What you want for the next big update.
Qing Guang
Maybe some buffs to less-used skills, I guess.
But mainly:
a) XUNLAI AUCTION HOUSE
b) Major pets rework - ya know, so more people will be inclined to actually use the pets they just stockpiled. Maybe they could have hero skill bars on which pet skills would go, and then the ranger could bring something else (kinda make up for using up 2 spaces for charm and heal)
c) Weapon mod/inscription traders (pain in the butt to buy those right now)
d) Pathing fix for ZQuest boards, as pkodyssey said. Seriously, that's annoying as.
But mainly:
a) XUNLAI AUCTION HOUSE
b) Major pets rework - ya know, so more people will be inclined to actually use the pets they just stockpiled. Maybe they could have hero skill bars on which pet skills would go, and then the ranger could bring something else (kinda make up for using up 2 spaces for charm and heal)
c) Weapon mod/inscription traders (pain in the butt to buy those right now)
d) Pathing fix for ZQuest boards, as pkodyssey said. Seriously, that's annoying as.
ele pl
1. BIG Skill update. That will put more new life into gw than ANY 'additional' or revamped content
2. Polymock PvP. Srsly, Anet made polymock mechanic from scratch, and only for 4-5 qeusts? Thats pointless
3. Small bonuses like April update had (like Nicholas)
2. Polymock PvP. Srsly, Anet made polymock mechanic from scratch, and only for 4-5 qeusts? Thats pointless
3. Small bonuses like April update had (like Nicholas)
Oogball
Dont remember didn't play the game by then. But still lots of ppl were angry weren't they? Maybe then dont want something like that again.
slowerpoke
...moar tonics, consumables and summoning stones!...NO NOT RLY
all that stuff neeeds deleting
time to quit tinkering with a dead game and move onto its replacement
all that stuff neeeds deleting
time to quit tinkering with a dead game and move onto its replacement
haggus71
Quote:
I would call the nerf of Ursan the same thing I call the "crawling up zero's and rawr's ass", a stupid and very bad decision, but ANet is just too much coward to admit it.
The only The skill of GW is Protective Spirit and noone can say the game is balanced or there is no overpowered stuff anymore unless that skill gets killed. What I want for the next big update is: - remove the boring restriction of faction points to only a small amount of areas. I want to get Norn points killing Charr in Ascalon. - a small AI scripting. No very eloborate but enough to tell Heroes to not use certain skills on minions, to pre-prot, leave the AoE, stay in wards, use skill 1, 2 then 3 for assassins and of course to not remove a certain condition, like cracked armor on paragons. |
BenjZee
MOAR CAkes.....................
Hopefully just a phew tweaks here and there. no major content rather small tidbits
Hopefully just a phew tweaks here and there. no major content rather small tidbits
Nodakim
Quote:
Why are people asking in this thread for an Auction House when we already know for a fact we won't get one in GW1?
|
Hope is the last thing to die.
ANet knows for a fact that some people play the game just because they are waiting for GW2 and that's why they announced it so early-"So people wont lose interest in GW".
But for me it just makes me miserable.
Sword Hammer Axe
/supersigned for polymock PvP. How fun wouldn't it be to actually fight off other players in a pokemon battle? XD
SurrealFi
Give us a tweak to the current pve-meta game please, I'm deadsy tired of the one we got. ^_^ Or... bring SF back to its former status so every class can use it, if it's to stay in the game, let everyone in on the fun!
Lishy
A re-cycled Pre-catacombs core elite area.
A pets rework.
A polymock PVP
And a huge skill update. As in, huge. Not just 20 skills.
A pets rework.
A polymock PVP
And a huge skill update. As in, huge. Not just 20 skills.
Odinius
I would just like some quests like the black moa or mox ones that give novelty items just to show you did the quests.
some of the rewards may be:
-Low dmg weapons like the club of a thousand bears or banana scythe
-mini pets or new pet
-funny everlasting tonic
-masks, hats
-some novelty armor just for good looks in towns
-new emote
-new hero
-new minion
or
-More stuff to put in your hall just aestatic you can unlock through quests
-questing title
-statue for prophecies endgame titan quests
you know, fun stuff!!
some of the rewards may be:
-Low dmg weapons like the club of a thousand bears or banana scythe
-mini pets or new pet
-funny everlasting tonic
-masks, hats
-some novelty armor just for good looks in towns
-new emote
-new hero
-new minion
or
-More stuff to put in your hall just aestatic you can unlock through quests
-questing title
-statue for prophecies endgame titan quests
you know, fun stuff!!
