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Arkham Creed.7358

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Everything posted by Arkham Creed.7358

  1. Merged with Necromancer to create the Warlock. I felt like at this point both archetypes were becoming a bit stale in the game space, and thieves were really just "melee DPS with super stealth magic because reasons." So by bumping necro up to a med armor class with more melee ability, and porting over the thief's shadow magic to compliment their own dark magic, you end up with an interesting "magic assassin" type of character. Much like the Nightblade from Elder Scrolls or the D&D Hexblade. The two themes; shadow magic assassin and dark mage pair well together. And including the thief's stealth and melee revamps the necro in a cool way. At the same time adding the necro's curses, life steal, and undead would make for a really cool thief spec. So instead of just having both; slap them together into one thing.
  2. We are lacking an expansion this time around, with them opting to go right into the next Living World chapter. But I think it's too early to say the game is dying at all; we need to wait and see what happens next. It's possible that the expansion was merely delayed, not canceled, or that they are trying something else. We know that there is a big balance and class overhaul patch incoming soon, and those usually come just before some major content release, so I'm holding out hope. But even if that's not the case, I can't imagine the entire community just leaving. We might drop to a smaller size, but we're not going anywhere. I guess the real question is; what do YOU consider "dead?"
  3. Just a bit of brain storming, because why the heck not? I thought with recent talk of GW3 floating around I'd throw out my own ideal concept for the game's mechanics. To preface I'm looking at the current GW2 action combat mode, and classic GW1 gameplay for inspiration. I'm also more of a fan of console controllers than mouse and keyboard, so I'm designing this system in a such as way as primary combat functions can be easily mapped to a PS4/XB1 controller with little issue. The Combat SystemLargely unchanged from the current ACM mode, this is the now standard click-to-swing, mouse-look combat system supplemented with a typical actionbar. A toggle key for swapping back to mouse mode for using menus covers all the bases for standing controls. Beyond this things like profession mechanics mapped to the function keys, dodging, and weapon swapping are all unchanged. The action bar: The action bar is both larger, and smaller, than the GW2 action bar. In that it is reduced from ten slots to just eight, however every slot is now freely selectable. Certain skill types, such as elite skills, still have limits to the number you can slot at one time, but beyond this players would now enjoy a relatively larger eight slot bar with free selection. Blocking: Anyone can hold up their hands or whatever they are holding to fend off attacks, so why do I need a special skill to block? Magic spells, force fields, and other skills for persistent blocking can still be a thing, but a basic single direction block ability would not be freely usable by all characters, regardless of class, mapped to right click. The Attack Chain: By default any character, regardless of class, can equip every weapon in the game. This grants them a basic, non class specific, generic attack skill with that weapon. These skills have a few animations for multiple uses, but are otherwise nothing worth talking about. However as the character levels up things become much more interesting. By gaining class levels the player unlocks additional slots for their "sequence skills" in their attack chain, up to five. As the name suggests these are not use freely, but rather go off in sequence by repeated clicking of the attack function. Additionally as players progress their class specializations they will unlock additional attack skills related to that class' "signature" weapons. This allows players to define their own custom attack chain. Some skills mandate that they must be placed at the beginning or end of a sequence, while others can be stacked in sequence multiple times. Dual skills also exist, being split skills divided into an A-Part and B-Part, that automatically combine, when able, based on equipped weapons to create custom skills for your custom attack chain. This system is not too hard to design, and highly flexible. And gets all the more interesting once multiclassing is unlocked at higher levels. Support Action Bars: A function added largely for controller support, this adds a pair of four slot secondary action bars to the game that can be toggled on or off by pressing a selected key. When active these bars replace the first four assigned action bar skills. These bars are specifically for quick access to mounts, contextual skills like the returning Signet of Capture, consumables, emotes, novelties, template switching, or other non-combat functions that can be freely favorite for quick