
-Thief Scorpion Wire Utility can pull off
-Ele Conjure Earth Shield 4 can pull off
-Necro Spectral Grasp Utility can pull off
-Blind (either skills of Combo Fields / Finishers)
-Stealth (either Skills of Combo Fields / Finishers)
-Weakness (50% chance of 50% damage)
So there’s no need to have skills that steal aggro. You just need to be a bit more creative.
I’m not seeing the issue for the complainers.
If there’s demand for it and it’s viable for them to put it in, they’ll work on implementing it, which is what they’ve said.
It’s as simple as that.
in Suggestions
Posted by: TheDaiBish.9735
Please make our characters smart enough to auto-attack when idle and being attacked. Currently, our characters just stand there and wait for input—which is slow.
So, rather than suggesting they auto-attack with no input, suggest that responsiveness is improved.
Allowing characters to kill stuff without the player needing to do anything could open it up to exploiting.
OMG the fanboyz will roast me for this but erm, well, erm, Blizzard support DX9, DX10 and DX11 in WoW.
But they didn’t straight away.
Besides, they’ve already said if it’s viable they’ll implement it. The thing is, it takes time and resources to implement, and if only, say, 10% of the players are using it, then what’s the point in diverting resources that could be used to improve the current engine?
Hence, why they’re checking where or not it’s worth making it a priority.
Guys there is this awesome new MMO that simply pushes the boat out with the latest technology.
It’s, wait for it ………….
Guiildwars2 complete with the massively innovative DX9 drum roll
Yeah right, it really exhausts my stupidly expensive spanking gaming system.
Saying that the gfx is awesome but really, come on Anet, DX9?
It might not exhaust yours, but other players might not have the luxury of having a high-end system.
Not to mention Windows XP doesn’t support DX11.
However, they said they’d look into implementing it if there was enough demand.
I don’t understand how exactly this can be done, but the idea is innovative.
Competitions?
For EotN, they had a competition to create different unique weapon skins for the pre-order, and the winners had it put into the game.
http://wiki.guildwars.com/wiki/Glacial_Blade
http://wiki.guildwars.com/wiki/Hourglass_Staff
http://wiki.guildwars.com/wiki/Darksteel_Longbow
Personally, a couple of competitions for unique weapons / armour / Named Mobs for new patches would probably appeal to enough of the community to make it worth while.
1) If it’s for cosmetic reasons, what’s the rush?
But yeah. As well as that, award badges for doing WvW achievements.
Since the team loves to replace everything with “kitten”…
I was wondering why most of the threads I went in said something was ‘kitten’.
Nyan Armour: Gives you ears, a rainbow trailing behind you and an annoying sound as you walk.
Are the armors shown on the class selection screen available in game anywhere ?
If not, they would be a good first choice, as ANET has already made them.
The ones shown in character creation are Cultural. Pretty sure that they’re Tier 3.
They’re available at the main cities, and for any profession of that armour class.
As we all know, GW2 at cap is all about the looks and aesthetics of the gear (as well as perfecting your build, of course). It’s about finding a look you like and that will hopefully impress people.
Due to my inability to play at the moment, I’ve had a tonne of ideas running around in my head. I’ve made a few posts already, but instead of flooding with individual, I’ll put them all in here, with links to threads already created.
Player-Created Mobs and Loot as Competitions
https://forum-en.gw2archive.eu/forum/game/suggestions/Player-Designed-Mobs-Loot/first#post445278
Profession Specific Armour and Weapon Sets
Seasonal Armour and Weapons
Implement a Seasonal System into the game as well, and make a set of armour that changes with the seasons:
Spring: – Leaves a trail of petals behind you as you run.
Summer: – Something to do with sun beams?
Autumn: – Leaves a trail of autumn leaves behind you.
Winter: – Trail of Snowflakes
Alternatively, this armour could change depending on the environment.
Dyesmith – A New Profession
Another crafting profession, the Dyesmith (for lacking a better name) is a profession that can craft specific dyes that aren’t available through drops (This could just be a case of removing dyes from the pool you can obtain from Unidentified Dyes).