ValaOfTheFens
-New skills for the Sins, Rits, Paras, and Dervs. This would mean new bosses, hopefully in Prophecies.
-New explorable areas/mini dungeons. Similar to Sorrow's Furnace and they wouldn't even need to be really new. The castle in Kessek's Peak or the messed up tower in Watchtower Coast for example.
-Inscription trader. I'd be willing to pay alot to be able to skip standing around in Spamadan for several hours looking for inscriptions.
-Competitive missions in Prophecies. Cuz, why the heck not?
-PvP-only skills.
-More realms of the Gods or maybe a minidiungeon focused on Menzies or Dhuum.
-Permanent Roller Beetle Racing and XTH supported betting on it.
-New explorable areas/mini dungeons. Similar to Sorrow's Furnace and they wouldn't even need to be really new. The castle in Kessek's Peak or the messed up tower in Watchtower Coast for example.
-Inscription trader. I'd be willing to pay alot to be able to skip standing around in Spamadan for several hours looking for inscriptions.
-Competitive missions in Prophecies. Cuz, why the heck not?
-PvP-only skills.
-More realms of the Gods or maybe a minidiungeon focused on Menzies or Dhuum.
-Permanent Roller Beetle Racing and XTH supported betting on it.
UndeadRoadkill
Come on, the decision to nerf ursan couldn't be nearly as stupid or bad as the decision to create it in the first place. I can't fault them for correcting their mistake.
StormDragonZ
Warrior:
- Berserker Stance: Changed to "Stance. For 9...15...18 seconds, you attack 50% faster and gain 20% more adrenaline. Berserker Stance ends if you use a skill or enchantment."
- "Fear Me!": Changed to "Shout. All nearby foes lose 1...3...4 Energy and 1 adrenaline."
- Riposte: Now costs 3 adrenaline.
- Yeti Smash: Now costs 5 adrenaline.
Necromancer:
- Primary Attribute Soul Reaping: Changed to "For every two points of Soul Reaping, you gain 3 Energy whenever a non-Spirit creature near you dies. You also gain an additional 1 Energy if your health is 50% or lower whenever a non-Spirit creature near you dies. You may only gain Energy in this way 4 times every 20 seconds."
- Jaundiced Gaze: Lowered the sacrifice amount to 7% of your Health now.
- Plague Sending: Lowered the sacrifice amount to 7% of your Health now.
Mesmer:
- Air of Disenchantment: Now costs 10 Energy. Recharge Time lowered to 8 seconds. Changed to "Elite Hex Spell. Remove one enchantment from target foe and all nearby foes. For 10...22...29 seconds, enchantments expire 500% faster on those foes."
- Backfire: This spell is now an Illusion Magic spell.
- Phantom Pain: This spell is now a Domination Magic spell.
Ritualist:
- Primary Attribute Spawning Power: Changed to "For each rank of Spawning Power you have, creatures you create (or animate) have 10% more Health and they also deal 2% more damage. Weapon Spells you cast last 5% longer. Whenever you drop ashes, you gain 1 Energy for every 10 secodns you held those ashes prior before they were dropped. Some Ritualist skills, especially those related to Spirit creatures, become more effective with higher Spawning Power."
- Pure Was Li Ming: Recharge Time lowered to 8 seconds.
- Soothing: Casting Time lowered to 3 seconds.
- Spirit Transfer: Changed to "Spell. The Spirit nearest you loses 20...28...33 Health. Target ally is healed for 6...8...9 for each point of Health lost.
Ranger:
- Infuriating Heat: Changed to "Elite Nature Ritual. Create a level 1...8...10 Spirit. Non-Spirit creatures within its range gain adrenaline twice as fast. Non-Spirit creatures within its range struck by fire damage suffer from Dazed for 1...8...12 seconds. This Spirit dies after 50...72...80 seconds."
- Tripwire: Changed to "Trap. When Tripwire is triggered, all nearby foes are struck for 5...17...20 piercing damage and suffer from Cracked Armor for 5...9...10 seconds. Any Crippled foes are knocked down. Tripwire ends after 50 seconds. While activating this Skill, you are easily interrupted."