use. Controller SupportNot much to say here, I designed this system so that primary combat functions could be easily mapped to a controller. And it's not too hard to figure out. Left and right stick to move and look/mouse respectively, right trigger for access to left clicking/attack. Jump and dodge to the bumpers, the first four action skills to the face buttons with the support bars mapped to start and select respectively. D-Pad allows basic interact, weapon swap, and the first two f# skills. Hold the left trigger to toggle the D-Pad for the other F#s, face buttons to 5~8, and the right trigger to right-click/block. Toggle ACM mode by clicking the right stick. That covers all combat functions with a stick-click left over for whatever. Profession SystemNine classes again split into the heavy-med-light armor and high-med-low health grid we know. Some classes will be changed a bit or merged together, and classics return in new forms. However the important bit here is what exactly a class is. As noted above you can equip any weapon regardless of class and get a generic starter skill, but I also mentioned signature skills. So here is the basic rundown. Armor and Health: Your choice of class affects your armor type and base health, as in GW2.Story: The GW3 personal story would downplay race in favor of class, and thus story differences would change based on your primary class choice.Interactions: Some character and world interactions would change to reflect your class. Resources: Every class is now tied to their own resource meter that ebbs and flows throughout combat. Be this a warrior's adrenaline, an elementalist's mana, a ranger's pet-stamina, or an engineer's gadget heat. Specializations: Here is the big one. As in GW2 character classes grant access to a default of five talent trees called Specializations, but in addition to being expanded with more depth and options, these trees are also massively more important in GW3, and you can begin unlocking and advancing them right from level 1. Every specialization has with it an associated weapon type, skill type, and Specialization Function. These functions are ONLY usable if you have that specialization active. For example, let's say the Elementalist's Fire Attunment specialization is bound to signet skills and the sword. This means that in additional to all the passive benefits of this tree, the ele can ONLY use their class specific sword skills, signet skills, and fire attunment when they have this specialization equipped. Additionally specializations are defined in three categories; Elite, Primary, and Secondary. Elite Specializations are advanced primary options that unlock post-max level, and allow post-core progression as in GW2. Primary Specializations are unique major options that hugely define what a given class is or is capable of. These options are "always on" and you begin the game with the first rank of your primary unlocked and slotted in it's own section of the build UI, and can only be replaced by Elite Specializations later. In addition Primary Specs can NOT be inherited via multiclassing. Secondary Specializations, of winch classes start with four, are lesser expressions of that class' ability. They do indeed have signature weapons, skills, and even influence the F# abilities in some situations, as well as unlocking resource bars when multiclassing. However they are nevertheless considered lesser expressions of what that class can do. Every class may activate a maximum of three secondary specializations at one time, regardless of what class they are inherited from. An Example Class; The ElementalistResource: Mana/Energy. As with the current Revenant, the energy resource builds over time, but is expended when using slotted skills. A small amount of energy can be regained by changing attunments. Primary Specialization: Arcane. Granting access to Staff skills as well as the Arcane slot skill type. This bar focuses largely bending magical energies to alter the flow of the ele's mana bar, as well as allows the ele's attunment to alter weapon skills. Under normal circumstances changing attunment only alters ele specific slotted skills. The Arcane Specialization can only be used by players who selected Elementalist as their primary class. Secondary Specialization, Fire: Grants access to sword skills, the fire attunment, Conjured weapons, and focuses primarily on area damage and the burning condition. Unlocks An energy resource bar if not already accessable by the class. Secondary Specialization, Water: Grants access to dagger skills, the water attunment, cantrip skills, and focuses primarily on healing, the chilled condition, and condition removal. Unlocks Energy resource if not already accessable. Secondary Specialization, Wind: Grants access to scepter skills, gylph skills, the air attunment, and focuses primarily on direct damage, the blind condition, and mobility. Unlocks Energery resource if not already accessable. Secondary Specialization, Earth: Grants access to focus skills, signets, the earth attunment, and focuses primarily