Leave it to A-net to decide whether the suggestion is possible or not.
Leave it to A-net to decide whether the suggestion is possible or not.
We already have something like that, but people don’t use it much. Join a commander, type /squad
Leave it to A-net to decide whether the suggestion is possible or not.
Rethinking: Stat Combination
I have made a few suggestions to Anet: This one is going to be about stats and crafting.
We currently chose stats based on sets available. See the wiki
Instead of such limiting crafting, I would suggest a more modeling friendly method: When making an inscription or insignia the materials should determine only 1 stat.
Blood = Power
Claw = Precision
Fang = Ferocity
Venom sac = Condition damage
Bone = Vitality
Scale = Toughness
Totem = Healing power
Karka shell = Condition duration
Ambrite = Boon duration
Quartz = All
Fine Materials
Fine crafting materials should come in 3 degrees on each tier. Normal, Refined and Perfected.
For comprehension purposes, hence refer to these following three concepts in short:
Normal, Same tier Mateirals = NSM
Refined, Same tier Materials = RSM
Perfected, Same tier Materials = PSM
The refining process could be done by adding 1 NSM with 1 same tier dust.
The perfection process could be done by adding 1 RSM together with 1 ectoplasm.
Making inscriptions/insignias
The process, which I here describe, would work for both insignias and inscriptions.
Fine
The major attribute of Fine items would be determined by 1 RSM. Its minor stats by 2 different NSM. On a normal dowel. Alternatively, 2 Charged Quartz Crystals and 2 Ectoplasm, could be used to gain for all stats.
Masterwork
The major attribute of Masterwork items would be determined by 2 RSM. Its minor stats by 2×2 different NSM. On a plated dowel. Alternatively, 3 Charged Quartz Crystals and 3 Ectoplasm, could be used to gain for all stats.
Rare
The major attribute of Rare items would be determined by 1 PSM. Its minor stats by 2 different RSM. On 2 plated dowels. Alternatively, 4 Charged Quartz Crystals and 4 Ectoplasm, could be used to gain for all stats.
Exotic
The major attribute of Exotic items would be determined by 5 PSM. Its minor stats by 2×2 different NSM. On 5 Oricalcum Plated Dowels. Alternatively, 5 Charged Quartz Crystals and 5 Ectoplasm, could be used to gain for all stats.
Ascended
The materials to make ascended items should not change. However, the recipe bought for laurels should change to a crafting material. When this ascended crafting material are fused with an exotic inscription, a Deldrimor Steel Plated Dowel, 10 globs of Darkmatter, it will grant a recipe for the ascended edition of that dowel, along with 1 dowel. This, should be done in The Mystic Toilet
Example:
To make an ascended berserker dowel, one would first need: 5 Powerful blood, 2 Vicious Claws, and 2 Vicious Fangs, along with 9 Crystalline Dust and 5 ectoplasm. Alle the Normal Fine materials should then be refined into 5 Refined Powerful Blood, 2 Refined Vicious Claws and 2 Refined Vicious Fangs. The Refined Powerful Blood should then be refined into 5 Perfect Powerful Blood. These materials should then be fused into 5 Orichalcum Plated Dowels.
Assuming this is the first time one have made the ascended berserker dowel, the exotic dowel should then be put into The Mystic Toilet along with a Deldrimor Steel Plated Dowel, 10 globs of Darkmatter.
But let’s assume again, for just a moment, that the player don’t want the damage output, but only wants healing power and nothing else. This would then be quite possible. All (s)he would have to do, would be switching the blood, claws and fangs, for 9 Totems. Resulting in a very lot of healing power, but not a lot of anything else.
Leave it to A-net to decide whether the suggestion is possible or not.
they changed it, it now a achievement reward instead meaning you can only get it once
ArenaNet said they don’t want us to grind and now they force us to grind if we want the new armor set for all three armor types. I think that sucks major balls.
I don’t think they ever said that they didn’t want there to be a grind in the game, but that GW2 is supposed to be less of a grind than what is in other games. If there wasn’t a grind in the game everyone would have every Legendary out there.
Please ANet go back to the reward system of Episode 5 and don’t continue with how Episode 6’s was done.
First thing A never ever gave us: They sure did say they don’t want us to grind…
https://www.youtube.com/watch?v=bKtGxVj3msM
Save for that, sure I agree… give us back the way of ep 5… this sucks… I liked the skin but im not gonna be able to get like this… at least not within the first month or two… o.O
Leave it to A-net to decide whether the suggestion is possible or not.
