Showing Posts Upvoted By typelethyl.7285:

I hate clicking 30000 times

in Suggestions

Posted by: George Steel.1804

George Steel.1804

Yet another infantile mechanic you think would be in place after 8 months of a game being out. Yes, we desperately need some quality of life improvements such as this.

Platinum – Guardian
Technical Strength – Engineer
Dungeon Master – FotM 46

I hate clicking 30000 times

in Suggestions

Posted by: Lily Miranda.5407

Lily Miranda.5407

I’ve never felt more epic in a videogame than when I bought 100 icy runestones for my legendary. You just can’t get that kind of heart-pounding action from other MMOs. Why would you want that removed??

[Profession:] Summoner, a true pet class.

in Suggestions

Posted by: Wolf.5816

Wolf.5816

Perhaps if the Summoner Profession used Ethereal Creatures, creatures conjured from arcane magic or just pure energy. These summons could correspond with your currently equipped weapon, generating 2 Summons Per main hand weapon.

Summoners would not be able to swap weapons.

There can be two types of creatures the Summoner could create.
-Summons: An essence of the Summoners manifested energy, strong and versatile these are the primary source of damage and utility. Summons cannot be targeted or harmed. Yet they do not attack automatically.
-Conjurations: Are ethereal creature formed from unstable magic. These Conjurations are temporary creations used to tip the scales in the Summoners favor and attack automatically.

The unique Profession mechanic could be Possesion where the F1 and F2 skills will allow you to attempt to assimilate and possess your respective Summons. When possessing your Summon, you assume control of it gaining 5 unique skills specific to each type of Summon. However while in this form Summons become vulnerable to damage and the player loses access to their Healing/Utility skills. When your Summon’s Health Points expire you are forced out from your summon.

Conjurations are created from Off Hand weapons and Utility Skills. They can be both defensive and offensive in nature but can be targeted by players and are temporary.

Useing Weapon skills will cause your Summon to directly attack in unison with corresponding skills targeting your current target. However like most Pet AI, they will move freely in attempt to find the best path to attack their enemy depending on the type of Summon.

Any thoughts?

Veteran of The Mists & Professional Engineer
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King

Dawn price back ad 690 g agen

in Black Lion Trading Co

Posted by: Rising Dusk.2408

Rising Dusk.2408

The only way to do that I can think of is to do the following:

  • Make high-end PvE (Dungeons / Fractals) reliably drop high-value items that can be sold on the TP for profit
  • Increase the value of farming items, not gold, by increasing the general drop rate of those items
  • Fix the farming spot that is CoF 1 so that players are encouraged to branch out and earn items which can be sold for gold rather than earning gold en masse.

This essentially amounts to an increase in supply for certain items, which decreases their value (potentially), but there’s more to it than that. Remember that the time a player has online can only be used one way, so he could be farming something else for 6-7 g/hr, or he could be farming items which have value. This competition will keep the value of items competitive as well.

My idea for the solution to the requirements listed above is:

  • Add a guaranteed core to the reward chest (the one with tokens) at the end of every path of a dungeon except CM and AC
  • Add guaranteed rares to the Fractal chests that includes more rares for higher levels and fewer / no guaranteed rares for much lower levels
  • Add 1 guaranteed rare to the end reward chest (the one with tokens) as a FIRST-TIME-PER-DAY BONUS ONLY (you’d only get the rare on the same run you got 60 tokens)
  • Significantly increase the supply of T6 Dust from drops across the world, because its value determines so many things (like the value of other T6 mats and cores).
  • Make CoF 1 significantly harder to farm (ie. by making players clear the bridge event)

These changes would significantly improve the ability for people to feel able to make progress both towards legendaries but also towards just making money in PvE. There is really nothing that can be done when people succeed massively at speculating on the TP, but I don’t think anything should be done there. The focus should be on improving PvE rewards so that people feel actually rewarded doing tough content. The world bosses should not be the only things that give out guaranteed rares when those events are worlds easier than most dungeons and especially Fractals. Even CoF 1 currently requires more brainpower than the world boss events, which really says something.

[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!