on defense, control, and the bleed condition. Unlocks Energy resoruce if not already acessable. MulticlassingUsing the example above one should start to see how classes combine their specializations to form full builds, how important the choice of what specs to use is, and also the strengths and limitations of multiclassing. For example a pimary elementalist has exclusive access to the Arcane spec, and it is always on for them. This means they will naturally gain staff related skills other classes will never have, they have many options for energy management, they have a slection of Arcane slot skills for utility, and only they can apply elemental effects to their otherwise non-elemental weapon skills. Later if something like the Weaver ever returns as an Elite Spec, they will be the only ones to obtain it. However a player who takes ele as their secondary class will still be able to select up to three attunments, gaining the elementalist flaved weapon skills and actual skill types that come from that. They can attune and expend energy to cast spells, and their elementalist specific skills will shift to reflect their attunement. They can, in effect, play almost totally as an elementalist, but the lack of the Arcane talent tree puts them at a disadvantage in that field compared to the "real thing." Their weapon skills are not impacted by attunement, and they have no means of energy management beyond just letting it recharge over time. Skill CaptureAs with GW1, most slot skills are NOT unlocked via direct progression. Weapon skills yes, but your 1~8 slot skills are unlocked by spending gold at skill trainers, or by capture from powerful foes. As with GW1, throughout the world you will find roaming Elite, Champion, and Legendary enemies with special auras identifying them as members of a given class. Upon defeat these enemies will leave behind an effect that can be channeled via the Signet of Capture to add a new slot skill to your character's list, so long as the character in question is of a relevant class. Elite Skills can only be obtained in this way. The ProfessionsA shot list and discriptor of the professions I would love to see. Champion: As Tryia's warriors faced ever greater threats, they soon came to realize that the strength of martial combat alone was not enough, instead strength in numbers was the important factor. Joining forces with the guardians, this force learned to combine Guardian Virtues with Warrior Banners, granting powerful benefits to themselves and allies by planting these standards on the battlefield.Resource: Inspiration. The inspiration meter fills as allies are healed and enemies defeated, yet drains as the champion takes damage. The strength and buff frequency of Banner of Justice, Banner of Resolve, and Banner of Courage is reflects the champion's current Inspiration rating. Many other skills gain bonuses for maintaining high Inspiration. Berserker: In the war with the Elder Dragons, many warriors abandoned high strategy and defense for all out offense. These "zerkers" have since specialized in violence, and only grow more dangerous as the battle drags on.Resource: Adrenaline. Building throughout combat, this meter empowers many abilities, and is expended by primary zerkers to use devastating all-or-nothing Burst Skills. Dervish: Many will tell you that in the past Dervishes were traveling mystics known for transforming into the human gods to strike down their foes. These people are objectively wrong; that was not the primary talent of the dervish, merely a gimmick relating to just five of literally hundreds of other skills. The real strength of the dervish is in "enchantment juggling" the ability to apply and remove boons and conditions to transform that magic for greater effects. As Magic resurged through Tyria, a group of warriors known as Spellbreakers sought this ancient talent to improve their craft, and the dervish was reborn in a new form.Resource: Focus. Building as boon and conditions are applied by the Dervish and their allies, Primary Dervishes expend Focus to remove boons or conditions, generate anti-magic fields in the area, or unleash their devastating Spellbreak; an effect that purges the area of all boons and conditions in order to greatly empower the Dervish.Further with their Secondary Specializations the Dervish can enter powerful Celestial Avatar forms to grant themselves persistent elemental auras and related abilities. Avatar of the Sun grants a fire aura and relates to the Greatsword, Avatar of the Moon grants a frost aura and relates to the Warhammer, Avatar of the Stars grants a shock aura and relates to the Longbow, and the Avatar of the Void grants a projectile deflecting Magnetic Aura and relates to the Staff. Their primary Spellweave spec relates to the Glaive and other bladed polearm weapons. Ranger: Tryia's rangers are largely unchanged from the current age.Resource: Druidic Bond. The ranger's bond gauge fills slowly over time or when healing effects are used on the ranger, including their own self healing skills. This gauge is expended