Originally Posted by HerrHildebrand
I disagree. I don't want to be forced to do PvP at all. One of the reasons I like GW over WoW was the separation. For some reason I don't appreciate being level 5 trying to cross a simple field and have some level 60 walk over and slaughter me and then camp on my body all day long not letting me accomplish anything while telling me how awesome he is because he could defeat me. Ultimately I found that PvP is the same thing every time, the only thing that changes is the names on the other people. Unless the player has the option of setting himself to negate all PvP then I think mixing is a bad idea.
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GW2 Suggestions Thread
warcrap
Quote:
HerrHildebrand
Quote:
Originally Posted by warcrap
ummm hello when i used runescape as an example i meant to make the entire game roleplaying with pvp as a secondary feature but no1 is forced to pvp.
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shoyon456
Ok, hows this one, sorry if it sounds a little absurd, but what about MAGIC weapon skills?
For example:
Balthazar's Sweep
10 en/1 sec cast/12 sec recharge
Scythe Spell
Target foe and up to 2 adjacent foes are struck for +10...20 damage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Skills like these could be used to give new life to the gw2 classes (whatever forms they may appear in) and enable greater variety
For example:
Balthazar's Sweep
10 en/1 sec cast/12 sec recharge
Scythe Spell
Target foe and up to 2 adjacent foes are struck for +10...20 damage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Skills like these could be used to give new life to the gw2 classes (whatever forms they may appear in) and enable greater variety
System_Crush
I'm going to ask for another player trade automation.
But I actually have an Idea for it I haven't seen on the forums yet, unlike everyone just whining for an auction how like in World of Warcrack.
I suggest guild traders and merchant guilds.
Put simply there is a trader in your guild hall that anyone who visits your guildhall can buy items from, that you set to be sold there for a fixed price.
Any1 could visit any guilds guildhall
(and be kicked and banned from that hall for X weeks if they are being obnoxious)
There are merchant guilds: NPC services that show all items being sold at all guild traders at which prices and quantities, who offer a search function to search for the item you want by (partial)name/type/requirement/min-cost/max-cost.
So guild [101] is has a guild trader selling 5 ecto's at 3.5K a piece and guild [404] is selling 3 ecto's at 3.3K a piece and another member of that guild is selling 12 ecto's at 3.7K a piece.
Double click the item you want and you will be moved to that guilds guildhall;
Even cooler would be if each guildhall could be like an outpost somewhere in the world of GW2, you could visit by going there, that way guildhall would be contested over considering who has the best locations(just outside LA for example).
You talk to the guild trader(which should be near the entrance) find the item in the list of items he is selling(perhaps it is automatically moved to the top) and you can buy it.
Guilds can purchase white-blue-purple-gold quality guild traders, like any other GH NPC, but this one has multiple stages(only the highest trader will be in your hall).
With which each guild member can market up to 1-2-3-4 (stacks of) items at any time.
There would also be a trader at each merchant guild that markets up to 1 item per player.
Guilds can set the commission of their trader, for each item sold between 0-15% of the price is moved to the guild bank.
The merchant guild traders always have a commission of 15%.
--Advantages of guild traders over auction houses--
But I actually have an Idea for it I haven't seen on the forums yet, unlike everyone just whining for an auction how like in World of Warcrack.
I suggest guild traders and merchant guilds.
Put simply there is a trader in your guild hall that anyone who visits your guildhall can buy items from, that you set to be sold there for a fixed price.
Any1 could visit any guilds guildhall
(and be kicked and banned from that hall for X weeks if they are being obnoxious)
There are merchant guilds: NPC services that show all items being sold at all guild traders at which prices and quantities, who offer a search function to search for the item you want by (partial)name/type/requirement/min-cost/max-cost.
So guild [101] is has a guild trader selling 5 ecto's at 3.5K a piece and guild [404] is selling 3 ecto's at 3.3K a piece and another member of that guild is selling 12 ecto's at 3.7K a piece.