Paragon:
- "Never Surrender!": Now costs 7 adrenaline.
- Ballad of Restoration: Now costs 7 adrenaline.
- Slayer's Spear: Now costs 7 adrenaline.
- Chest Thumper: Changed to "Spear Attack. If this attack hits a foe with Cracked Armor or Disease, that foe suffers a Deep Wound for 5...17...20 seconds."
- Anthem of Fury: Recharge time increased to 45 seconds.Changed to "Elite Chant. For 6...14...20 seconds, all party members within earshot gain 10 strikes of adrenaline the next time they use an attack Skill."
Monk:
- Banish: Changed to "Spell. Target foe takes 20...30...38 holy damage and is set on fire for 2 seconds. This spell does 150% more damage to summoned creatures. If target foe is hexed, it takes an additional 20 holy damage."
- Signet of Rejuvenation: This signet is now a Divine Favor signet.
- Seed of Life: Recharge Time lowered to 20 seconds.
Assassin:
- Critical Strike: This attack is now an Off-Hand Attack that must follow a Lead Attack. Recharge Time increased to 15 seconds.
- Shadow Meld: Changed to "Elite Enchantment Spell. Shadow Step to target other ally. When you stop maintaining this Enchantment, you return to your original location and gain 10 Energy."
- Shroud of Silence: Changed to "Elite Hex Spell. For 5...6...10 seconds, target touched foe cannot cast Spells. If target touched foe is suffering from Bleeding, target foe loses one enchantment."
- Smoke Powder Defense: Now costs 10 Energy.
- Death Blossom: Recharge Time increased to 5 seconds.
Dervish:
- Aura Slicer: Changed to "Scythe Attack. If this attack hits, you deal +15...28...33 damage. If this attack hits a foe with Cracked Armor, that foe loses one Enchantment. If you are under the effects of Cracked Armor, you gain 45 Health and 1 Energy."
- Meditation: You no longer have to lose an enchantment. Changed to "You gain 1...3...5 Energy and are healed for 20...24...28% of your current Health. The next attack made against you deals 30% less damage."
- Signet of Pious Light: Recharge Time increased to 30 seconds.
- Vow of Silence: Changed to "Elite Enchantment Spell. For 20 seconds, you cannot be the target of Ritualist, Necromancer, Mesmer or Elementalist spells. All other spells that target you have a 30...22...18% change to fail."
Elementalist:
- Lava Font: Recharge Time increased to 8 seconds.
- Meteor Shower: Changed to "Spell. Create a Meteor Shower at target foe's location. For 10 seconds, foes adjacent to that location are struck for 10...80...130 fire damage and knocked down every 4...3...3 seconds. This Spell causes Exhaustion. If you have 50% or less Health after this spell is cast, you are set on fire for 3 seconds."
- Second Wind: Changed to "Elite Spell. You gain 2...7...12 Energy for each point of Energy lost due to Exhaustion. This spell causes Exhaustion. For 20 seconds, your Air Magic and Water Magic attributes is increased by 1."
---
I got bored. Enjoy the randomness!
- Berserker Stance: Changed to "Stance. For 9...15...18 seconds, you attack 50% faster and gain 20% more adrenaline. Berserker Stance ends if you use a skill or enchantment."
- "Fear Me!": Changed to "Shout. All nearby foes lose 1...3...4 Energy and 1 adrenaline."
- Riposte: Now costs 3 adrenaline.
- Yeti Smash: Now costs 5 adrenaline.
Necromancer:
- Primary Attribute Soul Reaping: Changed to "For every two points of Soul Reaping, you gain 3 Energy whenever a non-Spirit creature near you dies. You also gain an additional 1 Energy if your health is 50% or lower whenever a non-Spirit creature near you dies. You may only gain Energy in this way 4 times every 20 seconds."
- Jaundiced Gaze: Lowered the sacrifice amount to 7% of your Health now.
- Plague Sending: Lowered the sacrifice amount to 7% of your Health now.
Mesmer:
- Air of Disenchantment: Now costs 10 Energy. Recharge Time lowered to 8 seconds. Changed to "Elite Hex Spell. Remove one enchantment from target foe and all nearby foes. For 10...22...29 seconds, enchantments expire 500% faster on those foes."
