1. More skill shortcuts (not just 8). Since the skills are based of the 1-8 keys, I recommend the developers should allow one or two more skills to be armed during missions using the xtra # keys available (There are two more # keys not being utilized, 9 & 0). It's a huge downer to have so many skills but with very limited access to them during game play. For example, in neverwinter nights you can arm all f1-f12 keys and you can hit a shift button bring up completely different set of memorized spells/skills for f1-f12 and thats on top of 3rd set of 12 shortcut spell/ability keys (thats 36 programmable slots for powers/spells). I’m not saying you need that many but at least one or two more would be really great for this particular game.
2. Allow skills changes in the middle of missions by using rest periods. This would be similar to setting up camp so you would not be able to do this in the middle of battle or when enemies are xtremely close by or when you in a timed mission (This is also an idea from similar games). This would give character more flexibility with skills in mid mission. There have been quite a few times we have gotten into mid mission and found that we did not properly prepare for a new type of enemy (no problem if you can rest and change your skills). It’s not unrealistic to camp just outside of enemy lines and prepare properly for the attack after observing the enemy (This is very logical).
3. Some of the character/enemy special abilities, spells, etc, when used need a little more eye candy graphics during battle. For instance, if I am fighting a white dragon, it would really neat to see an actually ice breath weapon come out of dragons mouth and hit the party in cone shaped arch (not just physical attack/movements with some glowing skin?). Or if I used a fireball for an elementatlist for example, I actually see fireball fly out from the caster’s location and explode into a radius effect around the targeted area engulfing the enemy in fire. There are quite a few character/enemy attacks that I expect to see more visuals during battle but quite often I just see damage numbers popping up telling me the enemy took damage. This isn’t a huge problem- the games graphics make up for this in other areas (in fact there are some really awesome graphics in the game- especially for characters and scenery), however; it would be a very nice additive for the battle portion of the game to have a tad bit more visual flash. When you get a new spelllike skill, you get excited and use it, then visually nothing much happens but damage numbers (It kinda puts damper on the games spirit a tad bit). If you look at other RPG games, they invest quite a bit more in attack power/spell visuals in battle making all that work getting the new powers worth it.
We really appreciate the work the programmers have put into this game already. We just want to help with the future development of one of the best RPG games on the market….
Jarrod…

Oops, Sorry about the keys I designated earlier for skill slots, you are correct-- it is the 1-8 numbers (I mistakenly said the F keys). Yes I think the 9 and/or 0 key should be added allowing one or two more skills to be equipped. I went thru all the postings an corrected my mis references to avoid futher confusion. Thanks....
same goes for conjure flame and frost. I don't know about your other ideas though.
If you gonna give your opinion on a game, I don't have a problem with it (that's what we're all doing here anyway), but at least know some basic facts about the games I'm referring to before you do. When I've made references to other games in comparison to GuildWars they have all been muliplayer online as well so the comparison is as fair as possible. I believe people have been getting confused about why I made some earlier comparisons to guildwars thinking that I am comparing this game to a single player game
and then freaking out about it without really understanding my point. Let me clear up this confusion once and for all. I used "Neverwinter Nights" as a common comparison in particular because it has about the same # of online players that can play together (2-8 players that can play Coop) depending on the module you use without other online players being involved in the missions- does this sound familar to you yet? It should? So no it's not just a one player game, in fact it's much funner to play coop with others in my opinion. I emphasize the word "coop" here because thats exaclty what it is-- So hopefully people can stop mentioning this in their posts as if I don't know what the word "coop" means somehow
. Also neverwinter has similar multiclass components such as fighter/priest, mage/fighter, ranger/mage, necromancer/ranger and so forth. Some of the other massive multiplayer games can form massive parties like warcraft which really isn't a good comparison to guildwars because guildwars (and neverwinter) has party size limitations and the mission is dedicated to that party only (there are no other online players free roaming in your missions). This is another reason I singled out neverwinter as my mainstay comparison. I also realize that none of these games are the exact same as guildwars (not even neverwinter), but it is the same genre type. Guildwars has its on uniqueness which doesn't blend with any other game on the market but the basic element/principle does (Which is a dungeons & dragons style fantasy online mulitplayer game). An when I say "dungeons & dragons" style game, I mean a genre of fantasy type games that ride closely to this theme (Dwarfs, hydras, dragons, rangers, priest types, magic users types, and so forth) -but of course with a uniqueness twist to its own world because GuildWars does have some different race, creature, and class components which are outside of mainstream D&D fantasy.