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Fubai.5326

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  1. Here's what i would appreciate to come together with Cantha: Kaineng:I really wish for a big sprawling city with different districts like slums and palaces with its criminal organisations and its oppressive military. Since we're revisting a place of old, i would really like to be hit hard with that nostalgic feeling i had when i explored Kaineng. Even if it was split up into different areas, it was a huge place. The athmosphere oozed everything from desperation to high culture. To not lose the maze like character of the city, a hard restriction on mounts should be placed here. A lower limitation of players on each instance of a map:Big meta events became a joke to succeed, since giant zergs just rush through everything without strategy. There is just brute force and no coordination. Who cares if someone goes down? Mobs are falling left and right so you get revived anyways or just use a waypont and be back in no time. No sense of thrill or responsibility for certain tasks in a big event like fighting dragons and their champions. I feel like there could be a lot more communication between players if there was need for it. There would probably be a lot less lag and effect fireworks and thus better performance for everyone. Harder Story content:Story missions are very, very easy. Right now they are scenic routes you watch pass by like on a city trip. Excuse me for again referencing back to Guild Wars 1, but onward from max level 20 those story missions weren't exactly cake walks (let's forget todays broken builds for a moment). You needed to adapt, especially if you wanted to complete the one complicated bonus condition. I wish new stories would kinda adapt this system again. Have a somewhat harder mission with one twisty bonus condition (something you have really to think about how to make it work while doing the normal mission). Make us able to fail the mission and have to restart it again. This also might again increase communication within the community since you might need some help. It would increase the usefulness of guilds and possible guild alliances. It would give credibility to the story's stakes and characters, unlike NPC followers that are ment to be powerful allies but do absolutely nothing as long as they join you. I am looking at you Braum. Interchangeable weapon skills and new support skills for all weapons and classes:As a child of Guild Wars 1 i am very much missing my (still limited) eight slots of skills i can freely set before venturing out. In my opinion this was one of the best things a game of this kind could do. Somewhat limit the player by the amount he could do at a time, but give them a plethura of choice to fill the limited space. This sparked creativity. You could try thousands of builds. Since Guild Wars 2 i only changed my support skills very, very rarely. I did it once for my Guardian, when the new Elite Specializations were released and Dragonhunter with his traps started to feel more useful (especially as i started raiding) than my old tanky build with shouts. And i now do it, when i feel i need to have another heal for my party in fractals, so i switch from elite trap to elite signet. That's it. That is my build variation in the last years playing the game. There was nothing that could not be dealt with in the PvE content that was released so far with the exact same skills, perks and weapons). So i feel there is a lot of room for more skills on weapons and support slots. Skills that go beyond granting boons and inflicting conditions (this design decision might be, what numbs down Guild Wars 2's combat a lot). Enemies in PvE use interesting mechanics that could be adapted for character skills that go beyond that. And PvE content should be designed the way that you as player are tasked to use your creativity to overcome it in interesting ways. A new playable race:For the race it feels like the Tengu aren't that much of a stretch. They sit at the ready right next to one of the most important hubs in the game, aka Lions Arch. There is enough space to outline two areas that would serve as starting area and border area for the tengu. For the problem with personal story for levels 1-80: lets have a new one, shall we? It should play out in the starting area and then venture forth to Cantha and would only be available to Tengu characters and human characters that get created with a Canthan background. As for the problem with the armor skins: A new race would be a huge selling point, so taking this hurdle seems like a good investment into the games future./or classFor a new class i see sufficient design space to atleast revive the Ritualist. These few spiritual weapons on the Guardian have little in common with the old Ritualist spirits. The spirits on the Ranger are in line with what they were in Guild Wars 1 and they still coexisted with those of the Ritualist back then. The Ritualist's spirits again could be stationary spirits with ranged attacks or other effects during existence or on vanishing. Enhancing other players weapons is basicly not a thing right now and could easily be, for example a lot of stuff beyond boons and conditions. The Spear weapon on land:Title says it all. Make it happen. ;) Maybe as a modal melee/ranged weapon. A new stance for the Revenant:I somewhere read that monk Mhenlo might be a cool new stance for the Revenant, and even though i don't even play one, i agree. That would be great addition. Dungeons:Bring back instanced content that is rooted in the game's world. Offer a hard mode. Have either three paths again or find a way to have all bosses in one dungeon.
  2. I meant it in a "ingame immersion" way. There they would be the same thing. The wings on my back, when i am walking around are the very same wings that carry my through the air. That they are different codewise is apparent. But i argue for more immersion and if that ment to bring something up to a certain standard, any effort is effort worthwile. It's not going to damage the game in any way, it's rather improving it. And in the end i can only pledge for that to happen and hope it someday will.
  3. In this special case this is rather confusing and infuriating. It doesn't make sense. I paid 700 Gems for what essentially doesn't work right. These wings are the same, no matter in what state (gliding or not). It's not like my character switches them out for colored ones whenever i take off. I don't know if other backpiece + glider combos are affected by that, but ArenaNet should really put in this little effort to make this worth the price. I basically can't use both parts of this package at the same time. I know that this is subjective reasoning, but who would be ok with that? Nevermind the standpoint of ANet, this should really be open to discussion.
  4. Today i spent some gold to buy the Citadel Assault Glider from the Gem Shop. At first i was happy as can be, as it seemed that i could color it to my liking. But only the glider (while gliding) was in my chosen colors, but not the back piece (when retracted), which is supposed to be the same thing in this case. This is breaking immersion and my asthetic well-being.Since the implementation of capes which can be colored in (up to) four different channels, could you please, ArenaNet, give the back piece and the glider of the "Citadel Assault Glider" combo pack four coloring channels? The first two exactly like those for the glider (Major material part 1, Major material part 2, the FX part and the chains?)This might technically not be a bug, but could really make me consider my purchase for such a huge amount of money. Citdadel Assault Back Piece (When retracted on the ground): Citadel Assault Glider (While gliding): Greetings Fubai
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