- Dyes- The dye system at the moment is actually quite robust, and this suggestion is just a minor change to save people time and money, while still providing the full benefit of the current system. What I suggest is that instead of mixing dyes in a vial and applying to armor each time, the dyes can be applied one at a time to the armor to provide the same mixing results. When using a dye remover on the armor, it would remove the top layer dye on the armor. Nothing fancy, just a simple tweak to the current system.
- Enchantment Removal- The change to natures renewal was a good change, I think it reopened a lot of windows to builds that were improbable with the old Natures Renewal. On that same note, I believe there is now a hole in enchantment removal. At the moment, we have long recharge single enchantment removals, aoe enchantment removal, aoe enchantment removal wells with no recast of enchantments (but require a corpse and are stationary), but this does not counter the quick cast quick recharge of such enchantments as Reversal of Fortune and healing breeze. My suggestion here is an enchantment removal elite with a twist. This spell would belong to either Mesmer Domination line or the Necro Curses line. It would be a single enchantment removal, and remove the top layer enchantment from the target (or it could remove a random enchantment on the target). Along with removing this enchantment, it would disable that enchantment for an extended period of time, around 20-30 seconds. Other than that, I would leave it to ArenaNet to balance the cost cast time and recharge time.
- Consume Corpse and Necrotic Transversal- At the moment, when using these spells, once the person using the spell teleports, the enemy targetting the user maintains target lock. I believe that this shouldn't be the case, as the necro has evaded the attacker. When using these skills, target lock should be broken, so that the enemy would have to retarget. It may take only a couple seconds to reacquire the target, but thats exactly what should happen when this spell is used.
- Multiplayer issues- These have all been brought up before I believe.
- Losing players in missions or explorable areas- One simple suggestion would be to follow the hoh method and give a random npc on transition to a new area. It would work for explorable areas, but would leave the problem with single area groups and missions. A more robust suggestion would be to use ressurrect. Target the dropped players slot, and cast ressurect, use a ressurect signet, or something along those lines. This would replace the lost player with an npc of the lost players primary class. Bring the npc from where the party originated from, so that if they originated in Lion's Arch, and made it to the Black Curtain, the npc would be brought from Lion's Arch, not Temple of Ages.
- Skipping Cutscenes- This is really not that big of a deal, but when you are getting attacked by an npc while everyone else is watching a cutscene, it gets rediculous. There are multiple things that could be done, one is a toggle on each player to skip cutscenes if they have already seen them before, it would be an option in the options menu. Another would be that if the majority of the team has selected to skip the cutscene, and any member of the party is currently being attacked, the cutscene is skipped. If someone really has to see the cutscene that bad, they can go back for it.
- Guild Capes- Toggle please!
- Losing players in missions or explorable areas- One simple suggestion would be to follow the hoh method and give a random npc on transition to a new area. It would work for explorable areas, but would leave the problem with single area groups and missions. A more robust suggestion would be to use ressurrect. Target the dropped players slot, and cast ressurect, use a ressurect signet, or something along those lines. This would replace the lost player with an npc of the lost players primary class. Bring the npc from where the party originated from, so that if they originated in Lion's Arch, and made it to the Black Curtain, the npc would be brought from Lion's Arch, not Temple of Ages.
- Emotes- This concerns the you emotes. Those emotes that end with "at you". A simple change to these would make them so much more useable. Have them use a tag in the emote to include the target into the emote. Something such as /taunt %t would produce "Sec Under taunts Chiemi Eternal."
- Random Suggestions- Guild members and party members should be a different color in radar, try yellow/gold for guild members and hex/mesmer purple/pink for party members. Autocomplete names when typed in party invite and whisper. Pop up some tooltips for the first time when players are inviting others into party so that they understand that they can also invite by typing the name (so many new players don't know this).
Thats about all I can remember at the moment. If I come up with any others I'll append this list
Who am I to be making such bold suggestions?! I have played since the first beta event, and now own two accounts. One account has three level 20s who have completed the game and unlocked 99% of all skills including elites (only a couple elites left to unlock), the other account is almost to the same level. I play PvP and PvE equally, and have achieved rank 5 on my first account. I stated all this just to let it be known that I am not just some person who has been playing a couple days and want everything changed to suit their needs.