I can’t see how any of those ideas this would be game breaking. looking at the other toys out there, that completely broke the costume brawl apart for anyone that don’t spend gems on toys… this seems harmless to me… after all, if one of those monsters on the way down the cliff hits you the carpet is gone and you have to walk… and you will still take falling damage if the fall is too steep…
I mean, my parrot from my toy sword that i got with my pirate outfit, activates the damage bonus from my ranger rune… so why the Skritt not…
Leave it to A-net to decide whether the suggestion is possible or not.
And now for dyes
These two need no further explanation:
1: Dye collection achievements. Wound be so awesome.
2: Dyeable weapons and back items. Would be even more awesome.
Dye slots
There is a billion pieces of armor. Most of them have fairly reasonable dyeability, but sometimes, you stumble upon a piece of equipment, with a fixed color. for instance, i cannot dye the edges of the shirt of my pirate outfit. those remain the same color at all times and they tend to clash with the colors i would normally use.
other examples could be the necromancer starting face paintings, which have no dye slots at all. or the acoylte skin which have a nice little stone in front that is always the same color as the majority of the shoulders, and yet, the item have only 3 dye slots. why not give the stone its own color? there’s a billion more items and all I’m suggesting is, look it over. it could use a gentle touch.
Dye Sorting
I have all fine and masterwork dyes and a lot of rares too. Finding your way around the dyes once you’re looking through them, can be a rather tough thing.
this suggestion is: Add an additional option set, which would apply as an addition to the current set:
1: Sort alphabetically within the arrangement.
2: Sort by shade (light to dark).
3 sort by shade (dark to light).
4 sort by material (within the hue or set).
5 sort by set (within hue or maerial).
6 sort by hue (within set or material).
and as promised here is for level 2:
https://forum-en.gw2archive.eu/forum/game/gw2/Inspiration-For-Arenanet-Level-2/first#post4449514
Leave it to A-net to decide whether the suggestion is possible or not.
Banners
Warriors summon banners that grant a fixed stat bonus and some rather useless skills. The banners are used as a passive boost, but none would ever dream of picking up a banner of tactics to heal dying party members. Why? Because the healing of that banner is simply not strong enough.
Banner of Tactics
This is a healing skill. My suggestion is to move it where it belongs, into the healing skill category. In doing so it is also possible to alter its skills:
Skill 1:Compassionate Banner
Skill 2: Menders Banner: Convert 2 conditions into boons on allies (up to 5 targets)
Skill 3: Inspire
Skill 4: Healing Banner: Heals target ally.
Skill 5: Rallying banner: Plant the banner to resurrect(4) fallen allies. (Recast time 180 seconds)
Banner of Strength
Brutal banner Remove the damage from this skill, instead apply vulnerability(3 stacks) to all foes within the effective range upon usage.
Banner of Discipline
Skill 4: Focused banner: Grants 20% critical damage upon usage
Banner of Defence
Skill1: Cause Weakness on foes within range
Skill2: Grant Protection to allies within range
Skill4: Grant Retaliation allies within range
Battle standard
Resurrection effect should ally to no more than 5-10 people.
Skill1: Compassionate Banner
Skill2: Grant Retaliation allies within range
Skill3: Inspire
Skill4: Grant furry to allies within range
Skill5: Rallying banner: Plant the banner to resurrect(4) fallen allies. (Recast time 180 seconds)
Leave it to A-net to decide whether the suggestion is possible or not.
Conjure elemental weapons
The elemental weapons grant fixed stat bonuses and a set of very neat skills. I don’t have a lot of changes for them because I don’t know them very well. the exception is the ice bow:
Frostbow
This bow grants healing power and condition duration. Only one of its skills is healing though, and that skill is more of an issue because it uses the bows precious charges.
Ice Bow Skill Changes:
Add a healing effect to ALL the ice bows skills.
Water arrow: If you target an ally, All damage that would be done to monsters is converted to healing to allies.
Frost Volly: if your target is an ally: Heal that ally and grant Protection
Deep freeze: If your target is an ally, the ally is granted invulnerability and regeneration while enclosed in the ice.
I will leave it for other creative minds and better elementalists to continue with the remaining conjured weapons.
Leave it to A-net to decide whether the suggestion is possible or not.
(edited by Zelanard.5806)
Environmental weapons
We see a lot of environmental weapons, but when we pick them up, it’s more of an nuisance than an asset. This excludes the elementalists conjured weapons, at occasionally the warriors banners, that is, if people know how to use them.