to use a wide range of natural magic abilities, set traps, or conjure nature spirits. Primary rangers can "lock off" their bond ague to act as a health bar for one or more animal companions. Found and tamed in the world, these beasts act as the ranger's primary profession mechanic, and while their "health" is reduced every time the ranger uses a slot skill or summons a lesser beast, the constant regenerating nature of the bond balances this. Engineer: Tryia's inventors have largely unchanged form the current age.Resource: Heat. All engineer gadgets and tools build heat that must be regularly purged with specific abilities lest they backfire or shutdown. In addition primary engineers carry multiple specialized gadgets on their tool-belt that exist outside of their primary action bar, and cannot be copied by any other. Warlock: Long ago a group known as the Order of Whispers employed many thieves and spies who specialized in stealth to act as their agents. Using shadow magic these anti-heroes could vanish into thin air or even teleport. The Order also employed many necromancers to extract lost information from the souls of the dead. With time, these two paths blended into a single profession, and the warlock was born.Resource: Lifeforce. Gained as creatues die around the warlock, lifeforce is used to fuel many of the warlocks abilities. From conjuring undead allies, to blood magic, to enhanting deadly potion like Venoms or bending shadowmagic for Deceptions, Lifeforce is used in some way for all. Futher Primary Warlocks can channel this energy to enter their Shadow Shroud; a persistant stealth ability that does not break when attacking, but that is weakened with every spell the Warlock casts. Elementalist: Tryia's elementalists are largely unchanged from the current age.Resource: Energy. Constantly ebbing and flowing throughout battle, energy fuels every spell the elementalist casts. Primary elementals have much greater energy management, and can infuse their weapons with the power of their elemental attunments. Mesmer: Tryia's mesmers are largely unchanged form the current age.Resource: Rhythm. Having always been related to bards and other performers, mesers fill a rhythm meter by chaining together attacks and spell effects, and capitalizing on combo fields. Mesmers never let effects just sit, and are always looking for a way to continue the performance with another dazzling display. Rhythm is expended for many mesmer spells, be they inspiring Mantras, chaotic Distortions, or psychic backlashes. Primary mesmers can conjure their own backup dancers; expending rhythm to summon illusionary clones and phantasms that help them keep the show going before being Shattered away in a flurry of magical pyrotechnics. Ritualists: When a small band of Revenant warriors stumbled across a secluded monastery that was home to Tryia's last surviving monks, and soon realized they held the last books of lore on channeling and manipulating the spirits of the Mists, many were quick to lay down their swords and armor in favor of the spells and robes of their forbearer.Resource: Mist essence. And unknown energy of the mists, essence is not expended directly for any effect, and generates slowly over time only when out of combat. In combat, as the ritualist's inner calm is stressed by battle, their essence level slowly bleeds away. Ritualists are masters of the lost arts of spirit magic of the past, with specialization in Restoration, Protection, Smiting, and Channeling. The effects of all of these spells start with significant buffs to their base effects that weaken slowly as the essence level drains. This makes Ritualists a front-loaded class, focused on quick and decisive victory. Primary ritualists use their Mystic Arts specialization to conjure spirits into the world that act as a hybrid of a Warlock's minions and an Engineer's turrets. Not a simple pulsing effect but rather a "chained" AI capable only of patrolling a set radius they are leashed to. In addition Primary Ritualists can attune to dozens of different gravesite, alters, and lost relics throughout the world to "tame" spirits of legendary heroes and villains of Tyria's past in much the same way a ranger tames a pet. Like pets rangers may "slot" two of these legends at a time for exploration, and can toggle between their active legend in combat. Unlike pets these legends are NOT tangible creatures on the battlefield, nor are they some passive skill alteration. Instead they act as a sort of "after image" when the ritualist attacks, forming for a second to augment specific skills or attack sequence skills with their on abilities. The frequencies of these appearance lowers as the essence level drops. Invoking a different legend is the only way to raise the essence level during combat, and only Primary Ritualists can do so. Finally Mystic Arts is one of only a few specializations bound to unarmed attacks or "fist" weapons such as claws or knuckles. Invoking the training of the classic monks to assault foes with a combination of spiritual magic and marital arts.