- Backfire: This spell is now an Illusion Magic spell.
- Phantom Pain: This spell is now a Domination Magic spell.
Ritualist:
- Primary Attribute Spawning Power: Changed to "For each rank of Spawning Power you have, creatures you create (or animate) have 10% more Health and they also deal 2% more damage. Weapon Spells you cast last 5% longer. Whenever you drop ashes, you gain 1 Energy for every 10 secodns you held those ashes prior before they were dropped. Some Ritualist skills, especially those related to Spirit creatures, become more effective with higher Spawning Power."
- Pure Was Li Ming: Recharge Time lowered to 8 seconds.
- Soothing: Casting Time lowered to 3 seconds.
- Spirit Transfer: Changed to "Spell. The Spirit nearest you loses 20...28...33 Health. Target ally is healed for 6...8...9 for each point of Health lost.
Ranger:
- Infuriating Heat: Changed to "Elite Nature Ritual. Create a level 1...8...10 Spirit. Non-Spirit creatures within its range gain adrenaline twice as fast. Non-Spirit creatures within its range struck by fire damage suffer from Dazed for 1...8...12 seconds. This Spirit dies after 50...72...80 seconds."
- Tripwire: Changed to "Trap. When Tripwire is triggered, all nearby foes are struck for 5...17...20 piercing damage and suffer from Cracked Armor for 5...9...10 seconds. Any Crippled foes are knocked down. Tripwire ends after 50 seconds. While activating this Skill, you are easily interrupted."
Paragon:
- "Never Surrender!": Now costs 7 adrenaline.
- Ballad of Restoration: Now costs 7 adrenaline.
- Slayer's Spear: Now costs 7 adrenaline.
- Chest Thumper: Changed to "Spear Attack. If this attack hits a foe with Cracked Armor or Disease, that foe suffers a Deep Wound for 5...17...20 seconds."
- Anthem of Fury: Recharge time increased to 45 seconds.Changed to "Elite Chant. For 6...14...20 seconds, all party members within earshot gain 10 strikes of adrenaline the next time they use an attack Skill."
Monk:
- Banish: Changed to "Spell. Target foe takes 20...30...38 holy damage and is set on fire for 2 seconds. This spell does 150% more damage to summoned creatures. If target foe is hexed, it takes an additional 20 holy damage."
- Signet of Rejuvenation: This signet is now a Divine Favor signet.
- Seed of Life: Recharge Time lowered to 20 seconds.
Assassin:
- Critical Strike: This attack is now an Off-Hand Attack that must follow a Lead Attack. Recharge Time increased to 15 seconds.
- Shadow Meld: Changed to "Elite Enchantment Spell. Shadow Step to target other ally. When you stop maintaining this Enchantment, you return to your original location and gain 10 Energy."
- Shroud of Silence: Changed to "Elite Hex Spell. For 5...6...10 seconds, target touched foe cannot cast Spells. If target touched foe is suffering from Bleeding, target foe loses one enchantment."
- Smoke Powder Defense: Now costs 10 Energy.
- Death Blossom: Recharge Time increased to 5 seconds.
Dervish:
- Aura Slicer: Changed to "Scythe Attack. If this attack hits, you deal +15...28...33 damage. If this attack hits a foe with Cracked Armor, that foe loses one Enchantment. If you are under the effects of Cracked Armor, you gain 45 Health and 1 Energy."
- Meditation: You no longer have to lose an enchantment. Changed to "You gain 1...3...5 Energy and are healed for 20...24...28% of your current Health. The next attack made against you deals 30% less damage."
- Signet of Pious Light: Recharge Time increased to 30 seconds.
- Vow of Silence: Changed to "Elite Enchantment Spell. For 20 seconds, you cannot be the target of Ritualist, Necromancer, Mesmer or Elementalist spells. All other spells that target you have a 30...22...18% change to fail."
Elementalist:
- Lava Font: Recharge Time increased to 8 seconds.
- Meteor Shower: Changed to "Spell. Create a Meteor Shower at target foe's location. For 10 seconds, foes adjacent to that location are struck for 10...80...130 fire damage and knocked down every 4...3...3 seconds. This Spell causes Exhaustion. If you have 50% or less Health after this spell is cast, you are set on fire for 3 seconds."