There’s a whole bunch of environmental weapons, most of them aren’t worth talking about. My suggestion is: Make them worth talking about.
Suggested changes to ALL environmental weapons, Not made by a character, but found or bought in the world:
1: Make the weapon last for at least 30 seconds.
2: Grant the weapon significant skills depending on what class picks it up:
3: Make the skills worth the replace of your own weapon skills.
4: Give a significant stat bonus while wielding such a weapon.
One example could be: Ancient cursed skill
Standard skill 1: Skull fear
Necromancer 2: Skull curse: Chill nearby foes while channeling this skill. (10 seconds duration)
Necromancer 3: Summon a ghost to fight along your side for 30 seconds.
Necromancer 4: Consume Power: Destroy the ancient cursed skull to gain 100% life force.
Necromancer 5: Summon Aatxe
I could go on with these environmental weapons but it would take forever and I want to leave some space for other creative minds.
Leave it to A-net to decide whether the suggestion is possible or not.
(edited by Zelanard.5806)
once again, I’m having to split my post into smaller pats, and i will make a link for level 2, at the end of the suggestion.
Crafting Once a day only
We want to avoid pay to win strategies here, however, people that spend money to get more than one account, are non-the-less ahead of the people that don’t.
Some people can craft more than one item a day, because the once a day only items are not account bound, and those people have more accounts (I’m one of those people).
Of course, its only a few of these items that are not account bound, the additional account bonus items are as far as i know, these:
Plate of piquant plant food
Plate of Meaty Plant Food
Deldrimor Steel Ingots
Bolts of Damask
Spiritwood Planks
Elonian Leather Square
The question however remains: Why? Why can we only craft some items once a day? It takes 30 days to craft a set of celestial armor. The set is awesome for a few classes, but Thorn take you. If you tell people in game that you are using the celestial stat set, you’ll get kicked from whatever party you’re on, unless you’re an Elementalist and can back it up with I’m using an ice bow and fgs. in which case you’re allowed to remain on the mercy of your skills. Why does this stat set take 30 days to make?
My proposal on the crafting goes something like this: Remove the once a day limit
The once a day limit on crafting is a hindrance that makes no sense. The more money you have irl, or the less of a life you have irl, the less of a hindrance this is. (them charged quartz exempted from this)
If you feel there is a need to limit the crafting, make the ascended crafting materials account bound instead.
Leave it to A-net to decide whether the suggestion is possible or not.
Your level is always adjusted to the area you are currently in. You will never be able to be a higher level than you’re supposed to while doing stuff.
Edit: Hence if the level you see is not a “proposes” level, you will be lowered that level.
Leave it to A-net to decide whether the suggestion is possible or not.
Proposal Overview
Guild castles, and guild outposts.
Goal Of Proposal
Making the guild halls seem alive and giving players a place of their own.
Proposal functionality
Guild halls should have two optional locations, 1: The castles. Major buildings in the the open world, that can be conquered though GvG. and 2: minor outposts in the open world that cannot be conquered.
The Outposts
The outposts should be instances accessible by more than one guild, much like the guild bank, what guild hall you end up in when you enter the instance should depend on what guild you represent when you enter.
Inside the guild outposts, each player should have a house of their own.
A characters “home” should be a character specific instance. The “house” should be account bound. Inside the “home” instance, possible decoration options should be available, through items purchasable through some of the merchants moving into the guild outpost.
NPC’s such as guild master craftsmen, should be bought with influence in the guild outposts.
If a player enter a guild outpost on a wrong location, the player should be stopped by guards, informing that player that they are not associated to the guild occupying the guild outpost.
Guild Castles
The guild castles should be held by one specific guild (or possibly an alliance of guilds) in the open world, with the option of being conquered by other guilds.
A characters “home” should never be located in a castle, however an outpost gate should be located in each castle.
All such NPC’s should be available at all times, in the guild castles, as should the mystic forge.
Players should be stopped by guild guards as they try to enter a guild castle, unless they are in a party with a member from the guild currently occupying the castle.
The interior of a guild castle, should never be part of the world exploration completion. Though there may be points of interests and vistas in there, they should not count.
Associated Risks
Some players may never get a hold of points of interests inside the castles.
Depending on how GvG will function, the guild castles may conflict with the system.
And another suggestion for Cris and the CDI’s
I didn’t learn about the CDI’s until I stumbled upon it on he wiki. A lot of players still don’t know about them, even though they have a lot to contribute with.