Double click the item you want and you will be moved to that guilds guildhall;
Even cooler would be if each guildhall could be like an outpost somewhere in the world of GW2, you could visit by going there, that way guildhall would be contested over considering who has the best locations(just outside LA for example).
You talk to the guild trader(which should be near the entrance) find the item in the list of items he is selling(perhaps it is automatically moved to the top) and you can buy it.
Guilds can purchase white-blue-purple-gold quality guild traders, like any other GH NPC, but this one has multiple stages(only the highest trader will be in your hall).
With which each guild member can market up to 1-2-3-4 (stacks of) items at any time.
There would also be a trader at each merchant guild that markets up to 1 item per player.
Guilds can set the commission of their trader, for each item sold between 0-15% of the price is moved to the guild bank.
The merchant guild traders always have a commission of 15%.
--Advantages of guild traders over auction houses--
- Direct usage: You buy items from shops not auctions, no bidding and waiting, direct trading
That way: people know what they will get, they know they will get it right now and for how much they will get it.
It improves the will to purchase. - Impulse purchasing: Customers are far more likely to buy a good deal they found, aside from just the 1 item they where looking for.
- Because people are visiting your trader, they see all your great offers for sale, not just the one item the auction search returned.
- Because of the direct usage, they know what they will get and get it directly, so a good deal is definitely a good deal, no strings attached.
- Because each trader only shows a limited number of items, browsing is easier, and people will be more likely to look at more items than just the one they where looking for.
- Visitors: Your guild hall will have visitors, aside from an opportunity of showing how 1337 of a guild you are with all the upgrades maxed and a prime location and look for your guildhall, you also have the opportunity to attract new members, that you at least know are smart enough to use the shop system, which is more than the general Spamadan recruitment guarantees you of.
- Sold is sold: There is no changing your mind if you decided you didn't want to sell the item, as there is no set time when the selling ends, it may be gone at any time after marketing.
Nor is here the option to sell to a bidder that is not the highest.- This is a sacrifice for a customer getting what they need when they need it, it beats having to wait for a time limit to pass or the seller to log in.
- You still get a log of what was sold to whom and how much they payed and how much you made off of it after the commission, you could still PM the customer and try to buy back.
- No outbidding/bargaining: Items are sold at the prices the seller has set for them, if the trend prices change, you will have to notice and manually adjust your price.
- This provides for a more stable economy, prizes will still go up if the item is scarse and down if the item is hard to sell, but unlike auctions there is a time lagg that allows prices to correct themselves. It causes less inflation or deflation overtime, because the effects of shottherm trends and spikes are lessened.
- Visiting the shops: To keep the list of items that a trader sells managable, each player can sell only a limited amount of items at any time and customers are forced to travel to guild traders.
- Put simply, which wait is longer? The X hours for an aution to close or the X seconds it takes to load someones guildhall.
fenix
PvP that doesn't become terrible due to bad management by Anet. That would be nice for GW2.
warcrap
Quote:
Originally Posted by HerrHildebrand
Then your mistake was assuming that everyone has played Runescape and understood what you were implying. Instead of just giving the example, you should have fully explained your idea and then offered the example as backup to your idea.
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lol
Tender Wolf
I'd like it if the primary quests/missions were like in GWEN (res shrines, no fail if everyone dies, etc.) except for the very last one of course.
I also really hope they keep heroes in there and allow us to use everything in our HOM (armor, weapons, minis, etc.).
Other than that I think everything else has been mentioned.
I also really hope they keep heroes in there and allow us to use everything in our HOM (armor, weapons, minis, etc.).
Other than that I think everything else has been mentioned.
You can't see me
Quote:
Originally Posted by Tender Wolf
I'd like it if the primary quests/missions were like in GWEN (res shrines, no fail if everyone dies, etc.) except for the very last one of course.
