a skill that emits pulses of waves outwards to momentarily detect stealthed players and players who have been cloned with each wave pulse. this skill would be a sonar type of skill.
to counter this skill or action, a sonar jammer skill or boon could block detection.
a strange map suggestion would be to have a map or area where gravity is multi-axial, where players could walk horizontally, vertically and upside down.
have four consumable items slots in the main game screen. use f5-f8 keys as the macro keys to use these items. any consumable items can be placed into these slots. these consumables would be an easy way to use consumables when readying for an event or doing other things like dungeons or leveling an alt. these slots would save bag space also (only four unless more sets could be cycled through). These four slots would retain the items for the whole account so that any alt could use them without having to swap or transfer consumables. soul bound items may have a problem with these slots though..
have a skill description that says the skill is stationary and cannot be used while moving. something like range or number of targets, type of thing.
get some linux programmers to port it…
Screenshot the messages and report it.
Maybe if anet made a separate skill slot for combo fields, people would use it more with skill….and made them more visually distinct from non-combo field skills…
(edited by Zahld.4956)
also be able to individually select which clone or fantasm gets shattered with which skills with mesmers. so instead of having all shatter with mind wrack, two could mind wrack and the third one could use diversion, for example.
i’m sure the gw2 can leverage itself to be possible. how is it unbalanced?
na, not overpowered.
another suggestion, have icons of selected traits on the main game screen with mouse-over descriptions. new players probably aren’t using traits because they probably don’t know whats happening in the background with the traits and which ones are active, and it becomes a big mess in back of their mind. hehe. it also helps players easily see whats going on because of their traits and whats happening when they are doing certain things and helps them quickly familiarize themselves any builds that they are trying. These trait icons could be setup like how utility skills are set to easily adjust builds or easily change major traits.
a skill that causes a player or group of players to be momentarily lose their gravitational pull to the ground an float around where other players could knock them into other directions for a short distance. they could also be enveloped in a bubble also as a similar skill where projectiles, physical damage or anything else may not cause them to lose health. this would sort of be an anti-gravity skill.
another skill would be one that envelopes a player or players in a casing (bubble, box, etc) where other players could not see what the player is doing. only that player or allies can see within that casing. all skills would function normally in and outside of this encasement. this casing could be of substantial size where players could move around to avoid positional detection. players may move in or out of this area too. enemies may not enter this area though. this skill would be a skill of concealment, kind of like stealth or cloaking but only within a limit space.
themed arms. 304958304958283i457290834
whats the word on templates or build saving:?
stalkers bad. stalker prevention good.
chewwwcheeeeeeewwwww!!!! chugachuga
Do this. Looks kind of useful.
white knight check. it’s your turn.
Pawn to queen’s rook four.
A wise unanticipated choice. Castling. Danger is near.
oh look at those perfectly cut lawns. i gotta hire the landscape guy who cuts that.
white knight check. it’s your turn.
-oh and can diving animation have more of a splash when the player impacts the water?
-add more skills to weapons so that pve players would have to choose the best weapon skills to use an not die instead of just spamming whatever skill that weapon has. each skill number would have its own pool of skills to choose from to match its group type. this would help produce more specific builds, total skill bar customization, significantly varied play-style, and increased skill-bar combinations (not as crazy as gw1 though).
-pve auto join group UI that automatically joins the closest players to you and if your party is not full then other auto joiners will be joined to you as you approach them. this would make make pve PUGs (pickup groups) easier to make.
(edited by Zahld.4956)
-in addition to the defiance mechanic, have the champions have different weakened states , where if a certain amount of a certain condition is used to empty the defiance bar (or have multiple bars or some way of showing which condition of weakening is used), a certain weakened state is applied and certain skills or conditions do extra damage under that weakened condition(example: melee might do greater damage or bleeding would gain damage bonuses). This way players could plan and build for different take down methods and/or adjust to different weakened states to improve their damage efficiency.
—add a increase or reduction in casting time length, charging time length and recharge time length as a part of a skill effect. (more resource and/or position manipulation type of skills would increase game-play strategy to the game). gw1 had quite a few of these skills.
Or you can sell things for a high price and a tax fee to be kept indefinitely or until someone buys it for that high price.
weaken those hiding in the veil of stealth. their powers shall reign no more. buhahaha!!
do this anet. /beg. the fingers want it.
but having a little extra bank space to go around to begin with, wouldn’t be bad.
guild stash is your friend. 20 slot bags are your friend. salvage kits are your friend. trading post is your friend. if anything, just buy some gems and add more of those storage slots. and if anet already had enough of your money, just grind tirelessly for gold to convert into gems to get any of those.
A few simple saves will make people happy.
Btw that sword is very girthy yet very strange. I like the look of it. Good luck finding a sheath for that though.
Add this feature to unique items that are created to be modifiable
Make modifications to weapons affect the appearance of the weapons. Example: increased range makes weapons longer.
Could be applied to new legandaries or all weapons…
Can I just make my sword longer? Lol
Let it be for hot then! Hehe ;-D
Possibly add a way for people to find other people to be commissioned to craft or procure a certain amount of things for a offered price or set of prices depending on how much of expectations was met. Taxes and other things could be pondered and theory crafted.
Just some food for thought.
+1. Sounds useful and possibly beneficial in some manner. Let this consigning witchcraft be done! ;-p
Been leveling low level alts and it just seem that way mostly.
Mini games:
First person shooter mini-game.
2-d side scrolling platform jumping mini-game.
Gw-2 in a MOBA tower defense strategy type of gameplay.
old games like Tapper, Frogger type of game play.
+1. Save our hands. Do this.
add more segments to dynamic events. having only one or two segments is kind of short and boring. having very extended dynamic events is more fun, creates a more sense of immersion and builds a more sense of story-line to each event, instead of just help this guy twice and get a reward simplicity.
when players are drunk, have funny running and jumping animations that only other players can see while the player who is actually drunk can only see normal animations. drunk running animation example: player is stumbling back and forth as they are trying to run. and so on and so forth.
(edited by Zahld.4956)
doesn’t sound too bad. +1 to this. make my sword huge! lol
yeah +1 to this. more profession improvements. more more more.
Anet should employ a cross-platform + game engine team to improve player-base support and to update game engine to current and new hardware standards and platforms.
Oh thanks. Just wanted to get it out there before it collected too much dust or get deleted somehow. And if I’m lucky, some devs might actually read it lol.
Some may be old or outdated… Be warned, the list is long.
Well, it was too long so an attachment was used instead of posting it in the body of the post.
Attachments:
I get that unfriendly and closed minded vibe from a portion of the forum community from time to time too Buck, but don’t let them dissuade from attempting to contribute and possibly make some improvements the game.
Haters will the hate things that are not the ‘status quo’.
Problem with the team being kept was if one dced or left, you are now stuck with 3 until you lose.
That’s a part of the beast that is random arena.
It’s a quick team death match practice that isn’t perfect but if you get lucky, your random team may get through 15 or so matches.
(edited by Zahld.4956)
A 5 to 50 player team death match may be good practice to help players practice setting up group configurations and builds to improve their wvw gameplay and in addition to capping/holding gameplay.
It’s not always a perfect situation but play another pvp gameplay style if random arenas isn’t your gameplay type.
For some it may just be death match practice that’s easy to get going.
GW1 didn’t remove random arenas.
The matches would last for a few minutes and there would be just plain death matches in small groups with a simple objective – defeat the other team. Makes for quick simple scrimmages and practicing.
Another spvp gameplay type couldn’t hurt too much.