Can you announce the CDI’s in the News, so we have a chance of seeing them as we enter the game? It would be nice both because it would make Everyone aware that you’re working with us, and because we will have a chance to know “when” to be on the forum with our thoughts and ideas?
Leave it to A-net to decide whether the suggestion is possible or not.
I wrote a few suggestions a short while ago, I am going to continue what I started here.
at the end of this post i will link the old post.
Today lets start with the material storage
We have a few items that does not go into material storage, even though, its strange that they don’t. I’m just gonna make a list of items, that I think should go into material storage:
1 - Any crafting material, that you are crafting, in order to craft something else
2 - +X Agony Infusions and Pristine Fractal Relics
3 - Event trophies such as Ugly Wool Hats
4 - Crystals, Philosopher’s Stone, Mystic Forge Stone and other Mystic Forge Crafting materials.
5 - Foxfire Clusters
6 - Blade Shards
And Geodes should be in your wallet
Boosters
It would be nice, to have a specific booster inventory, that you can open separately. This bag should have no more than 8 slots and should only be able to contain boosters and nourishment items. Each room in the panel should be able to have a quick button assigned so you can press it, to use a boost item.
Inventory arrangement
We have a compact option in the inventory menu, but it would be very neat with an arrange button too.
In the control options
The order of how Things should be arranged, could be mannaged the same way guild ranks are mannaged, the highest kind f Things first. this could be configured in the control options.
Here is a link for the out of date post:
https://forum-en.gw2archive.eu/forum/game/gw2/Inspiration-for-Arena-Net/first#post4370627
Leave it to A-net to decide whether the suggestion is possible or not.
Don’t take it all away… Just make a WvW completion achievement and a PvE completion achievement…
On small low end WvW servers, It takes longer to Complete WvW than it does to complete PvE. Even though WvW is only like what? 5 or 10% of the map completion?
Instead of giving us 2 gifts of exploration for world completion, Give us 1 for PvE completion and 1 for WvW completion. Like that the WvW’ers don’t have to go to PvE, and the PvEers aren’t forced to WvW.
You don’t force people to do PvP for PvE achievements, so why force them to do WvW for PvE achievements?
Leave it to A-net to decide whether the suggestion is possible or not.
the idea of prestige classes has appeared already in a previous CDI and although deemed “not priority” was given some chance of appearing as potential matter of discussion for a future dedicated CDI.
So, let’s just cross fingers and hope…
But how do we keep tuned in with the CDI’s? how do we know when they happen and how often?
Leave it to A-net to decide whether the suggestion is possible or not.
I agree that we should be seeing some kind of development of this matter. here’s my thread on the subject. you might like it
https://forum-en.gw2archive.eu/forum/game/gw2/Inspiration-for-Arena-Net/first#post4370627
I would disagree to use the Ragnarok Online system, because it prevents your first job from leveling after you gained second job and you second and third jobs are so much stronger than your first job.
I do however like the idea of furthering character development and character remodeling in a similar fashion.
Leave it to A-net to decide whether the suggestion is possible or not.
May her soul be lost in the endless Mists, never to find rest.
Leave it to A-net to decide whether the suggestion is possible or not.
I think they should put a box with the full armor set at 10 or 15k AP…
you can visit the wiki,
http://wiki.guildwars2.com/wiki/Achievement_rewards
and see that there are no boxes with full set. every 3000 Achievements you are given a choice of one of two sets of armor.Notice that I did not say there are any boxes… I said there should be one.
armor value in increasing order as follows: Gloves > Shoulders > Helm > Boots > Leggings > Coat
by 3000 points for each type of armor. Earlier than 18,000 you will not get a full set of armor and especially not by 10-15k point.the bottom line is that at the moment, for that would get at least one full set of armor, you must obtain 33000 achievements. it is at the rotation that now.
I propose a rotation, when already at 18,000 achievement points you can collect one of the two sets of armor.
Yes, that is what you propose…
I did not say anything about what you propose. I told you what I think about it. and I think 10 – 15K of AP Should be WAY more than enough for a full set of armor.
Leave it to A-net to decide whether the suggestion is possible or not.
I think they should put a box with the full armor set at 10 or 15k AP…
you can visit the wiki,
http://wiki.guildwars2.com/wiki/Achievement_rewards
and see that there are no boxes with full set. every 3000 Achievements you are given a choice of one of two sets of armor.
Notice that I did not say there are any boxes… I said there should be one.
Leave it to A-net to decide whether the suggestion is possible or not.