- Second Wind: Changed to "Elite Spell. You gain 2...7...12 Energy for each point of Energy lost due to Exhaustion. This spell causes Exhaustion. For 20 seconds, your Air Magic and Water Magic attributes is increased by 1."
---
I got bored. Enjoy the randomness!
Yichi
ele pl
Quote:
And I thought Izzy was bad, but you make him look like he has a clue...
Please don't ever try this again... |
But its still smaller skill update than BIG skill update which people expect for another content update.
Puebert
Skill balance, problem is its very hard to balance a large number of skills at one time.
So, just a drastic meta change.
So, just a drastic meta change.
UnChosen
Revert last update's "skill balance" for PvE, and split them all into PvE versions....I give up hoping for some great update and just hope there won't be any more collateral damage to skills.
Yawgmoth
Material for more than one big update surely, but those are some main wants from the top of my head:
-Major skill update for both PvP and PvE, nerfing of all degenerate imba builds that ruin all their respective formats.
-Sealed Play! Waiting for it over 3 years now
-an automated trading system (AH or XMP) = obv
-ZQuests for Vanquishing
-improvements to Party Search - make it work cross regions at least
-new weapons with interesting variable stats, NOT just new skins (aka more of the same)
-removal of XTH ('legit' RMT)
-map travel improvements (skip the need for going through the port towns)
-some nice surprises
-Major skill update for both PvP and PvE, nerfing of all degenerate imba builds that ruin all their respective formats.
-Sealed Play! Waiting for it over 3 years now
-an automated trading system (AH or XMP) = obv
-ZQuests for Vanquishing
-improvements to Party Search - make it work cross regions at least
-new weapons with interesting variable stats, NOT just new skins (aka more of the same)
-removal of XTH ('legit' RMT)
-map travel improvements (skip the need for going through the port towns)
-some nice surprises
ZenRgy
Remove paragons, assassins, ritualists and dervishes from PvP. Restore glory. Create auction house.
Moloch Vein
Please fix Ray. Please.
Chocobo1
Dear lawd its a joke how long Ray has gone on without being fixed. Fix it.
Also, Shadowform nerf please. Godmode shouldn't be a skill.
Also, Shadowform nerf please. Godmode shouldn't be a skill.
Operative 14
- A Guild Wars Capital on the battle isles, with a nice sunset, a big pool, a lovely beach, a HUGE amphitheater, and a nice big, new city filled with all sorts of interesting nooks and crannies to explore. And a sunset in said town.
Azure mist
My 29 ectos that my chaos glove salvaging didn't grant me >.<
urbnatr
auction house
Forgotton200
-Nerf Ray of Judgment.
-Buff elementalist so they can nuke well in HM.
-Buff warrior so they can farm decently.
-Buff spiteful spirit.
-Buff elementalist so they can nuke well in HM.
-Buff warrior so they can farm decently.
-Buff spiteful spirit.
Liberations
another zaishen quest category
a use for backwater towns and outposts
fill in the map a little more, there's a lot of empty space on all three maps
personally i'd like a mini expansion that would add on to EotN in Tyria, or just expansions to other campaigns
more alliance battle maps would be cool, like I'd love to see an attack on Cavalon or zu Heltzer
a use for backwater towns and outposts
fill in the map a little more, there's a lot of empty space on all three maps
personally i'd like a mini expansion that would add on to EotN in Tyria, or just expansions to other campaigns
more alliance battle maps would be cool, like I'd love to see an attack on Cavalon or zu Heltzer
UnChosen
THIS! Finally someone has the sense of putting ele nuke buff along with the endless RoJ nerf calls, I'm getting sick of being secondary mesmer or monk just to have a reliable nukes that won't scatter lvl 30 enemies after only doing 50 dmg after armor, causing a team wipe.
Redvex
Quote:
-Nerf Ray of Judgment.
-Buff elementalist so they can nuke well in HM. -Buff warrior so they can farm decently. -Buff spiteful spirit. |
So ranger also need a buff to farm.
So dervish need a buff to farm.
So ritualist need a buff to farm.
So paragon need....etc etc
I bet that you're main chars are elementalist, warrior and necro right?
Abedeus
August 2008 MK-II please.
In other words, total rebalance of underused/overused skills along with nerfage of abused PvE skills (in this case, PvE versions of a skill).