Higher end dyes would add subtle effects to armour. (Kudos to Takatsu [and possibly countless others] for this idea [https://forum-en.gw2archive.eu/forum/game/suggestions/Legendary-Dyes/first#post445426])
Dragon Lieutenants Armour
Think the look The Shatterer, Tequatl and Jormag has. Now imagine that look as armour. However, in order to preserve the look, it wouldn’t be dye-able.
The Shatterer would have floating rock and purple lightning, Jormag would be all about Ice ect ect
Joke Armour and Weapons
There you are, standing at the edge of the battlefield. Tense as you see the mass horde of undead before you. You charge in, fluffy angel wings and pink tail trailing behind you and your sponge mallet raised high in the air and dust-bin lid in front of you. Suddenly, you need to fight at range, so you pull out the Super Soaker X>9000…
Yeah. Probably something that could be implemented during April Fool’s more than anything, along with Dye Bombs that change your targets Dye to something funny (Rainbows, “The Twilight Dye” that makes you sparkle, The Dung Bomb that causes flies to buzz around you ect) for a small period of time.
I’m sure I got more, but it’s 6 in the morning, and I need some sleep. Will add if I think of them.
(edited by TheDaiBish.9735)
Hmm, yeah this is what I mean BUT hopefully Anet has some things hidden up their sleeves:)
Arms?
I’m sorry…
Liquid Flame is the second gift.
Courtesy of Sorry’s link
Perhaps “exotic dyes” might be better. I dont want to collect a lot of mats for a “legendary dye”
But yes this is something that would be nice to see:) Dyes with more effects to them and more funny names on the dye wont hurt;)
“Humiliation dye” :P
“Twilight Dye” that makes you sparkle in the sunlight.
Haha yeah but I think they should be rare enough u can’t just buy thm from tp easily like with most exotic gear. Should be like dungeon gear level… Something u have to work an amount for but not as much as legendary weapons… ><
Could be a new crafting profession just for kicks: Dyesmith.
I’d say Profession-Specific armour rather than transmuting different armour types, if you want to make each Profession look unique.
You’d have to be careful with the particle effects. Too many from the armour and the dye could completely ruin the look and make it look a mess.
I’d agree on more subtle effects though (Aura’s, Glows, Smaller Particle Effects, Unique Patterns [i.e. blood splatter])
In one of the other threads, this idea came to me while discussing unique champion mobs and loot:
What if ANet was to hold competitions to design Unique Champion Mobs and Loot, with the winner(s) getting it implemented in game as an Event-Chain Boss?
ANet would give the theme of the events, maybe one for each area (to cut down on random entries), and then the entrants would pick which one they want to enter.
Obviously, it’d have to be a reasonable time-frame to give them the time to judge a sample size, in which the community can vote for, and then to create the models, textures, animations, attacks ect.
On a separate note: I can’t wait for my new graphics card to arrive so I can play again
Out of curiosity, what would you propose?
Im not sure. Thats the problem, but thats what I paid money to Anet to figure out;) I want them to surprise me, and give me something I wont expect to see in other MMOs or just something much much better on gw2:)
Although I would like to see more dungeons, more interesting loots. Such as dungeon specific loots that could get from certain dungeons. World event champion specific loots. There are some out there but not enough. More special recipes + more special casual recipes that need to be discovered. Release those legendary armors in game. More areas is a MUST. I love gw2 because of the beautifull scenery, give us more! More mini games for sure + a more interesting crafting experience:)
I think these are the basic requests that I would add to make the game a bit better.
Ah, I was only asking because this is a Suggestion forum, and the game needing more content after a period of time (which is dependant on the player) is kinda obvious
If you think about it, the only reason it may not last as much as other MMO’s is because it doesn’t MAKE you grind gear to access content. I mean, if you could raid in WoW as soon as you hit cap and raiding was only for skins, how long would end-game last? I’m much preferring this end-game model tbh. No pressure to play to stay competitive.
We got the Halloween patch soon, as well as a content patch in November (I think?). There are quite a few areas of importance in Tyria that still haven’t been unlocked, so who knows?
Dungeons: They will add more dungeons as the game moves along, that’s pretty much a given.
Loot: Yeah, I think the looting system needs an overhaul. Champions should be Named mobs that give the chance to drop unique skins.
Hell, monthly / bi-monthly / quarterly design competitions for Champion mobs and their loot / craftable recipies and the winner gets it put into the game with a little flavour text saying who designed it. Pretty sure there’d be people in the community (myself included) that’d love that sort of thing.