I also really hope they keep heroes in there and allow us to use everything in our HOM (armor, weapons, minis, etc.). Other than that I think everything else has been mentioned. |
Also, I hope our HOM does not directly effect us in a sense that we can use the same armor, because old armor/weapons in a new game, IMO isn't very creative.
Neriandal Freit
Quote:
Originally Posted by System_Crush
I'm going to ask for another player trade automation.
But I actually have an Idea for it I haven't seen on the forums yet, unlike everyone just whining for an auction how like in World of Warcrack. I suggest guild traders and merchant guilds. Put simply there is a trader in your guild hall that anyone who visits your guildhall can buy items from, that you set to be sold there for a fixed price. Any1 could visit any guilds guildhall (and be kicked and banned from that hall for X weeks if they are being obnoxious) There are merchant guilds: NPC services that show all items being sold at all guild traders at which prices and quantities, who offer a search function to search for the item you want by (partial)name/type/requirement/min-cost/max-cost. So guild [101] is has a guild trader selling 5 ecto's at 3.5K a piece and guild [404] is selling 3 ecto's at 3.3K a piece and another member of that guild is selling 12 ecto's at 3.7K a piece. Double click the item you want and you will be moved to that guilds guildhall; Even cooler would be if each guildhall could be like an outpost somewhere in the world of GW2, you could visit by going there, that way guildhall would be contested over considering who has the best locations(just outside LA for example). You talk to the guild trader(which should be near the entrance) find the item in the list of items he is selling(perhaps it is automatically moved to the top) and you can buy it. Guilds can purchase white-blue-purple-gold quality guild traders, like any other GH NPC, but this one has multiple stages(only the highest trader will be in your hall). With which each guild member can market up to 1-2-3-4 (stacks of) items at any time. There would also be a trader at each merchant guild that markets up to 1 item per player. Guilds can set the commission of their trader, for each item sold between 0-15% of the price is moved to the guild bank. The merchant guild traders always have a commission of 15%. --Advantages of guild traders over auction houses--
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God Apprentice
Reiterating again: Auction system would be nice.
System_Crush
Quote:
Originally Posted by Neriandal Freit
What a fantastic and mature, thought out post!
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beregond
In GW2, some things that would be interesting:
Tradeskills. I love Guild Wars, but I sure do miss tradeskills.
Design Customizable Armor. It would be nice to be able to customize your armor with emblems, and colors of your guild rather than only a cape, though the cape should stay with the armor. It would make things more unique in terms of armor appearance. But I don't know how doable that is. I just spotted this thread, and those are two things that would be a big plus for me.
Tradeskills. I love Guild Wars, but I sure do miss tradeskills.
Design Customizable Armor. It would be nice to be able to customize your armor with emblems, and colors of your guild rather than only a cape, though the cape should stay with the armor. It would make things more unique in terms of armor appearance. But I don't know how doable that is. I just spotted this thread, and those are two things that would be a big plus for me.
Mixie
What i would like to see in gw2:
-those big bad-ass two-handed swords that deal massive damage (kind of those that can cut down young tree in one savage chop) - setback is inability to carry a shield, but that would be compensated in increased damage output.
-more skill to be carried along (8 is kind of too little)
-heroes
-additional boosting trinkets (and of course character equipment slots) such as rings, necklassess, belts, etc...
-more damage dealing-energy-hitpoints boosting inscriptions - serious difference, not small variations (display of raw power is what any player wants to feel which is currently reserved just for ele`s; and 15^50, 5 extra energy and +30hp is simply too low to have any serious impact on the actual game action)
-some awesome reward should be given in the end of a campaign (NF reward items are ok, but it came to ANet as a late idea - i was so terribly dissapointed when i finished prophecies when i was simply teleported to Droks after the final mission.. no reward items, nothing... not even "congratulations"...that was so lame ppl! after soooo much playing to finish the prophecies... what a bummer...)
Anyways these are the things that came to me and i believe there are many ppl that would like to see these changes too.
-those big bad-ass two-handed swords that deal massive damage (kind of those that can cut down young tree in one savage chop) - setback is inability to carry a shield, but that would be compensated in increased damage output.