  4. Sure it's P2W as you get a competitive advantage from it. It's just not a P2W microtransaction which is why no one complains about it.This.Especs buyable from gemshop would be p2w microtransactions however(even if there would be nothing "micro" about them). To win what, exactly? Or is this strictly in the sense of the PvP/WvW crowd?Oh, are you suggesting that "p2w" cannot exist in PvE environment? Yeah, I think so. I mean, is there an end-game goal in PvE that one can achieve at the expense of other players? How can I "win" GW2 and you lose?Under normal circumstances I'd agree with this sentiment, but unfortunately GW2 has raids. Now to be clear I don't consider an elite spec, if properly balanced, inherently pay to win, but I do understand where people are coming form. It is a quirk of player psychology that group content demands what they call efficiency, but what is actually completion speed via power. In effect, if you are considered under-powered (usually described as low level or poorly equipped) getting in a group can be very difficult, if not impossible. So if you pay for a feature that does grant power you create a new standard for such group based content, wherein anyone who doesn't pay for the same advantage is considered under-powered, and socially stigmatized and/or barred from joining groups or guilds. This is why I personally HATE the concept of raid content in general; it exploits holes in the gamer mindset that turn PvE content into a form of experiential PvP. Like the old catch 22; I need experience to get this job, but I need the job to get experience. IE; I need better gear to raid, but I need to raid for better gear. Once you add monetization to that mix you create a situation that isn't so much pay-to-win as it is "pay or not be allowed to play at all."
  5. You are making one all important assumption here; that these specs are supposed to be power creep. I'd argue that each new crop becoming "meta" isn't actually because of their overall power level. In fact I personally find the older specs to be better in several situations. These elite specs appear to be intended as "horizontal progression," that is to say no one is more powerful than another, they are just better suited to certain tasks. For example a Firebrand Guardian is great for a condition build. not subpar if you're building for a ranged DPS build. The reason why people jump on them and turn them meta is because A; they assume that being new they must be better, as you clearly do. And B; boredom. Everyone gets tired of the existing specs and flock to the new shiny as soon as it comes out, then rationalize their choice by convincing themselves they are objectively better when they are not, or at least not meant to be. So I have to ask you a question, hypothetically speaking.... Would you consider it pay-to-win if the new elite specs objectively DO NOT provide any sort of mathematically significant increase in your character's overall capability?
  6. This perfectly encapsulates my point. Phrases like "generally accepted" and "meant to nickel and dine" are basically an admission that this issue is entirely subjective. You need to get over this stubborn belief that smaller DLC features aren't allowed to impact the game in a major way, because it's not true. If Arena Net wants to split the next planned expansion pack into five or six smaller releases so they can send them out while continuing to develop (and fund the development of) future content they are fully capable of doing that. Really the only difference between an expansion and living story is "act now and get this for just four easy payments of $9.99!" Saying these things are meant to nickel and dime isn't a fact; it's your perception based on your own subjective trivialization of small scale DLC.