Crafting: I think it’s better than the majority of MMO’s out there as it is, although it could be improved by adding named shiny-shiny Discoverable recipes (I think too much emphasis has been put onto the Mystic Forge for that). I did a thread that suggested making craftable Profession-specific Armour and Weapon sets to give an incentive to keep crafting after cap.
I say yes to this, but leave the named weapons as they are (Naegling, Twilight, Moot ect).
Out of curiosity, what would you propose?
Very good idea but i think they should be legendary because of the awesome effects. But i don’t think they should cost lots of money like the ones in the game now, I think they should be awarded for something else.
Hmm, the only reason I didn’t say make them Legendary was because
1) the Weapons and Armour would be a set and the effects would be dependent on each other (For example, Flameforged would have ribbons of fire going down your arm and onto the weapon).
2) Professions can wield more than one weapon, so the designs would be tailored to the Professions theme, meaning people could reasonable obtain them if they wanted all the different weapon sets.
3) If the effect was automatically applied to any weapon you wielded, you’d end up with a mess of particle effects.
However, it was under the premise of “Well, this armour / weaponset belonged to a famous Ele, Necro ect, you need to repair it for it to be of use”, then maybe it’d work.
Of course, the main issue of this would be the people who complain how x professions armour and weapon effects looks cooler than theirs.
I like the idea. Being an elementalist, your description sounds like something I’d actually like. I have no interest in the lvl 80 cultural armor or the priory’s lvl 80 armor either. Those all seem to be heavy healing attributed for the light armors.
However, I take somewhat issue with the complaint being how one looks cooler than theirs.
The first complaint I’d think of is: if it takes so long to make this or cap out your crafting. like, i haven’t maxed any of my crafts out yet. you can say all the condescending i’m better than you type of remarks you want. It should be maybe be something available that isn’t just for level capped crafters. Though it’d really be up to Anet if they prefer for people to acquire it this way. Maybe you could do something cool with a profession trainer in some city to unlock it.
I said max crafting simply because there doesn’t seem to be an incentive aside from Exotic gear and Legendary materials to max. Also, like Legendaries, they’d only be a skin, but crafting them allows you to use whatever Insignia you like. They’d be something to work towards for crafters.
If not crafting, why not a Profession Tourney? Kind of like The Norn Fighting Tournement in Gunnar’s Hold in GW1. Winning it would yield one piece / tokens.
Or why not both?
But yes, it’d be up to Anet.
Although, like in GW1, the Elite sets (with the shiny shiny) could be for max level, while there’d be other sets every level for crafting (Initiate, Journeyman, Adept, Master).
I was thinking, for the Structured PvP side of things, to have these types of armour unlock for the Champion ____ title reward.
Another Idea: Chef can make dyes, so why not dyes that add effects, so they’re not left out?
Much like we have Cultural Armour that can be bought, what about Profession specific armour and weapons that can be crafted and have effects?
For example:
-Elementalist’s could have Elemental armour that turns one dye channel into flame, water, lightning or marble depending on the element, while an Elemental weapon would have ribbons of said element going around it, connecting to the element in the armour.
For example, Fire would have coloured fire coming out of the dye channel, which then spreads to the weapon. Water would have a flowing effect on the armour and spread to the weapon. Air would have traces of lightning, and Earth would have shining marble, with rocks floating around the weapon.
-Guardian’s could have Devout armour where the pattern dye channel glows, whereas the Devout weapon would have the symbol associated with that weapon engraved that would have a glow effect with flecks of blue fire around it.
-Necro’s could have one where they have dark aura with tendrils that snap out to grab the Life Force orbs, and the weapon would be made completely of shadow.
-Thief could have armour that trails smoke so it makes it look like the thief is wearing a hood and cape made of smoke, and weapons that ____________.
-Ranger could have Druidic armour that makes them look like one of their Spirits, and a Wyld armour that changes depending on their pet (Drake’s make it scaly, while Moa’s would give feathers).
-Warriors could have Barbarian where one dye channel reserved for dripping blood, with the weapon just coated in blood, or General armour and weapons that have a golden glow.
-Mesmers could have one that distorts their figure, same with the weapon.
