Main handed weapons could hold three skills while offhand skills could hold one. Some weapons could have two and two. Some combos could change the third skill. Some combos could change the second skill, depending on which weapon is on which hand and which weapons are used with which weapons.
Oh and skill type redundancy may help strengthen some builds. Example: multiple healing, protecting, CCs, AOEs, etc.
Porting over more GW1 skills could open up a lot of builds and provide more filler skills to keep builds interesting. Fine balancing could be done later.
Having three utility skills seems a little limited and a bit limiting on the builds. Why don’t the heal skill get moved to skill five and skill six become a utility skill. That way there’s four attack skills and four utility skills to balance things out. While we’re at it, why not make the elite skill optional to make builds even more varied. Having only four weapon skills would also give eles twelve weapons skills and others eight weapon skill versus twenty ele skills to ten for other professions’ skills right now. This would also limit the amount of usable skills in combat too.
(edited by Zahld.4956)
no item adding or removal needed.
have a material storage and wardrobe preview tab in the heroes window to easily see what you have and what is available anywhere.
i mean the recharge time of each skill.
or maybe a trash bin that can return items back or empties after a certain period.
this is to help replace destroy with something more useful.
only in pvp lobby. just to speed up build testing.
ten second cool down button in pvp lobby.
how do you do it manually?
all skills just reset.
(edited by Zahld.4956)
yeah but for more useless items i guess.
have an option to reset skills to practice builds in the lobby.
have an item option to allows items that seem to be useless like some tonics or piles of glittery dust etc to be converted into any of a few more useful ‘recycled item’ types. some recycled items may require more than one preceding item to create. in addition, have another option to recycle the items into recycle points that can be accumulated to be spent on ‘other’ things lol (to be designated).
this would help people be less remorseful for scrapping things and hopefully reduce pack-rattage, also there’s a recycle theme there too.
a spot for all this extra stuff would be nice.
when using only one one-handed weapon or off-hand weapon, allow utility skills to replace the empty spots. this allows the player to choose a more utility build by discarding the usage of one of the one-handed weapons. possibly having no weapons equipped would leave all spots left for utility skills… or having no weapons equipped gives you bare-hand combat skills with the option of selecting utility skills to replace them.
have weapons that have skills that take up some utility skill slots.
have specializations that increase specialization line lengths while reducing the number of skills in the skill bar, and others that reduce specialization line length while increasing the number of skills in the skill bar.
have specializations that reconfigure or rebuild the skill bar or rebuild the specialization lines themselves.
have specializations that increase available traits or usable traits.
have specializations that add a mana bar for certain skills or traits.
(edited by Zahld.4956)
give each profession say six trait points that can be distributed to any of the traits. each trait could have its own limit on how many traits points can be used on it, or it can be set where all traits are uniform with a same number of trait point limits. trait points would allow individual trait modifications instead of applying modifications to a whole specialization line.
Give each profession two specialization points to put into any or only one of the three used specialization lines. Each point will enhance all traits in that line by a factor of how many points is allocated there.
(edited by Zahld.4956)
maybe one thing they could do is make it harder to kick someone who been playing longer in the instance than newer people. This may help against new people kicking old people.
polymorph yourself and your enemy but you get stronger and better skills than your enemy. your size is bigger and you look more intimidating. you also gain health, armor and strength bonuses too.
(edited by Zahld.4956)
worm hole skill. create two worm holes, one in front of you and one at a chosen location. while this worm hole is open, players may travel back and forth through freely by simply walking through it. no use worm hole option selection is needed. this is a slight variation of the portal skill. oh and enemies can go through it also, but they are heavily conditioned and injured if they do, while you and allies gain stealth and boons whenever they go through the worm hole.
(edited by Zahld.4956)
transform into your target and multiply into three clones of it. you cannot be targeted by an enemy for a few seconds, after which you may still remain in that form but targeting may ensue. but while being untargetable, you also copy its skills (or maybe half of it).
(edited by Zahld.4956)
have a spectate button under the practice custom arena, play unranked arena, and compete arena to spectate the most current match. makes finding a match type to spectate easier.
more skills for each weapon.
weapon traits/mods that affects all skills on weapons.
direct individual weapon skill modifications. be in the form of weapon skill binds. each weapon would have a few weapon skill binds that when applied to a weapon skill, would modify that individual skill. example would be: five binds are available, bind one adds a condition damage, bind two adds a boon, bind three removes a condition…etc. two binds can be used at any one time.
skill group buff/debuff affect: all skills in weapon skills, healing skills, utility skills, or elite skills get buffed or debuffed (something like gaining or losing a few levels). something may cause any of those groups to be temporarily buffed/debuffed.