  7. I'd be thankful if people would please cease this debate about expansion verses DLC, as it is not the point of this thread. Also you are just talking past each other, each believing you are right and not hearing the other. To aid in this, I'm going to tell you why this is a pointless thing to argue about. The difference between an expansion and DLC is ultimately subjective. Either way you are paying additional funds over the base game for additional content. And in both cases the price point, at least ideally, is intended to be reasonable for the amount of content you obtain. In this regard there is no difference between the two business models, this debate comes down to the subjective preference and values of the player in question, not the content or the monetization method. Some players feel more comfortable paying for large scale downloadable content, using the term expansion pack, for them. This is because these content bundles (and that is really all it is, everything in any expansion ever could have been divided into smaller content packs without issue) FEEL like "a whole new game." Ask anyone and they will tell you that an expansion pack should be a large amount of new content that reinvents the core experience in a way just shy of an entirely new game. This is why some games, such as Borderlands The Pre-Sequel, are criticized as being "glorified expansion packs." In this regard they can justify it as something other than paying additional money for new content that can and does give them an edge in competitive play. They just hand wave that away due to buying into marketing; saying this is the "next phase" of the game proper and that everyone should thereby be obtaining it and thus be on the same playing field, negating that implicit advantage. By the same token, these same players are dismissive of smaller scale DLC purchases, because their small size, lower comparative cost, and inherently smaller individual impact on gameplay makes them seem "optional." As a result they take offense to the idea of buying a gameplay advantage through what they consider disposable and trivial content. Flat power increases shouldn't be marketed as "optional." The problem is that this perception of smaller scale DLC being purely optional is something they just made up, and is only enforced because they rage against doing it any other way. Ironically Arena Net and Guild Wars 2 already has these non-optional small scale, low cost, DLCs that do provide undeniable gameplay advantages AND have a cumulative effect to much larger systemic gameplay changes if you buy several. I am of course talking about the Living World. We don't see that as DLC because a dedicated player can get whole seasons free of charge by regularly logging in, but don't forget that if you're new you have to pay for these things, either by the episode or as bundles. And they DO offer obvious gameplay advantages. Legendary trinkets, for example, are only obtainable through recent Living World seasons, meaning that players who now much PAY for those episodes get a clear gameplay advantage and mechanical power boost included with their purchase. The only difference between an expansion pack and Living World is that one of them is divided up into smaller releases spread over time. And that only matters if you are there at release. If you are a new player today wanting to play through season 4 you have to pay for it, and at a price not too much lower than a traditional expansion pack. But nobody rages against the inherent pay-to-win aspect of the Living World not because of anything technical about the system, but because it doesn't subjectively "feel" the same. The debate between elite specs being sold separately as a DLC pack or included in a Living World release, verses being included in an expansion, is exactly the same situation. Technically there is little difference, but it "FEELS" different to some people.
  8. Why would you need higher defense numbers on level 80 PvE maps? Are you having problems staying alive on those maps? If you are maybe you should look at your traits, get different stats on your gear or get ascended gear. You can buy ascended trinkets with laurels and craft ascended weapons for the most effective increase in stats. Not having any trouble at all staying alive. Was just wondering if they were ever going to raise the level bar like some game companies do. Bethesda and Blizzard being good examples on how they increased leveling with a patch. That's not really how Arena Net does things. I remember in the entire lifetime of the first Guild Wars they never raised the level cap a single time. And they said that with Guild Wars 2 they wanted to focus on horizontal progression rather than vertical. Thus far they have held to that nicely, with the addition of the mastery system, elite specializations, and new gear types. If you are bored with the current equipment look into some of the new gear from expansion zones. You won't get more powerful gear, but you will get new stat combinations or balances (most core gear capped at three stats, while new gear has four. They are balanced to be the same power overall [more stats mean lower overall numbers] but the new spreads can lead to interesting build possibilities). If you haven't picked up any expansions I highly suggest you do so, as each offers enough new progression and development content to make something as straightforward as "higher level cap" unnecessary and even a bit redundant. There is more to feeling powerful than just having higher numbers; try strolling into a core zone with a whole gameplay mechanic that zone was never designed for and see how easily you can dominate everything, even with level scaling.
  9. One of the biggest selling points of expansions, at least to me, is the new elite specializations. And I've been waiting eagerly for the new crop of them to come by once the game progressed, but now we have a situation where our post-core content is undergoing another massive rework. Living World is now going to extended "sagas" instead of contained seasons, and there is no expansion on the horizon, so what does this mean for elite specs? Is the feature being abandoned like so many other trait overhauls before it, or will we be seeing new options coming down the line? With no expansion, will we have to wait potentially YEARS to see new options, or could they be added in with the Living World? The end of the last episode was very much an expansion level set up, and with a certain character loosing their main weapon (a weapon that they could only use because of an elite spec, and that made them one of the walking advertisements for said spec in Heart of Thorns) it seems this person is going to need to grab something new sooner rather than later. Will they be reverting to their old ways, or shifting again to something forward facing? And if this character begins using something fully new, showing off what is basically an elite spec, shouldn't we have the ability to train it sooner rather than later? Elite specs are one of my favorite parts of this game's post-core progression, and I'm worried for their future. So while I know nothing major could be discussed here, some degree of "we're not abandoning them" would be nice to hear.