-more skill to be carried along (8 is kind of too little)
-heroes
-additional boosting trinkets (and of course character equipment slots) such as rings, necklassess, belts, etc...
-more damage dealing-energy-hitpoints boosting inscriptions - serious difference, not small variations (display of raw power is what any player wants to feel which is currently reserved just for ele`s; and 15^50, 5 extra energy and +30hp is simply too low to have any serious impact on the actual game action)
-some awesome reward should be given in the end of a campaign (NF reward items are ok, but it came to ANet as a late idea - i was so terribly dissapointed when i finished prophecies when i was simply teleported to Droks after the final mission.. no reward items, nothing... not even "congratulations"...that was so lame ppl! after soooo much playing to finish the prophecies... what a bummer...)
Anyways these are the things that came to me and i believe there are many ppl that would like to see these changes too.
Isileth
Quote:
Originally Posted by Mixie
-more skill to be carried along (8 is kind of too little)
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Having a limited build means you require team builds. If you can take a counter to everything on one char its kind of pointless.
yeayea987
Quote:
Originally Posted by Isileth
I really hope they dont change that.
Having a limited build means you require team builds. If you can take a counter to everything on one char its kind of pointless. |
Draco Stormfront
Mutliple monster spawns in common instances
Set spawns lead to: spawn camping, and re-spawns when your half way through an area, so ...
Have a couple spawn sites for a monster group. In the first, no moster will spawn if someone is there, maybe a second site, but that last WILL respawn so griefers can't block a quest by camping on the sites. Or maybe make the last spawn in random - the first open space found.
Set spawns lead to: spawn camping, and re-spawns when your half way through an area, so ...
Have a couple spawn sites for a monster group. In the first, no moster will spawn if someone is there, maybe a second site, but that last WILL respawn so griefers can't block a quest by camping on the sites. Or maybe make the last spawn in random - the first open space found.
roshanabey2
a f*ck*ng gun!!! lol
Abonai Laguna
just the auction house..
thats all
thats all
mot1985
The three Guild Wars campaigns introduced players to three regions (Tyria, Elona , and Cantha) that are derived from places and cultures from the real world. As such we have seen a medieval/European, an African/Middle Eastern and a Far Eastern setting. In Guild Wars 2, I would like to see the introduction of regions based on South Asia/South East Asia* (as such based on the history and culture of real world places like India, Bangladesh, Indonesia, Malaysia etc.) and the Americas (think Aztecs, Mayans, Incas and Native Americans). Such additions will simply add to the diversity and depth of the lore first introduced in the Guild Wars campaigns and the expansion. I will leave the developers to work out how to introduce such settings: like maybe the races of the original settings already had contact with the races and the land of the proposed new regions, or these new regions get to be discovered during the events of Guild Wars 2.
It would also be nice if in Guild Wars 2 the world that we get to play in actually gets a new name instead of the name Tyria, which also stands for the continent/region of the same name. Like seriously, why would someone living in Cantha or Elona use another region's name as the name of the world they live in?
Another thing that comes to mind is the clarification of what the "common" language that all the characters in the world seem to speak, like how did that happen and where did that language originate from? There is no need for in-depth/complex explanations, just some general explanation as to how significant regions of the known GW world ended up speaking the same language.
*Although some of those regions could be seen as in the Far East "sphere" and as such not distinct enough to produce a viable separate region from Guild War's Cantha region.
It would also be nice if in Guild Wars 2 the world that we get to play in actually gets a new name instead of the name Tyria, which also stands for the continent/region of the same name. Like seriously, why would someone living in Cantha or Elona use another region's name as the name of the world they live in?
Another thing that comes to mind is the clarification of what the "common" language that all the characters in the world seem to speak, like how did that happen and where did that language originate from? There is no need for in-depth/complex explanations, just some general explanation as to how significant regions of the known GW world ended up speaking the same language.
