Here's what I'd like to see addressed:
-Attribute points: Perhaps after lvl20, each round of lvl should give 1 attribute as well as the 1 skill point.
-Less reliance on monks: No offence to monk characters intended, but we all know the drudgery of recruiting...no, make that mad scramble...for 2 monks for any high level mission/quests. It'd be nice for merchants to also sell godly protection items/upgrades so there's not such a heavy reliance on the monks, so players and parties can have more flexibility and freedom.
-Merchants: Please, more stuff to buy and more variety. Not everyone likes to have to constantly deal with the profiteers that seem to have taken over the towns.
-Henchmen: Give them options you can control like Neverwinter Nights. Again, this will give players more flexibility in how to approach the game.
-Elite skills: How about more than 1 at a time; say, 3. Again, more flexiblity is better. Right now they seem a bit pointless.
That's it for now. Hope the game developers read this and give consideration. Others please add to this.
Thanks.
What I'd like to see addressed in GW
AlfredW
none
Quote:
-Attribute points: Perhaps after lvl20, each round of lvl should give 1 attribute as well as the 1 skill point. |
Quote:
-Less reliance on monks: No offence to monk characters intended, but we all know the drudgery of recruiting...no, make that mad scramble...for 2 monks for any high level mission/quests. It'd be nice for merchants to also sell godly protection items/upgrades so there's not such a heavy reliance on the monks, so players and parties can have more flexibility and freedom. |
Quote:
-Merchants: Please, more stuff to buy and more variety. Not everyone likes to have to constantly deal with the profiteers that seem to have taken over the towns. |
Quote:
-Henchmen: Give them options you can control like Neverwinter Nights. Again, this will give players more flexibility in how to approach the game. |
Quote:
-Elite skills: How about more than 1 at a time; say, 3. Again, more flexiblity is better. Right now they seem a bit pointless. |
Hakaido
Quote:
Originally Posted by AlfredW
Here's what I'd like to see addressed:
[-Less reliance on monks: No offence to monk characters intended, but we all know the drudgery of recruiting...no, make that mad scramble...for 2 monks for any high level mission/quests. It'd be nice for merchants to also sell godly protection items/upgrades so there's not such a heavy reliance on the monks, so players and parties can have more flexibility and freedom. |
I made a monk... apparently EVERY SINGLE ONE of you is also in the process of building a monk... cuz for the pre to post-searing PVP battle.... it was 4 level 3 monks on blue vs 3 level 3 monks and a level 2 R/Mo on red.... LOL
RTSFirebat
On a side note there is no such thing as a Godly item in this game
This isn't Diablo 2 where there are uber weapons!
This isn't Diablo 2 where there are uber weapons!
crazy diamond
Quote:
Originally Posted by AlfredW
-Elite skills: How about more than 1 at a time; say, 3. Again, more flexiblity is better. Right now they seem a bit pointless.
|
Two would be awful, three is absurd.
Aracos79
I'm afraid I have to disagree with all of the OP's recommendations except for the henchmen controls. I've been wishing for some kind of basic commands for henchies since the day I started playing. :/
-More elites would just be horribly abused, as other posters have mentioned.
-More attribute points would unbalance the game, making max attribute builds possible (ie. maxing ALL your characters stats).
-We don't need more variety in item merchants, what we need is a Weapon Mod Merchant, someone who buys/sells weapon mods. This would really cut down on the overpriced spam in the trade channel.
-Monks may be hard to come by later in the game, but they are no more or less needed than any other class, there simply are fewer of them because less people choose that play style. Playing higher end missions without a good elementalist or a good tank would be just as hard as doing it without a good healing monk. Everyone has a role in Guild Wars.
-More elites would just be horribly abused, as other posters have mentioned.
-More attribute points would unbalance the game, making max attribute builds possible (ie. maxing ALL your characters stats).
-We don't need more variety in item merchants, what we need is a Weapon Mod Merchant, someone who buys/sells weapon mods. This would really cut down on the overpriced spam in the trade channel.
-Monks may be hard to come by later in the game, but they are no more or less needed than any other class, there simply are fewer of them because less people choose that play style. Playing higher end missions without a good elementalist or a good tank would be just as hard as doing it without a good healing monk. Everyone has a role in Guild Wars.
wallin
Henchmen controls would be fantastic.
What's that? Alesia, you want to rush them? You think you and your staff can "pwn dem nubs"? Where the heck did you learn such language? Oh no wonder, I had your AI set to "leet fairy tank".
What's that? Alesia, you want to rush them? You think you and your staff can "pwn dem nubs"? Where the heck did you learn such language? Oh no wonder, I had your AI set to "leet fairy tank".
MSecorsky
Even a "Hold Ground" type of hench command would be nice. Tough for a ranger to pull the bad guys into your traps when the henches go frollicking into the group you're pulling.
Kuku Monk
Quote:
Originally Posted by Hakaido
I think the reliance on monks, although I also find it fustrating at times... is an important part of the game that adds complexity. Also on a funny side note: After constantly running into the same problem as you with lack of monks in higher area mission areas... or not having the 1 or 2 plat that the monks were charging to join your party....
I made a monk... apparently EVERY SINGLE ONE of you is also in the process of building a monk... cuz for the pre to post-searing PVP battle.... it was 4 level 3 monks on blue vs 3 level 3 monks and a level 2 R/Mo on red.... LOL |