  10. Error code 7:11:3:191:101 What the heck is going on? Game worked fine last night, and I don't think this is just me because every time I log in there is basically nobody in Lion's Arch, then I get kicked after less than a minute.
  11. Here are my thoughts in detail. https://en-forum.guildwars2.com/discussion/28414/massive-revenant-rework-fan-concept
  12. I would love to be able to chat with whoever is currently in charge of revenant development. Not balance; DEVELOPMENT. Balance is one thing but a lot of people in the rev sub forum feel the class has some core design issues (including objectively missing features) that need to be addressed, and I'd love to have the chance to pick that person's brain and share some ideas directly. Aside from that... ....I solved capes. Yeah, the issue with capes; solved it about....two/three years ago. So there is that...
  13. Heck, look at THIS one. I think someone just doesn't know what sexy actually is. It doens't require you to be running around in your underwear or less. In fact, I dare say, as you get older you'll start to realize that in most cases "less is more" simply isn't true.
  14. I'm just sitting here scratching my head at this. For the first part, have you never heard of transmutation charges? You can use them to make any armor look like any other armor, thus getting you the look you want without sacrificing stats. So that entire argument is just....completely and utterly objectively wrong. As far as sexy armor; tons of it. It is just actually SEXY, not OBJECTIFIED. There is a difference. But between the swimsuit like Masquerade light armor to the barely there gladiator styled Pit Fighter heavy armor (to say nothing of the "underboob assassin" human cultural armor) there are plenty of options for showing off and looking sexy. I play a male norn revenant as my main, so heavy armor, and he's never running without an exposed six-pack or pecks. And my female norn ranger is wearing what I consider the sexiest armor in the entire game (norn T3 cultural).
  15. Came up with this last night: Molten Jet-pack Glider. A slight rework of the Decorative Molten Jet-Pack from way back in season one with animated effects used as a glider. Sold in a bundle with the backpack, or alone for those who already have said backpack. I get this is selling an old prestige reward, but I think it will be okay because A; basically nobody uses it or cares anymore, and B; it is YEARS old now.
  16. More than anything right now I just want a way to direct buy the Wild Magic glider combo. Beyond that I do have a few ideas that range from possible to stupid. 1; Dungeon skin unlock box. Basically the same as the skin unlock box, only you can buy it directly and it specifically unlocks dungeon rewards. Not everyone has all of those unlocked yet, and these days getting a group together to farm dungeon tokens can be a pain. Basically abandoned content and all that. 2; Hero Point unlock packs. The same thing you can get in WvW, only bought with gems for people like me who don't care about WvW, but have gotten burned out on repeated map completion. 3; Class change token. Yeah, that one's probably not going to happen. 4; Heroes. Yep; the old GW1 thing with semi-customizatiable NPC allies. Limit of one active at a time, PvE only, cannot be brought into raids or fractals. Possible way to use your own alts as heroes (just like in GW1) later down the line.
  17. Animated "effect" dyes. By that I mean dyes that apply different animated visual effects to your armor, to the specific dye channels. The one that leaps to mind first and foremost is a "cosmic" dye that adds the blue starry night effect from the HoT legendary axe to your armor. These could be account bound "exclusive" dyes that are bought individually, instead of coming in a bundle or RNG based pack. Or, if RNG is a must, add them one at a time (and only one specific one available at a time) to Black Lion chests as a rare drop, possibly around holiday events that suit their theme.
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