*Although some of those regions could be seen as in the Far East "sphere" and as such not distinct enough to produce a viable separate region from Guild War's Cantha region.
Craywulf
I posted this elsewhere, but I thought I'd put it here for proper evaluation.
Get rid of the Experience bar
Second biggest complaint of Guild Wars is the lack of leveling up beyond Level 20. Personally I like the level cap at level 20. Many regular MMO players couldn't see past the cap or figure out why GW did such a thing. Most veteran GW players fully understand its implementation. The cap is there to do 2 things limit the need for grinding in PvE and keep things balanced in PvP.
As much as I like the cap, I would like to see GW2 do away with the whole xp=level thing. Instead I would have some other means of gaining attribute points. Maybe by quests/missions that award attribute points, but I'd put a cap of 170 (level 20) attribute points a character can have.
I think having XP bar gives the impression there's an inherent need to grind. So I would get rid of XP bar and turn it into a title based amount of kills a character had, which would give them the privilege to display their status/rank. So for example...after the first 100 kills your title would be Adventurer, then Pioneer after 500 kills, Veteran after 1000 kills, Conqueror after 5000 kills , and finally the title Legendary with 100,000 kills. I would also make it so if you killing feeble mobs, you're not getting awarded with the kill. You have to kill something that meets your status/rank (level) or greater.
So instead of saying I'm a level 20 N/Me, I could say I'm a Pioneer Necromancer/Mesmer.
Get rid of the Experience bar
Second biggest complaint of Guild Wars is the lack of leveling up beyond Level 20. Personally I like the level cap at level 20. Many regular MMO players couldn't see past the cap or figure out why GW did such a thing. Most veteran GW players fully understand its implementation. The cap is there to do 2 things limit the need for grinding in PvE and keep things balanced in PvP.
As much as I like the cap, I would like to see GW2 do away with the whole xp=level thing. Instead I would have some other means of gaining attribute points. Maybe by quests/missions that award attribute points, but I'd put a cap of 170 (level 20) attribute points a character can have.
I think having XP bar gives the impression there's an inherent need to grind. So I would get rid of XP bar and turn it into a title based amount of kills a character had, which would give them the privilege to display their status/rank. So for example...after the first 100 kills your title would be Adventurer, then Pioneer after 500 kills, Veteran after 1000 kills, Conqueror after 5000 kills , and finally the title Legendary with 100,000 kills. I would also make it so if you killing feeble mobs, you're not getting awarded with the kill. You have to kill something that meets your status/rank (level) or greater.
So instead of saying I'm a level 20 N/Me, I could say I'm a Pioneer Necromancer/Mesmer.
The Great Al
I'm sure it's been said before, but..
I hope that classes have enough of their own self healing, and that skill bars are sufficiently large enough to support self healing, to lessen the importance of the monk to be the same as any other class. If parties can easily survive without any other single profession, they should be able to survive without monks as well.
I hope that classes have enough of their own self healing, and that skill bars are sufficiently large enough to support self healing, to lessen the importance of the monk to be the same as any other class. If parties can easily survive without any other single profession, they should be able to survive without monks as well.
Kanyatta
Quote:
Originally Posted by shoyon456
Ok, hows this one, sorry if it sounds a little absurd, but what about MAGIC weapon skills?
For example: Balthazar's Sweep 10 en/1 sec cast/12 sec recharge Scythe Spell Target foe and up to 2 adjacent foes are struck for +10...20 damage. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Skills like these could be used to give new life to the gw2 classes (whatever forms they may appear in) and enable greater variety |
System_Crush
Quote:
Originally Posted by Isileth
I really hope they dont change that.
Having a limited build means you require team builds. If you can take a counter to everything on one char its kind of pointless. |
+ There are several builds in which I could really use just 1 more slot.