Just make it so you can't use any skills while under an effect of Shadow Form. Or make it LIKE IT USED TO BE. It was perfectly fine, good assassins could farm, bad assassins couldn't and they didn't care... it was better ;/
In other words, total rebalance of underused/overused skills along with nerfage of abused PvE skills (in this case, PvE versions of a skill).
Just make it so you can't use any skills while under an effect of Shadow Form. Or make it LIKE IT USED TO BE. It was perfectly fine, good assassins could farm, bad assassins couldn't and they didn't care... it was better ;/
killing strife
Hi,
First of all ,thx for the last big update. highly appriciated here, also bought the extra tabs
What would i like to see in the next update. Well to be honest i think the extra equipment packs are wayyyyy to expensive. 1 gold Z coin for 10 slots extra is duable, 5 gold Z coins for 15? and 15 Z coins for 20 slots? I really don't see this is in comparison. It takes me a full week to get like 1 maybe 2 gold Z coins if i am lucky. We're not talking about an uber game spoiler or something, it's just storage. So far i have gathered 5 Z coins in total, i will prob never get to 15. And that's just for 1 eq pack for 1 char. So either make it cheaper, and/or find more ways to get zaishen coins (maybe with balth/ab points?) and/or make the items purchasable through a vendor with hard GW cash!
Also i would love to see more skills, don't need a rebalance, although paragon is totally underpowered i have to say.
Mmm what else, naybe more missions and as always more storage is always welcome I would love to have stacks that can be bigger then 250 sighs, also more stackable items, like inscriptions, weapon mods? Maybe even an extra tab for weapon mods would be HIGHLY appreciated. they take up so much space
I also noticed that with the zaishen group battles, like AB, every1 is in american districts, not in european ones. Why not just make 1 dis for every1? That's basically what's happening now already anyways.
Thx and keep up the good work!
Killing strife
First of all ,thx for the last big update. highly appriciated here, also bought the extra tabs
What would i like to see in the next update. Well to be honest i think the extra equipment packs are wayyyyy to expensive. 1 gold Z coin for 10 slots extra is duable, 5 gold Z coins for 15? and 15 Z coins for 20 slots? I really don't see this is in comparison. It takes me a full week to get like 1 maybe 2 gold Z coins if i am lucky. We're not talking about an uber game spoiler or something, it's just storage. So far i have gathered 5 Z coins in total, i will prob never get to 15. And that's just for 1 eq pack for 1 char. So either make it cheaper, and/or find more ways to get zaishen coins (maybe with balth/ab points?) and/or make the items purchasable through a vendor with hard GW cash!
Also i would love to see more skills, don't need a rebalance, although paragon is totally underpowered i have to say.
Mmm what else, naybe more missions and as always more storage is always welcome I would love to have stacks that can be bigger then 250 sighs, also more stackable items, like inscriptions, weapon mods? Maybe even an extra tab for weapon mods would be HIGHLY appreciated. they take up so much space
I also noticed that with the zaishen group battles, like AB, every1 is in american districts, not in european ones. Why not just make 1 dis for every1? That's basically what's happening now already anyways.
Thx and keep up the good work!
Killing strife
Forgotton200
Quote:
Buff warrior????????
So ranger also need a buff to farm. So dervish need a buff to farm. So ritualist need a buff to farm. So paragon need....etc etc I bet that you're main chars are elementalist, warrior and necro right? |
What you want for the next big update.
reaper with no name
Nerf Ether Renewal. Yes, it's not popular (yet), but the fact remains that Ether Renewal Healers beat Monks at their own game. As much as I think Monks are overpowered, even they don't deserve to be redundant. No profession deserves that.
Make AI recognize RoJ as AoE and scatter from it as they should.
Fix the Juggernauts and Turtles in JQ so they no longer freeze.
Remove Shadow Form (PvE)'s Health loss and make it disable itself for 120 seconds.
Buff Spawning Power so that there is actually a reason to play a primary Rit over a N/Rt, E/Rt, etc.
Make AI recognize RoJ as AoE and scatter from it as they should.
Fix the Juggernauts and Turtles in JQ so they no longer freeze.
Remove Shadow Form (PvE)'s Health loss and make it disable itself for 120 seconds.
Buff Spawning Power so that there is actually a reason to play a primary Rit over a N/Rt, E/Rt, etc.