I think they should put a box with the full armor set at 10 or 15k AP…
Leave it to A-net to decide whether the suggestion is possible or not.
The main angle for those that make alts is that if you want to play the different classes, you have to make a new character to play them and that’s about it. I’d like more reasons to push people to make alts, specifically of the same class. This is usually done in other games by introducing ‘permanent’ choices for the character. These can range from branching story choices to gameplay mechanics like some sort of class specialization.
Like, if a sub-class type mechanic was introduced, you can make the choice of sub-class you end up choosing permanent (possibly only changeable with a gem store purchase). A lot of people wouldn’t like the idea on the surface, thinking that doing so would limit player choice. But that’s sort of the idea. Which would you rather have: limiting choice but making your choice have a large impact? Or having a wide variety of choice that made little/no impact?
I still think it would be nice to have more than 1 subclass to switch between, but this could be fitted in so you chose for instance between a “Monk” and a “Dervish”(more than one racial class option). and after finishing the order story you get your orders sub class? (light bringer/crusader/scholar) or whatever the names xD
Leave it to A-net to decide whether the suggestion is possible or not.
(edited by Zelanard.5806)
Very good suggestions…
But I prefer balance, I rather get 1 – 3 new skills for every professions during the living story seasons, with much frequent balance updates, than pumping out 10+ new skills per professions not considering if it is OP or not. Well, that’s just my preference.
In gw1 they pumped out like, 300 new skills at a time xD and everyone could use all skills xD (some more efficient than others though)
I do see your point though. And I think its worth saying that they should add a lot of thought to the balance.
I think this would be a good way though, to add a lot new and wanted stuff, without raising the maximum character level and still maintaining balance and make the players feel like they do progress. It would also grant the perspective, that players wouldn’t need as much “number progression”(leveling cap raised), to make them feel they make progress anyway, because they would get the ability to progress though creativity.
Of course, one could add subclass leveling… but I have no clue about how that would work or do? more trait points perhaps? o.O
Leave it to A-net to decide whether the suggestion is possible or not.
Hardmode and capes I can agree was nice… however, you wont see hard mode in here.
Why? Because gw1 was not an MMO. It was a multiplayer game, with a lobby in each town.
They would have to change the fundamental structure of the game to implement Hardmode, the same way they did in gw1.
HOWEVER
They might implement something akin to hardmode though the living story. "if you are playing during this episode of the living story, the world looks like THIS, but if you are in That episode, the world looks like that…
I think this could happen, because if something does not happen akin to that, there wont be any replay-ability in the past seasons of the living story.
Leave it to A-net to decide whether the suggestion is possible or not.
This post made my day <3 Thank you <3
Leave it to A-net to decide whether the suggestion is possible or not.
I think you meant to write GW1 up there xD
A +20 levels scroll instead of a raise to level 20 scroll? xD honestly o.O
The birthday blaster this year is awesome, but its kinda making a lot of the food items worthless… they better improve cooking A LOT now xD
Leave it to A-net to decide whether the suggestion is possible or not.
Textiles:
Textiles refinement really needs a look though, instead of the scrap, it would be proper to add fibers. You should be able to farm these crafting materials in the following manner:
Jute, Cotton, linen: plant – These plant fibers could be farmed as any other plants, to drop fibers of the respective kind. (jute fibers, cotton fibers, linen fibers).
Wool: Sheep – Wool could be farmed by adding farms here and there with sheep or wild sheep, or Sheppard’s herding sheep. Shearing sheeps should be considered farming and should be done using a shearing tool.
Silk: Larva cocoon – There is a lot of larva around, since there is an ageing system for adding more exp to old mobs, why not make an evolve system for the many different larva? When a larva reaches a certain age, it’ll evolve into a cocoon. After a while it’ll evolve further into a new, now grown up mob, if it isn’t killed first, for its silk fibers. Killing a cocoon should be considered farming and should be done using a shearing tool.
Gossamer: Spider silk – All Spiders could drop spider web fibers,
Tool: Scissors – This shearing tool should be used for shering wool or silk fibers.
Numbers:
1 fiber = 10 spool of thread.
10 spool of thread = 1 bolt of cloth.
Remove the spools of thread from the merchant. it should be enough that you have to by the Scissors…
After attaining the fibers, it should be possible to refine them into first threads, and then refine the threads into bolts.
I do not believe that “patchwork” was the thought of the games system, so refining spools of thread into bolts of cloth, would be appropriate. don’t you agree?
If you have any different perspectives or other neat ideas, feel free to contribute
Leave it to A-net to decide whether the suggestion is possible or not.