(edited by Rising Dusk.2408)

Dungeon stories account bound?

in Suggestions

Posted by: Snow White.9680

Snow White.9680

They should make it so all 5 members need to have story mode completed before your party can enter explorable mode.

Trading Post Armor Type Filter

in Suggestions

Posted by: sgthunter.7894

sgthunter.7894

Hello!

Ever since the beta I have been bugged by the trading post showing me all types of armors when I am only able to wear one type. Its kind of pointless to have it show Medium and Heavy Armor when I only use Light Armor for example.

So suggestion is to add in to the filter the ability to only show one type of armor.

Thanks for reading.

(edited by sgthunter.7894)

New exploration daily categories

in Suggestions

Posted by: TheKillerAngel.3596

TheKillerAngel.3596

Here are some ideas:

Daily waypoint discoverer: Discover 5 new waypoints
Daily vista viewer: View 3 new vistas
Daily POI discoverer: Find 8 new POIs
Daily heart completer: Complete 3 new hearts.

I think these would help encourage discovering a few more areas less trodden. What do you think?

Think stacking and skipping trash is cheap?
Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.

New exploration daily categories

in Suggestions

Posted by: Advert Paperer.7059

Advert Paperer.7059

Though one explorer-based daily achievement I’ve been wondering where it’s been is “Daily Treasure Hunter – Open x Chests”. That seems like a no-brainer to add in.

Good idea. Here are a few other ones that might work:

  • Daily Minidungeoneer – Visit 1 Mini-Dungeon
  • Daily Tracker – Discover and confront 2 Guild Bounty Targets (e.g. learn where they roam and talk to them; no combat required)
  • Daily Diver – Dive from 3 different locations
  • Daily Delver – Tap 3 different Rich resource nodes (based on the assumption that Rich nodes are usually hidden in out-of-the-way locations)
  • Daily Opportunist – Recover and use 5 different environmental weapons (e.g. Oakheart branch, Elixir of Heroes, Unexploded Mortar Shell, etc – Warrior banners and Engineer bundles wouldn’t count)

FIX THIS ALREADY

in Suggestions

Posted by: Rezzet.3614

Rezzet.3614

theres no justified argument for the engineer’s harpoon gun to be so useless theres no way you ll land a hit on a moving target specially if it has swiftness.

Fundamental fixes to improve Necros

in Necromancer

Posted by: Zeke Minus.5720

Zeke Minus.5720

The idea of a Necro seems fundamentally flawed at the moment, in the notion that we should be an attrition class. I find myself really only in need of one thing, and that’s the ability to obliterate mobility.

Necros need more immobilizes. As a class that should be hard to escape from, our ability to negate mobility should be on par with the ability to be mobile as a Thief. Simply, a Necro should generally be able to make it difficult for a Thief to escape.

I’m okay with not being mobile. I understand that a Necro’s way around combat is at a slower pace, but in exchange for being able to potentially last longer*. Necromancers need more tools to be able to be the one profession that can lock an opponent down and keep them from escaping.**

*Debatable, at this point.

**We have this in a perma-chill build, but even then, it’s not ideal and even sometimes impractical.

Master Crafter Toolkits

in Suggestions

Posted by: jwaz.1908

jwaz.1908

As it stands, banking, the black lion trading company, and the mystic forge all have permanent tools which allow you to access then from anywhere. It would be awesome if, as a reward for reaching lv400 in a crafting profession, to receive some sort of master toolkit for that profession, which would allow you to access a crafting station from anywhere.

Brom Svánigandr – Druid
Nemata Sapshield – Dragonhunter
Lillian Estre – Tempest

Improving the Elementalist Scepter main-hand

in Elementalist

Posted by: Swagg.9236

Swagg.9236

Elementalist Scepter main-hand is actually quite good. It’s only problem at the moment is its speed. It’s very slow. It’s too slow to be effective when faced with the damage output and utility that a dagger main-hand or even a staff can contribute to a battle. Therefore, I’m proposing some changes (keep in mind that most Elementalist skills have some after-cast delay so I have tailored the cast-time and damage suggestions to reflect that):

FIRE
Flamestrike

  • Cast-time reduced from 1¼ to ¾ seconds.
  • Damage reduced from 101 to 80.
  • Burning duration reduced from 2 to 1½ seconds.