Deimos Zargarda
I dont think they should/will change RoJ, thanks to that one single skill ppl are starting to play smite monks, smiting will get forgotten again if they nerf it, they should let it be as it is, which they probably will.
JONO51
Buff pve motivation. Change around the useless skills in the expansion classes, as they have very few skills as it is. give roj scatter.
Goddess Of Defense
-More Insignias
-More Runes
-More Skills
-More Elite Skills
-More Elite Areas
-Upgrade NPC (all weapon mods and inscriptions)
-More Tonic Flavours
-More Summoning Stone Types
-New Method For Gaining Favour Of The Gods
-New Dungeons
-New Weapons
-New Heroes
-More Runes
-More Skills
-More Elite Skills
-More Elite Areas
-Upgrade NPC (all weapon mods and inscriptions)
-More Tonic Flavours
-More Summoning Stone Types
-New Method For Gaining Favour Of The Gods
-New Dungeons
-New Weapons
-New Heroes
Xenomortis
Fix Ray of Judgement.
Fix Spawning Power.
Fix the Blood Magic line.
Do something hilarious to the meta - it might make the game more fun for a week or two.
Oh yeah, and screw over Shadow Form too, that could be fun.
In fact, screw over the PvE only skills whilst you're at it.
Seriously though, please use the PvE/PvP skill split. Honestly, it was created for a bloody reason - make it worthwhile.
Fix Spawning Power.
Fix the Blood Magic line.
Do something hilarious to the meta - it might make the game more fun for a week or two.
Oh yeah, and screw over Shadow Form too, that could be fun.
In fact, screw over the PvE only skills whilst you're at it.
Seriously though, please use the PvE/PvP skill split. Honestly, it was created for a bloody reason - make it worthwhile.
englitdaudelin
Ok, aren't the skill updates and the content updates separate?
Anyway, in the content update, I'd like to see:
--several "M.O.X."-style, or titan-style quests (NEW ONES...)...in which we face new foes in old maps. It would be nice if these somehow related to the storyline that continues past EotN: maybe a return to the Northern Wall Mission...but instead of running, you need to DEFEND 3 points: the door through which they attack, the bridge, and the wall itself. Maybe a defense of Maatu Keep from Luxon or Kurzick rioters? An attempt to close off the desolation and delay Joko's march into Vabbi, Kourna, and Istan? We know the lore a little into the future...it's time to start that storyline.
--New AB maps and formats. Less shrine capping, more 12-v-12 fighting. The Saltspray Beach dragon shrine gets interesting for just this reason. If not 12-v-12, then ways to encourage more 4-v-4 fights. Right now AB is a sprint-fest. Noticeable, useful rewards for HOLDING one shrine, to encourage defense, fighting.
--Improved HM Monster skill sets, mobs, and AI. EotN made serious steps to improve the challenge of monster Mobs. Mobs without healers remain too easy. Mobs of 8 with just one healer remain too easy. HM mobs should mimic the old human groups before all the abuse-ways made it into the game: 2 healers, or a healer and a protter. Minion masters with minions ready to go. mixed classes, mixed bars. Real fun: add abuse-way skillbars to monster mobs. I want to see Charr groups slice through people with Cryway.
I don't think I agree with the concerns about RoJ not causing AoE scatter. I was in UW last night with guidies, running a balanced team with an RoJ monk. Once we had mindblades in a ball and he hit RoJ, they did often scatter midway into it. It still did great damage, but we had constant trouble holding them in little balls. Maybe they need a faster recognition of it?
Now, if we're talking skill updates:
--Nerf to SF, again. If Ursan got the nerf so it would be used "tactically," SF needs the same. I'd like to see most "high-end" (UW, HM, Dungeon) farms become "multi-player" only. Speed Clears need the nerf hammer to encourage teams to play together...not enter together and play separately.
The VS farm, in which the Sin holds aggro, and the team nukes, is more "forgiveable," in my opinion, than the UWSC, in which half the team is playing solo.
Contrast SF to other elites: with Vow Of Silence, you can't cast your own spells. With Obsidian Flesh, you move slower. Both of those elites still allow physical attacks to hit you, and allow for the possibility of interruption. Mist Form prevents damage from attacks--but not the effects of attacks. Spell Breaker still allows for the possibility of physical interruption and damage. SF NEEDS to be brought in line with these. The damage nerf is insufficient.