-Engineers could have something to do with cogs, with weapons that fold out (shields stay on the arm instead and then folds out when drawn).
My ideas probably suck, but the main question is do you think it’s be a good idea to implement these for max-level crafters (not soul or account bound, making them trade-able), and to give some visual distinction between professions.
Of course, the main issue of this would be the people who complain how x professions armour and weapon effects looks cooler than theirs.
“http://en.wiktionary.org/wiki/legendary
Definition of legendary:
Of or pertaining to a legend or to legends.
Appearing (solely) in legends.
Having the splendor of a legend; fabled.
Having unimaginable greatness; excellent”Huh, says nothing about having to be unique or extremely rare or available only to a select few…
Who would have thought.
Fabled – Well known for being of great quality or rarity; famous.
Agreed. I personally thing they should be a sign of your achievements in game, rather than a sign that you’re lucky and good at grinding.
Although, before you start your Legendary, I think that you should be required to show that you could handle it.
Having Max Tier for the Weapon Master, and then killing a Veteran / Champion with only them weapon’s skills (and a heal) would show your dedication to using that weapon, and that you know how to handle the weapon effectively (one-handed and off-hand can be used as a set, as long as the weapon you’re aiming for is used).
Achievements are already nicely divvied up:
- Killing a certain amount of each enemy earns Gift of The Slayer
- Emergency Response Hero, Dungeons Discovered and Survivor earns Gift of the Hero
- Tier 2 for WvW Achievements (aside from Stonemist – only T1) earns Gift of the Mists
- Hobby Dungeon Explorer and Jumping Puzzles earns Gift of the Trailblazer(?)
Combining these gives you Gift of the Pinnacle, when combined with a named Exotic (same skin for Greatswords i.e. Naegling gives Dusk, Khrysaor, the Golden Sword gives Dawn) gives you the pre-cursor, and then it goes onto the process you outlined.
Or something like that.
Throughout the world, there are a number of books and statues that can be read that give a glimpse of the history behind Tyria.
My proposal would be to have an Achievement Track and Title for those who scout these out.
The Achievement would be split up depending on who the Lore concerned (i.e. Charr, Norn, Orr, Cantha), and in order to get the Loremaster / Historian title, you’d have to find them all.
Stupid question: what is a precursor? o.O
It’s the initial weapon needed for a Legendary.
So Twilight would need Dust, and Bifrost would need The Legend.
Legendaries are supposed to be hard to get, yet so many people want to make it easy.
Then they wouldn’t be special.
Things are fine the way they are. Go work for your stuff.
Time-consuming =/= hard, and personally I think that RNG is just lazy design in making them rare.
While I agree that an alternative is needed, I don’t think a vendor is the answer.
Make Achievements part of the process:
1 part for hitting max Weapon Mastery for that weapon, and then defeating a tough (Veteran of Champion) opponent with that weapon’s skills hand a heal only, so no Utilities of Elite (for one-handed and off-hand, you can keep the set as long as the weapon you’re aiming for gets used).
Let’s call this Gift of [Weapon] Mastery ([Weapon] being the weapon you’re aiming for. So for Dusk, it’d be Gift of Greatsword Mastery.
4 minor parts for killing 4 different monster types, one being Zhaitan’s Bane (See Slayer Achievement) that combine into 1 Major Part. Let’s call this Gift of the Slayer.
4 minor parts for different Hero Achievements (Completing Storyline, Emergency Response Hero, Survivor and Dungeons Discovered) that make, say, Gift of the Hero.
3 minor parts for the Jumping Puzzles, Hunter Gatherer achievement and completing all of the Explorable Mode Dungeons, that combine to make Gift of The Trailblazer(?)
All these would then combine to make Gift of the Pinnacle.
1 part for reaching Tier 2 in WvW achievements (aside from the Stonemist Castle one; that only needs Tier One). Let’s call this Gift of the Mists.
4 minor parts for 2 maxed crafting, max salvaging and max Combat Mechanic (upgrade) to make Gift of the Craftsman.
Gift of the Pinnacle, Gift of the Mists, Gift of the Craftsman would then combine with any Exotic Greatsword to make the Pre-Cursor.
There you go: Something time-consuming that requires a bit of effort in all aspects of the game.
(edited by TheDaiBish.9735)
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