Dragon’s Tooth

  • Dragon’s Tooth now uses ground-targeting.
  • Upon fully casting Dragon’s Tooth, the tooth that manifests itself drops immediately.

WATER
Ice Shards

  • Changed to a skill-chain: Ice Shard —> Ice Lance --> Glowing Ice

Ice Shard: Fire an ice shard at your foe.

  • Cast-time: ½ seconds
  • Damage: 100
  • Range: 1,200
    —> Ice Lance: Launch a frozen lance at your foe that inflicts Bleeding.
  • Cast-time: ½ seconds
  • Damage: 100
  • Bleeding (1 stack): 3 seconds
  • Range: 1,200
    —> Glowing Ice: Fire a bolt of magical ice at your foe, granting yourself Vigor and inflicting Weakness.
  • Cast-time: ¾ seconds
  • Damage: 230
  • Vigor: 1 second.
  • Weakness: ¾ seconds.
  • Range 1,200

Shatterstone

  • Recharge increased from 2 to 5 seconds.
  • Stacks of Vulnerability inflicted from the explosion increased from 4 to 5.
  • On creation, Shatterstone’s AoE now creates a Frost Field. This Frost Field pulses once at creation and lasts 1 second. The pulse chills all enemies in its radius for ¾ seconds.
  • This skill is now instant-cast (can be used simultaneously with other skills).

AIR
Arc Lightning

  • Cast-time (channel) reduced from 3½ to 2¾ seconds.

EARTH
Stone Shards

  • Cast-time reduced to ¾ seconds
  • Damage reduced to 110.
  • Bleeding remains at 3 stacks applied (1 per stone that successfully hits) but the respective durations of those Bleeding stacks is reduced from 6 seconds to 4½ seconds.

Rock Barrier

  • Cast-time removed.
  • Recharge increased from 15 to 20 seconds.

Hurl

  • Is now a 5-part skill-chain.
  • After activating Rock Barrier, the Elementalist has the opportunity to fire off each rock individually (up to 5 times—once for each rock).
  • Each skill in the skill-chain that fires the floating rocks is called “Hurl.”
  • Each “Hurl” has no cast-time (you can activate them without interrupting other skills).
  • Each rock, if it hits, inflicts Weakness (1½ seconds), Cripple (1½ seconds) and does 120 base damage.

Dust Devil

  • Cast-time increased to ½ second.
  • Recharge increased from 15 to 20 seconds.
  • Range reduced from 900 to 600.
  • Now affects a 450 range knock-back on all nearby enemies in addition to inflicting blind (effectively a blind-inflicting version of the Mesmer Greatsword skill: Illusionary Wave).

(edited by Swagg.9236)

The Top 10 Things GW2 Needs to Improve.

in Suggestions

Posted by: Kaaboose.3897

Kaaboose.3897

Last week I created a detailed video report on the Top 10 things that I believe are hindering GW2 from becoming the number 1 MMO

http://www.youtube.com/watch?v=XMEq4PAFmnI

I won’t lie, the video is kitten near 40 mintues long (as we not only listed the problems, but possible solutions along with examples of these solutions in other games) so here’s a list of the things we covered:

Number 10: Poor Advertising – 1:01
Number 9: World Vs. World – 2:54
Number 8: Loot and Magic Find – 5:27
Number 7: Personal Story – 8:22
Number 6: Dungeons – 13:48
Number 5: Guesting and Realms – 17:45
Number 4: Events – 21:49
Number 3: No LFG Tool – 26:52
Number 2: User Friendlyness: – 28:24
Number 1: Polish and Optimization – 30:47

So far there has been some great discussion reguarding the points raised on the youtube chat (Yes, sometimes even good chat can be achived there!) as well as over at the GW2Guruforums: http://www.guildwars2guru.com/topic/81976-the-top-10-things-guild-wars-2-needs-to-improve/

I was hoping that the people who take the time to write on these forums would have some points and views to raise as well.
-Kaaboose

EDIT: Okay this thread has gotten rather long now! Don’t think that you have to read the whole thing to qualify a comment! Just leave a post with your thoughts on the list/video.