--Buff to spawning power and rit elites.
--reshuffle Mesmer and Rit skills a little: some obvious illusion skills are in Dom, some obvious Dom skills are in Illusion. Make the lines make sense a little more.
--slighty stronger nerf to Necros. Still not sure that soul reaping isn't overpowered, when everyone's bopping through pve with Necro/rits and Discordway. I'd like to see a buff to blood magic, though. Make it worthwhile for a player to do something other than manage the undead, spam discord, or drop SS.
Anyway, in the content update, I'd like to see:
--several "M.O.X."-style, or titan-style quests (NEW ONES...)...in which we face new foes in old maps. It would be nice if these somehow related to the storyline that continues past EotN: maybe a return to the Northern Wall Mission...but instead of running, you need to DEFEND 3 points: the door through which they attack, the bridge, and the wall itself. Maybe a defense of Maatu Keep from Luxon or Kurzick rioters? An attempt to close off the desolation and delay Joko's march into Vabbi, Kourna, and Istan? We know the lore a little into the future...it's time to start that storyline.
--New AB maps and formats. Less shrine capping, more 12-v-12 fighting. The Saltspray Beach dragon shrine gets interesting for just this reason. If not 12-v-12, then ways to encourage more 4-v-4 fights. Right now AB is a sprint-fest. Noticeable, useful rewards for HOLDING one shrine, to encourage defense, fighting.
--Improved HM Monster skill sets, mobs, and AI. EotN made serious steps to improve the challenge of monster Mobs. Mobs without healers remain too easy. Mobs of 8 with just one healer remain too easy. HM mobs should mimic the old human groups before all the abuse-ways made it into the game: 2 healers, or a healer and a protter. Minion masters with minions ready to go. mixed classes, mixed bars. Real fun: add abuse-way skillbars to monster mobs. I want to see Charr groups slice through people with Cryway.
I don't think I agree with the concerns about RoJ not causing AoE scatter. I was in UW last night with guidies, running a balanced team with an RoJ monk. Once we had mindblades in a ball and he hit RoJ, they did often scatter midway into it. It still did great damage, but we had constant trouble holding them in little balls. Maybe they need a faster recognition of it?
Now, if we're talking skill updates:
--Nerf to SF, again. If Ursan got the nerf so it would be used "tactically," SF needs the same. I'd like to see most "high-end" (UW, HM, Dungeon) farms become "multi-player" only. Speed Clears need the nerf hammer to encourage teams to play together...not enter together and play separately.
The VS farm, in which the Sin holds aggro, and the team nukes, is more "forgiveable," in my opinion, than the UWSC, in which half the team is playing solo.
Contrast SF to other elites: with Vow Of Silence, you can't cast your own spells. With Obsidian Flesh, you move slower. Both of those elites still allow physical attacks to hit you, and allow for the possibility of interruption. Mist Form prevents damage from attacks--but not the effects of attacks. Spell Breaker still allows for the possibility of physical interruption and damage. SF NEEDS to be brought in line with these. The damage nerf is insufficient.
--Buff to spawning power and rit elites.
--reshuffle Mesmer and Rit skills a little: some obvious illusion skills are in Dom, some obvious Dom skills are in Illusion. Make the lines make sense a little more.
--slighty stronger nerf to Necros. Still not sure that soul reaping isn't overpowered, when everyone's bopping through pve with Necro/rits and Discordway. I'd like to see a buff to blood magic, though. Make it worthwhile for a player to do something other than manage the undead, spam discord, or drop SS.
pumpkin pie
hahahaha, add one more to my list.
New Quest: gets free makeover upon completion of quest.
New Quest: gets free makeover upon completion of quest.
Ceyarrecks
I would really prefer to play GW in FPP, however, while traveling the heros/hench crowd around, and primarily in front of me, that I can not see.
So being forced to use TPP is do-able (and sometimes required for strategy) this detracts from the immersion that GW can have.
Suggested Formation Examples:
P= player
H= hero
h= hench
(up is direction of travel)
So being forced to use TPP is do-able (and sometimes required for strategy) this detracts from the immersion that GW can have.
Suggested Formation Examples:
P= player
H= hero
h= hench
(up is direction of travel)