Races
Am I the only one thinking that we will see a few of the already known races as playable? I’m thinking especially on the Tengu, the Centaur, the Kodan and the Largos.
Kodan
We know almost as much about the Kodan as we know about the Norn or the Asura. There are SO much lore revolving around the Kodan, that its driving one insane to think about it. “Life is a trial, Koda the judge and Koda the jury”, Where does this quote come from? Are there a great leader of the Kodan? or is it just small similar sanctuaries? What are the abilities of a “Voice”? I could go on but I think you catch my drift.
Tengu
These were EVERYWHERE in guildwars 1. All over tyria. The only place you could go without stumbling across Tengu, was Elona. and while we don’t know a lot about their culture, they were there… we even had one as a henchman…
Largos
Shhh this is a secret. or maybe not so secret, we have referances to this race that imply, that more lore is written. There’s a ton of information, but its all illusive, just outside of reach. we know there’s an underwater dragon, it would be fitting, to introduce it along with a playable underwater race, would it not?
Centaur
The centaurs are civilized, though in a different way than the other races. during the living story, we already met friendly ones, and in gw1, there were more friendly ones in Elona, one of them being a hero in your party. As with the Tengu, It is a little amusing, that they are not already a playable race.
Lets move on to crafting materials
Because some people have been complaining about: “I’m a guardian, I wont get as much silk” I’m going to take up an old thought from this forum from a closed thread.
Leave it to A-net to decide whether the suggestion is possible or not.
Progression
At some rate, Anet will be forced to give us something new to play with. weather its new skills or higher level cap or things like that, something we will at some point get.
However, it would be beyond frustrating if they added more levels, since it takes a LOT of work to make ascended and legendary gear. how would people feel if they were told “oh, btw, that sword you spent half a year making? you gotta make a new one, cos, its not that good anymore…”… I know a few people who’d stop playing at least.
Here is one suggestion for possible progression:
Sub classes
Each class should according to the idea, have several subclasses available for unlocking. and in addition, one racial sub class, unlocked by completing the racial storyline. The subclasses should be generic, a character should be able to switch it on the run, as with traits.
Utility and elite skills
The subclass should not in anyway add to these skills. However, they could possibly affect them, or add new effects to transformations for the racial sub classes.
Traits
Either the class trait line should be switched with a sub class trait line. OR the player should be able to chose what trait lines he/she want to use.
Weapons
A subclass should use completely different weapon skills than the main class. Thus giving access to a variety of different weapon skills, for the same weapons. These weapon skills should be optional. In a way that, once a sub weapon skill is unlocked, the main class gain the ability to rotate his/her weapon skills, making the weapons feel more free to use.
Instead of having the same 5 boring skills on the great sword and the same 5 boring skills on the staff, a guardian could chose between 15 skills for each, from his main, his racial and his first sub class. (please remember this is just a brain storm of ideas)
This would give us back the feeling from guildwars 1, where we had the freedom of setting our characters up as we wanted to.
Armor
Only the racial subclasses should affect armor. anyone else should use the same armor as they normally would.
Once equipping the racial sub class, the characters armor should be increased or decreased in accordance to the subclass demands.
Golemancer
Armorclass: Golem.
Race: Asura.
The Golemancers weapon skills should mainly focus on the golem skills we know, there’s a lot of different forms of golem skills already implemented in the game, but the main point is that the golemancer should be able to be inside his/her power suit, at all times.
Monk or Dervish
Armorclass: Light or Medium
Race: Human
Weapon:
Dwayna: Scepter/focus.
Balthazar: Greatsword.
Lyssa: Staff.
Grenth: Scythe.
Melandru: Longbow.
Kormir: Javelin/shield
The monk or dervish should have access to Powerfull healing and smiting skills and specific party boosting enchantments, depending on what weapon the character is using.
Browler
Armorclass: Medium
Weapons: Non.
Race: Charr.
The browler cant use any weapons. However, the brawler have access to unarmed weaponskills, using claws and fangs.
Shaman
Armorclass: Light
Race: Norn
The shaman, like the golemancer, should be able to stay in fulltime transformation, without taking the utility and elite skills away. In this form, the character should not have the same skills available as those of the elite. however, the skills unlocked in this form should grant the elite skills options, instead of granting weapons skill options.
Plant smith
Armorclass: Heavy
Race: Sylvari
Someone have to grow the racial weapons and armors of the sylvari. In accordance to the personal story, there are craftsmen doing this.