System_Crush
Quote:
Originally Posted by Craywulf
Get rid of the Experience bar
As much as I like the cap, I would like to see GW2 do away with the whole xp=level thing. Instead I would have some other means of gaining attribute points. Maybe by quests/missions that award attribute points, but I'd put a cap of 170 (level 20) attribute points a character can have. |
Quote:
Originally Posted by Craywulf
I think having XP bar gives the impression there's an inherent need to grind. So I would get rid of XP bar and turn it into a title based amount of kills a character had, which would give them the privilege to display their status/rank. So for example...after the first 100 kills your title would be Adventurer, then Pioneer after 500 kills, Veteran after 1000 kills, Conqueror after 5000 kills , and finally the title Legendary with 100,000 kills. I would also make it so if you killing feeble mobs, you're not getting awarded with the kill. You have to kill something that meets your status/rank (level) or greater.
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So instead of kills, you get quester/adventurer points for each quest, the quest reward states how much, hard quests like captured son and althea's ashes offer a lot of points while easy ones offer only 1.
Perhaps you could also get 1 point each time you slay a boss.
Another idea I had, is title based strength, instead of leveling beyond 20.
There'd be 3 titles based on your XP gained after level 20, these titles would offer benefits to your attributes by %.
Master of <highest character attribute> increases your highest attribute by 3% per rank
Expert <primary profession> increases all the attributes of your primary by 2% per rank
Jack of all trades increases your score in all attributes by 1% per rank
As 140% of 0 is still 0, it only improves your build, its like a title that makes it worth while to garner huge amounts of XP after level 20, without actually increasing level, thus health and damage and crit chance, or attribute points.
So PvE could take these titles to become stronger, while they can still go into PvP as title bonuses have no effect there.
With your idea it would make it worth wile to do quests beyond legendary level, which I do find more attractive than just another thing to Jurulundu farm for.
Attribute points rewarder for quest sounds whitewolf(the PnP RPG) to me, which is NEVER a bad thing.
Isileth
Quote:
Originally Posted by System_Crush
I hope they do, I want 9 skills, that way the skills slots match up with numpad, so the arrangement matches for reference.
+ There are several builds in which I could really use just 1 more slot. |
Thats the point, some combos shouldnt be able to fit on 1 skill bar without making you weaker elsewhere. You shouldnt be able to counter and do everything.
If you want damage you have to sacrafice a lot for something else.
If you want self healing you cant take as much damage.
If you want some extra support you again have to lose something else.
As for the lore the skills are meant to be represented by rings on your fingers, so unless an extra finger is grown before GW2 release it wouldnt make much sense
System_Crush
Quote:
Originally Posted by Isileth
And then there would be several builds which would work with 10 skills, then so many that would work with just 1 more to make it 11 etc.
Thats the point, some combos shouldnt be able to fit on 1 skill bar without making you weaker elsewhere. You shouldnt be able to counter and do everything. If you want damage you have to sacrafice a lot for something else. If you want self healing you cant take as much damage. If you want some extra support you again have to lose something else. As for the lore the skills are meant to be represented by rings on your fingers, so unless an extra finger is grown before GW2 release it wouldnt make much sense |
Isileth
Quote:
Originally Posted by System_Crush
That is why making numpad more usable was my primary point, even tough I think the use of numpad already beats the normal numbers with only 8 skills.
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You just dont bother using 9....
I cant see how having an extra skill would change that in anyway.
warcrap
do we get to play as tengu?
System_Crush
Quote:
Originally Posted by Isileth
I really have to ask though, how does it make the numpad less useful when there is 8 rather than 9?
You just dont bother using 9.... I cant see how having an extra skill would change that in anyway. |
When playing a new build, this is annoying cuz you don't instinctively know yet which skills goes with which key.
Since I very often switch builds, it gets really annoying for me.