Give each trait line two new function key abilities. One function key replaces weapon skills with new skills (start with 2 and add more if needed) with function key cool down. These skills correspond with trait line functions. this skill bar lasts for a short period Before switching back to weapon skills. Second function key changes out profession mechanic to be replaced with trait mechanics to be used in the f1-f4 key.
One main trait line or many may be applied at once. Apply as needed to build profession as needed.
Add more trait functions as needed.
Well even at double size it wouldnt fit the exponential growth of other things.
Yeah 20 slot bags would exponentially go to 400 when squared or 40 when you multiply it by 2 to the 1st power right..? Some reason 2x came to powers to me idk..
why not just double bag sizes? things are always growing exponentially.
hard mode. you only get three traits, any three.
high single-line specialization. gain all traits from one line. that’s all you get, twelve traits.
mix-line specialization. you get nine traits from any line (major or minor) with one caveat, of those, you can only choose three grandmaster traits max of any line or lines, just to balance things out. so a total of nine traits, three of which may be grandmaster traits.
6/6/6 distribution? that’s the demon childs distribution.
have a UI box or window pane that allows players to consume stacks of items instantly. this will keep mice, keyboards and fingers from breaking or wearing down.
have selectable minor traits.
have a few pre-built builds made by devs to easily give new players or players are not good a making builds, quick load out of builds for each profession. this will help show players what builds could be made out of each profession and give devs builds to strive for.
in addition, add a few slots of player define-able templates.
Trait enhancement points. You’re given say..three enhancement points to enhance any of the traits. Example would be 1 point for trait A and 2 points for trait B…or all for trait C. Enhancements would make each trait more effective (longer lasting, faster, stronger, larger, narrower or smaller and more concentrated, reoccuring, bonuses, longer range, affecting more targets, etc).
Stat allocation suggestion: 33% armor, 33% profession, 33% player selected or 25%, 25%, 50% respectively or 15 armor, 15 profession, 15 trait, 55 player or a variation of that.
if full healing/protecting build is put in, all professions would need some form of it. otherwise, those without it would be left out of teams in a team composition.
okay i’m in it too. add it in. hehe. for that loyal 10 year fan.
tedium…..sighs
have drift pieces of things like logs or debris in rivers and lakes. having the objects movement be affected by players and other objects would increase realism. some realistic high and low waves and swells in the water would put a nice touch to water too.
Just something that changes the screen into first person shooting. No walking while shooting needed. Its a first step.
The dungeon would allow for large groups. This de would require instancing to finish. Current dungeons just unlock at levels and dont accomodate large groups. This de is sort of like mini dungeons but instanced instead.
Have parts of the game where players need to change to a first person shooter mode to complete and everyone is given a gun of some sort, maybe a plant gun for sylvaris. Some target practicing games would add some more variety to the game.
And the other way around where instanced dungeon options may lead to open world end bosses.
Dynamic events that lead to large group dungeon instances. Makes finding groups more seamless.
Reaching a max level in any of the sub-groups would max a general crafting level of say…cooking.
What if crafting had more of a horizontal progression instead of a heavy vertical progression, with more abilities to create specific groups of things right off the bat. Recipies and manuals may be more useful that way. Verticality and horizontality would be added with time. Instead of gating all high level crafting items with one level for all, each group of items have their own mastery levels.
add this to the game. it sounds great.
Oh and after game content, theres pvp for your end game.
End game is get to level 80 then play everything.
There is also only so much content that can be made in a certain amount of time plus bug fixes, tweaks and balance involved after release.
Make upgrades like traits, where a limited amount of points can be assigned to certain upgrade lines and points can be reassigned as necessary. This makes upgrades more strategic and require players to pick a strategic role in the battle field, much like small team matches.
Also add additional wvw specific skills (maybe 2 or 3 like profession mechanics) to the main game ui to add some wvw spice to wvw. These skills could use the f5-f8 keys.
it’s for bosses/champs that don’t have defiant… I’m asking for content that doesn’t roll over and just take a roll in the face by any zerg that just comes by. if rewards aren’t enough then add better rewards. no more easy world pve content lol buhahha. more meaningful?…add denser groups of baddies and have them cooperate with each other. add baddies that dodge as many attacks as possible..just add really tough AI so no one can get an easy copper. add baddies that attacks rezzers more aggressively. Add more punishing baddies because everyone just wants easy face roll over, spam 1 1 1 1, high reward, meaningful content. join a zerg group and spam 1 from yards away without having bosses/champs that don’t get overwhelmed easily and take a chest. that’s all anyone wants for interesting.
isn’t more boss defense mechanics more interesting? it may seem like defiance but it has it’s differences.
more meaningful? add three champions together with different defense mechanisms and offence mechanisms and have them support and defend each other and have minions protecting them and each other. is that meaningful enough? when is it meaningful enough?