(edited by Kaaboose.3897)

Profession Trait [Build Switch]

in Suggestions

Posted by: Nova.7509

Nova.7509

Hello forum,

So I’ve been thinking about this for a little while, and what got me started was killing all the underwater bosses in honor of the waves. I hated the fact that a lot of stuff wouldn’t work underwater and also our trait designs generally were hindered.

What I really wanted to do was be able to “save” a specific trait design and be able to “switch” to it while NOT in combat but still being in the game world. Not being able to re-trait yourself other than at the trainer is fair enough. But I really like the idea of being able to have more than 1 set of trait designs at your disposal so if you were getting ready for an underwater fight you can switch to a pre-made build.

Now I want to clarify two things. One is that I’m talking about a pre-made trait built, as in the points are set in the trees which you designed at the trainer, so you can just decide to move the points (though you can change the trait slots in your pre-made build just as you could normally). Second is that this ability should NOT be free, I mean you should have to pay some sort of dues in order to be able to “unlock” a second (or more) set of trait build. Whether it’s quest, achievement, gold, gem, etc I leave up to Anet and popular opinion.

So then you and your squad would be able to co-ordinate your designated roles and functions before different fights and situations.

Food for thought

Molten Alliance Pick Account Bound

in Suggestions

Posted by: gimmethegepgun.1284

gimmethegepgun.1284

Or just make it an account upgrade instead of an item.
“Characters will no longer require a pick to mine ore.”

Molten Alliance Pick Account Bound

in Suggestions

Posted by: OrinX.1962

OrinX.1962

Soulbound seems like a waste. I bet you would get more people to but it too Anet.

Armor Sets, C'mon Guys

in Suggestions

Posted by: Omerta.9820

Omerta.9820

Please put in switchable armor sets. I have all my inventory slots unlocked and half of it is taken up by the exotic armor and trinkets I regularly switch between. Would be great if I could just click a tab and have my cond set, flip another and have my defensive set or my DPS set. Would really make my gaming experience more enjoyable, cut down on inventory micromanaging(terrible part of games), and should be pretty easy to implement. I think a lot of players would really enjoy this. Thank you.

(edited by Omerta.9820)

Guild Members Show on Map

in Suggestions

Posted by: Tekietee.5037

Tekietee.5037

This suggestion is exactly what the title beholds.

To have guild Members of your Current Represented Guild show up on the map, perhaps as Small Yellow Circles in the Same Color as Guild Chat.


Functionality Suggestions
———————————
Settings (F11)
Two new General Setting check boxes.
1. “Guild-Mates Seen On Map”
2. “Guild-Mates Can See You On Map”

General Function
On your current map, players within your guild would be shown.
(They already do this for nearby players in WvWvW, and NPC’s in Instances)
The only differences is, if possible, to have them shown within the whole zone, rather than just local.


Poster Add-On Suggetsions
——————————————

Good idea, brawls. I think it’d be nice to be able to see your friends list on the map as well.

Also if possible for pets. I’m a ranger and sometimes I lose my pet in big battles specially in WvW, it’s helpful because I wanna know if he’s near me or not so I can decide between calling him back or swapping.

(edited by Tekietee.5037)

Marriage.

in Suggestions

Posted by: aura enchanted.5698

aura enchanted.5698

Lol I think this goes too far. Keep marriages in real life.

i think that e-marriage in a game shouldnt do anything imo we should have a recruit-a-friend program where both new user and player are rewarded with a symbol of them being friends such as say a unique hat re-skin or something and an exp bonus when they are in the same party. this would be a nice way to improve new player counts as well as improve the pace at which new players reach main game content
THAT would be a nice way to join players e-marriage is a useless gimmick that would jsut wind up abused by the micro-store if u ask me. i dont want to seem rude but 9/10 when a game gets a marriage system its either hidden behind a pay wall or its ridiculously priced with in-game currency. and in the end does nothing for the two players who wish to be joined. its a silly RP gimmick and thats not exactly something anyone approves of. u want to get married online, add it to your sig and call it an evening..