Thats kind of a personal defect though, while I feel it would be beneficial, just because I waste a few fractions of a second with each skill I use, shouldn't really mean it will be a boon to every1else as well. Something just tells me I should assume everyone else will benefit from being able to use the numpad without thinking.
warcrap
another quick simple suggestion this one is for map travel.
i really think map travel needs a change the system we have now will be an extreme downtime in gw2 due to long loading screens.
the best form of travel i have ever seen is probably from zu online.
so instead of just map traveling and going through the load how about we open the world map and then click the exact location of were we wanna go then we automatically fly there so we can enjoy the view instead of going through the load screen.
if you want a better example i suggest some anet people play zu online for a while.
i really think map travel needs a change the system we have now will be an extreme downtime in gw2 due to long loading screens.
the best form of travel i have ever seen is probably from zu online.
so instead of just map traveling and going through the load how about we open the world map and then click the exact location of were we wanna go then we automatically fly there so we can enjoy the view instead of going through the load screen.
if you want a better example i suggest some anet people play zu online for a while.
Neriandal Freit
Quote:
Originally Posted by warcrap
do we get to play as tengu?
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Although of course it is not (and likely won't be for a hair more longer) officially announced.
Master Ketsu
Model the engine concept after Phantom Dust.
System_Crush
Quote:
Originally Posted by Master Ketsu
Model the engine concept after Phantom Dust.
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changeling
[Disclaimer: I did search this thread for this idea and didn't find it, but only briefly, so I apologize if this is old hat]
What I would like to see in GW2:
At character creation, choose, not a profession, but a primary attribute (e.g. Critical Strikes). Said attribute would be the fixed point of the character. After that, as the game progresses, allow the character to pick up any secondary attributes they desire (e.g. a Critical Strikes, Marksmanship, Water Magic based build). The limited skill bar and limited total attribute points would maintain game balance, as would the need to purchase/quest for the relevant skills. The vastly increased number of possible skill combinations plays to ANet's skill-centric philosophy and ameliorates, if not removes, the current occasional sense of 'cookie-cutter character'.
What I would like to see in GW2:
At character creation, choose, not a profession, but a primary attribute (e.g. Critical Strikes). Said attribute would be the fixed point of the character. After that, as the game progresses, allow the character to pick up any secondary attributes they desire (e.g. a Critical Strikes, Marksmanship, Water Magic based build). The limited skill bar and limited total attribute points would maintain game balance, as would the need to purchase/quest for the relevant skills. The vastly increased number of possible skill combinations plays to ANet's skill-centric philosophy and ameliorates, if not removes, the current occasional sense of 'cookie-cutter character'.
warcrap
umm mounts.......please?
wpallen
One of my pet peeves about GW1 is that Warriors don't really feel like a "Tank". When I think about a tank I feel that tank should be able to shrug off all but the hardest of hits and hold the attention of the MOB in front of him. I know that we can get our defenses way up there, but the aggro system in GW1 doesn't really allow us to pull MOBS off of our buddies. In GW2 I'd like to see this reworked so that tanks really can hold the attention of the mob while everyone else does the damage.
HerrHildebrand
Quote:
Originally Posted by wpallen
One of my pet peeves about GW1 is that Warriors don't really feel like a "Tank". When I think about a tank I feel that tank should be able to shrug off all but the hardest of hits and hold the attention of the MOB in front of him. I know that we can get our defenses way up there, but the aggro system in GW1 doesn't really allow us to pull MOBS off of our buddies. In GW2 I'd like to see this reworked so that tanks really can hold the attention of the mob while everyone else does the damage.
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Neriandal Freit
Quote:
Originally Posted by HerrHildebrand
Seconded. One of my complaints is the lack of a skill that will make mobs desire to attack the warrior more, or as I like to call it, the "Hey ---hole!" skill. As for taking the damage, I feel the warrior already has the ability to take large amounts of damage with rune of absorption a weapon with an armor bonus, a good shield and sentinel insignias.
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Unfortunately it doesn't always work. If that was to work all the time, well the good guys and the bad guys would win on a daily draw!
Isileth
I hope they dont add an aggro system like that. It makes games far to easy, you can just buff up and focus healing on the tank then sit back with no worries.
roshanabey2
running away from boulders crash bandicoot style!!!