The Sylvari plant smith should have all the weapons available, that is forgeable by the weapon smith. And condition based skills depending on what weapon is in use.
That’s a little bit about the idea about subclasses. now im going to move on to new races
Leave it to A-net to decide whether the suggestion is possible or not.
I have a lot of things to say, but first: I see a lot of people complaining… Thats okay. I hear a lot of “we want this and that”… This post is not for that.
I am a creative gamer with ideas of possible, but not required, use. This is not things I “expect”. This is things that I think would be cool.
We have been told, that ANYTHING IS POSSIBLE, from arena nets side. So if we want to inspire them, lets do so now, in a positive and good way.
I have nothing to complain about, But I do have suggestions and thoughts that I want to share with the community and with the developers.
I will be adding this in 4 portions, its too long for 1 xD
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(edited by Zelanard.5806)
Same issue here…
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Anet had a lot of pressure from its mother company… to be honest, I believe that gw2 would not be released yet if Anet had their way xD
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Seriously… what did you expect? its a feature pack… Not an expansion.
I completely disagree with your idea abut Bad stuff. its not new stuff none asked for, its needed stuff everyone expected.
Balance changes is always a good thing. at least, in opposition to before, we get a chance to see them now.
The profession loot is a direct response to what the community is saying. maybe not on the forum but toss an ear in the game and see what people are saying.. I hear nothing but “WHY DO I GET LOOT I CANT USE RIGHT NOW?” from new payers.
And the UI Stuff is supper cool. No more searching for stuff for hours without end without being able to find it. No more “I ONLY NEED ONE MORE POI” searching he map for hours and hours and giving up… its just hit the button and run there.
And no, you don’t get precursor market fixing. they announced that a long time ago… they fixed some unintended stuff about it, but said they were not going to do more about it. Frankly, that is a good thing. weather you like it or not we don’t need anymore legendary items out there.
Don’t expect fixes to thing that are working, and working well…
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we will see soon :P
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and in accordance to your numbers, they will deal 1845 damage to an enemy with an exotic light armor with no toughness at all…
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the wiki disagree with you esplen…
http://wiki.guildwars2.com/wiki/Sigil_of_fire
http://wiki.guildwars2.com/wiki/Sigil_of_Superior_Air
they cannot crit.
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of course, i didnt take sharpening stones into consideration… but still…
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I did a little reserch to see how powerfull these sigils can really get, heres what i got:
with 25 stacks of might, 160 bonus power from a frozen fish snack, 300 from the trait, full berserker ascended equipement wepaons and trinkets, rune of strength, a slayer sigil, banner of strength, signet of might and empower allies, these things can do at the very most 3088 damage, on an enemy, wearing basic (white) armor…
put the dude in an exotic armor for a moment: There, its reduced to 2468…
The damage is on an enemy that is using NO toughness except the basic attribute… and this is of course in accordance to the wikis formulas, so its questionable numbers. however, if the wiki is correct, those sigils are giving the users, 50% of 1 basic attack as an addition to its normal critical damage… I don’t think that’s OP at all…
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I would just love to see these features in your home instance…. and if I’m wishing for things add a TP while I’m there. Add those and then I might consider the Teleport Stone.
That would be so cool too!
Inside every crafting table, there’s free access to your bank, collectibles and wardrobe storage. However, around most crafting benches, a pure banking dude, is located.
You haven’t been in Hoelbrak, have you?
That map is a PITA for banking, guild banking, crafting and trading post.
Its food for banking? o.O wha?
And i have but that does not change the statement o.O theres bankers at strange locations and not enough guild bankers xD
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Inside every crafting table, there’s free access to your bank, collectibles and wardrobe storage. However, around most crafting benches, a pure banking dude, is located.
So, bank is extremely easy to access while you’re crafting and there’s an unnecessary confusing bank dude everywhere.
My suggestions is:
The banking dudes around crafting tables, turning them into guild banking dudes so we can access our guild bank without having to run half across town and back again, would take away some of the excessive running back and forth, ne?
Alternatively: you could make our lives even easier by making the guild bank accessible from the crafting tables.
Whatever you do: It would be nice if you’d move the excessive banking dudes away from the crafting tables and locate them at key locations around the open world, for instance, where ever there is a black lion trading post officer.
Am i the only one that have been thinking this?
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I believe when you fight foes of higher than level 80, your crit chance is reduced so someone with 100% crit chance ends up with less than 100% crits, but someone with 119% crit chance may still have 100% crits (not sure what the formula for the reduction is).