(edited by aura enchanted.5698)

HOTBARS! for Consumables plz!!

in Suggestions

Posted by: Zachary.9281

Zachary.9281

plz! if u agree reply with something

Cultural Armor skins

in Suggestions

Posted by: Katz.5143

Katz.5143

It’s supposed to be more expensive than exotic armor and less useful due to only being rare?

Frankly, it annoys me by being rare instead of exotic. It should either be a skin or useful level 80 armor. Right now it is no more useful than an skin and yet you have to buy gems to be able to transmute it to actual good armor for a level 80. I’ll pass. If I’m willing to pay that much gold to get something for looks I don’t want to have to go through a hassle to actually use the looks.

I’m sure plenty of people will buy it and then purchase the fine transmutation stones to skin it. I’ve purchased fine transmutation stones to change the looks of armor and weapons, so I’m not adverse to doing that. I just think its a cheap trick to make extremely expensive level 80 armor have to be transmuted to use. And don’t say, you don’t have to transmute it because really, I’m not going to wear rare armor stats when I have exotic armor already. .

I like the idea of changing the system for cultural armor, perhaps something such as what the OP suggested.

It’s a kitten conspiracy. Kittens gonna be kittens. All is vain!

(edited by Katz.5143)

There is a desire for mounts! [merged]

in Suggestions

Posted by: CaptainBennett.8157

CaptainBennett.8157

Mounts with a speed buff could easily be implemented alongside waypoints.

Purchasing one would allow faster movement for a large one-time payment of currency, instead of slowly draining your wallet every time you choose to use it (like waypoints do).

One could almost call purchasing mounts an investment, saving money in the long term should they be quick enough to compete with waypoint travel. Now, if you want to hop across Tyria in the blink of an eye, utilize the waypoint system to serve as your venue for long-distance travel.

I’m sure I worded this all very strangely, so I apoligize in advance.

There is a desire for mounts! [merged]

in Suggestions

Posted by: Dragoon.9536

Dragoon.9536

If i will propose a mount speed of 10% max with or equal to city speed boost speed you cannot interact with F while outside of city must be dismounted

You can start with a doylak or what ever the transport animal we got. the movement should not exceed 20 percent speed. The highest buff is 33% and some have double speed. and add in tier mount just like mini pet are.

upon entering combat you dismount.
My reason to suggest this is to provide mount that many player want but does not make you any faster then a non mounted speed runner
And this would give those collectors more then to do oh and since we have evolving world we might as well add in proving your worth by completing a number X of heart of the faction city you then gain access to their racial wares.

Oh and these mount cannot be use in WvW or s-pvp.

Again for those who hate mount do not fear it only maxed at 20% speed Your own buff give 33% and you lose that when you mount

For those that want mount is purely cosmetic and how cool is it to ride some of the large animal.

Global "LFG" UI and Feature

in Suggestions

Posted by: Zietlogik.6208

Zietlogik.6208

Basically: Flesh out the existing LFG system from the original Guild Wars

This is not for a typical dungeon finder mechanic, this is for something more specified and controllable.

Have a Menu/Window you can access that will let you choose from a few basic options (which become more specified)

Select: General PvE, WvW, Dungeons, etc.

And when you select the gameplay you wish to find a group for, it then gives you options that specify what you are looking for.

Example:

-Open Window
-Select “Dungeons” from the dropdown menu
-Window lists all available dungeons (that you are able to enter) and you select the ones you wish to run (via a simple “check mark”)
-This starts a “search” that uses the filters you selected to list (in pages) the users that are also looking to do the same content, as well as their class and level.

From this final search window you can invite people to your party, or attempt to join semi-built parties.

(there will be options for party leaders using this feature to disable self-invites, etc. to their party, for those who wish to build specific party types)

This removes the random aspect of standard dungeon finders (creating parties of random people IT chooses), and also opens up to the opportunity for players to easily build parties for the content they wish to do instead of areas they don’t.

EDIT: Also please restrict party size ONLY in party restricted areas (such as dungeons)

Other areas (PvE / WvW) should have a much larger, if not infinite, party size capability

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

(edited by Zietlogik.6208)