Your crit chance isn’t reduced, you have a chance at a glancing blow. If you crit an attack that would be a glancing blow, it will be a normal attack instead. So having more than 100% crit still doesn’t do anything.
I would so love to see your source of information dude o.O
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If i trusted the wiki, I would not be on the forum.
lol I can relate to that at some parts of the wiki, but all in all it is very reliable.
Well … time to sit and wait a dev to reply, eh?
hehe, in fact i was going to go help my sister level :P
And True, the wiki is good for directions on most things. this is true :P
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If i trusted the wiki, I would not be on the forum.
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at least, according to another player… either give me your source of information, or leave it to the admins to answer. okay?
I appropriate you taking your time to reply. But no offense, I cant use it for anything unless you can back it up with some harder facts than your words…
Admins will not necessarily know any more about the game mechanics than a player. Some developers may not know the inner workings more than some players.
Nothing can have a chance to occur greater than 100%.
But feel free to continue to stack to 119%. Having big numbers on your character sheet can be fun.
No, the admins probably don’t know, but they will know whom to ask. And thus I’m appealing to the people that Know about it to take their time to tell about it. :P
(It’s not really because I’m stacking up on it really. If I wanted to do that I surely wouldn’t go for a berserk armor, but rather for an assassin’s armor… I just noticed this happens whenever i use “become the wolf” and I’m curious about the mechanics)
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at least, according to another player… either give me your source of information, or leave it to the admins to answer. okay?
I appropriate you taking your time to reply. But no offense, I cant use it for anything unless you can back it up with some harder facts than your words…
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(edited by Zelanard.5806)
Why would “your logic tell you” that it would “double crit” lol?
100% = 1.
200% = 2.
Because math.
And no, i have not seen anywhere say double crit. But then again, I have not seen anywhere say crit either. Neither have you for that matter, I simply see a number displaying damage. Like the rest of you do.
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This is a technical question for the game developers: It is a fact, as you can see on my statistics on the image, that you can exceed 100% Critical Chance.
My logic tells me that the logical effect of this would be that one attack have 100% chance to Crit, and in my case, another 19% chance to double Crit.
However, I am not confident this is the case, and the other players I’ve been talking with in game, does not share this logic. they believe the exceeding 19% is a mere waist.
However, due to the possibility to exceed 100%, I believe there must be a purpose for it. And if there is not, then why is it possible at all? Is this, or is it not, a bug? And in case it isn’t a bug, what does it do?
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In gw1, when you left town, you and your party would be alone in the world.
Is it possible that we can get this option in gw2 as well? Something like right clicking in the party and choose a “Move party to party server” option?
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I never mentioned a time frame, i mentioned it would be nice to get more character costomisation. give it a year or two…. have asome patience with the poor hardworking Anet…
I do not care weather you like it or not.. I didnt post it here for an “oppinion”… I postedit here for having someoe to Work with me and make a solid sugestion from this fleeting thought… you Guys have shot that to the ground by yor "I DONT LIKE THIS “reaction”… sigh… once Again i am reminded why i stay aware from forums…
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For instance, half the elementalists playing, at the very best, can figure out how to use their profession mechanics… making it so, they can focus on one element, (5 skills) instead of all of them (20 skills), would make it possible for the elementalists to do what they like (focusing), and be good at it, instead of doing what they like, and being kicked for it…
I’m not sure how the advanced classes help in this regard, since you said profession mechanics don’t change, just armor class and weapons, at least the way I read it. Can you go into more detail on this?
What I tried to say there was, that first reference was a mistake, and should probably have been: The balancing doesn’t necessarily have to depend on the profession mechanics.
I’ll admit that it probably should change for all of them, and it might be a good thing if that happened… having 7 different profession mechanics to chose between, instead of 1… would make thing more interesting… so yes your right… im sorry for the confusion :P
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The advantages should of course be changed, i am just not sure how and it might have to depend on each class.
Why? because the current character customization is a joke… it would be nice to see more possibilities and options in how to use your weapons…
A new weapon, means 5 new possible skills… This would mean x4 the amount of weapon skills for each class…
this would also make it possible for people to focus on what they like to do… in stead of binding the class up, in a way that its so inflexible…
For instance, half the elementalists playing, at the very best, can figure out how to use their profession mechanics… making it so, they can focus on one element, (5 skills) instead of all of them (20 skills), would make it possible for the elementalists to do what they like (focusing), and be good at it, instead of doing what they like, and being kicked for it…
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(edited by Zelanard.5806)