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Mikali.9651

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Everything posted by Mikali.9651

  1. I would like it if they keep Dragon missions and even improve on them for Story mode. I just like the idea that it can be played solo or as group content, that is what GW2 needs for me. New elite specs ofc: bunny thumper (giving Ranger a Hammer weapon, which would be more CC oriented, maybe even act as a tank spec).for Thief, I would like to see more AoE options - staff was just 100% disappointment for me, more than the gameplay, it is the skin options, too few. Though, the return of the Assassin - the combo-based Thief could be interesting.for Warrior - better range options (spear anyone?), or a tank spec.More sandbox-like toys. A person before me said that this game is not a sandbox and they don't want those things, but I don't think they realise that this game doesn't have vertical progression, so any content that can last and give a feeling of progression should be a nice bonus for this game. Call them life skills for all I care. Housing <3 Tengu race is my wish too. There is a high chance we won't see race added in the game, but one can still dream. Overall, a BIG skill update/a balance patch. Not in terms of nerfing things, but in terms of making certain unused skills more viable (rework Swords from the Warrior pls, especially Flurry and off-hand) Bring back Guild Missions. Make Guilds mean something again. Use Dragon missions as a Guild Missions content too. I would like to see more PvP options. We don't chase e-sport dream anymore. So, just let us have fun. Capture the point mode in this game is not really rewarding IMO.I liked it more in Guild Wars 1, when it was called Alliance Battles, 12 vs 12, on huge maps where rotations were needed. I guess bunker meta could be a problem, so you could really do something like "80% reduction on the boon duration while standing on the allied captured node for longer than X seconds).
  2. That's the idea. To have a choice to play a bit harder version of the game for those who seek a more challenging environment.See: RaidsAlso, it is a really easy implementation, there is no such thing as "spending resources" as in a way it would take away from other things. It is really an easy option to create, not taking more than a few minutes.I'm not sure how you know this? @Inculpatus cedo.9234 said:How do you know it would take 'only a few minutes'? How do you know changing how health is regenerated would not affect other parts of the game? How do you know creating achievements/titles takes 'only a few minutes' or does not spend resources? I'm guessing only a current or former ArenaNet Dev specializing in those areas would know. Good luck on your suggestion, though. You are looking at this too much. it is just an option to disable out of combat health regeneration. Very easy implementation, far easier than you think. There is no need for titles, that is not an important request.You are just against it for the sake of being against it. It would not affect you in any way.
  3. That's the idea. To have a choice to play a bit harder version of the game for those who seek a more challenging environment. Also, it is a really easy implementation, there is no such thing as "spending resources" as in a way it would take away from other things. It is really an easy option to create, not taking more than a few minutes.
  4. Maybe I am crazy to request such a thing, but I see it as a way to create a personal challenge in Guild Wars 2 game which would not affect anyone else. I played Dark Souls, and aside from the stamina system and combat being based on it, one of the reasons the game is challenging is because every hit you take counts - there is no health regeneration present, there are just flasks which are limited. Guild Wars 2 already has a dodge roll system, which is also limited by the endurance system. The weapon swings and skills are not tied to the endurance system (like they are in DS) but that is okay! With the actually nice hybrid-action like combat system, GW2 would ramp-up in challenging gameplay by turning off the overpowered health regeneration system. There are healing skills, there are sigils and runes to proc healing/life stealing, even Dolyak runes with passive health regeneration, and also regeneration boon. I would like to really feel the impact of all these runes and sigils, boons, and traits. Even vigor to improve endurance regeneration! This optional change could give a breath of the fresh air to the game, and I am also sure it would be very simple to implement :) I would love to experience the game with my newly created character, all the story it has, and open world content in a more challenging environment. You can even call it a Hard mode option, and more complicated implementation would be to have achievements and titles created for that mode. Or have that nice button like in Guild Wars 1 (Hard mode icon) which would just turn off your personal health regeneration and even everyone to your party if you vote for so.This system could help in replayability. Imagine Hard Mode 100% map completion title. Or story mode Hard Mode title based on expansions and LS. Maybe people would party up for story mode and one would go as a healer? Just an idea I would like a lot to create the environment I miss in this game, and I think it is a simple request to implement which would not affect anyone else in this game :)
  5. accept yourself and that's it, the World will not change for such a minority. You are bad in some things, but great in other things. Try to focus better no matter what, if you can't - you can't, and move on with your life.
  6. Systems change over time, in 7 years of GW2 there have been over 9000 system design changes... and the workload of my suggestion would be minimal. Not balance wise. Not future balance wise. But w/e, you are free to ask for whatever you want. It's not going to happen since the developers are actually the ones who need to put in the work, and they have their hands full.What balance? We do not have balance and I am of the opinion that the way GW2 is designed, with all the skills, weapons, upgrades, gear sets, boons, conditions, and traits is a game that cannot be balanced anyway because it is fundamentally broken design. GW1 was far easier to balance and is balanced, even with a dual-class system while GW2 is a nightmare. I think people who say that GW1 was harder to balance than GW2 do not understand what they are saying, at all. At least give us the option to play with w/e we want and enjoy PvE even more. Competitive and balanced PvP in this game does not have a future anyway. New weapons or unlocking the weapons from elite specs mean more variety, more fleshing out the playstyle you want, more overall fun. And gaining new weapons or the ability to use elite ones as a core can be implemented as unlocking gameplay. The same way everything in this game is unlocked.
  7. This is a great trailer. It set the tone, it gave a tease and wonder what the hell happened there, it showcased content to play or acquire. And also, since a long time ago I wanted GW2 to have a darker tone, and at times it was just too silly and childish for my taste, but with this, I am actually really looking forward to the next chapter. We need it more serious and dangerous at times so that those fun times can be even more meaningful. I mean, we are fighting dragons, the most powerful beings out there, we should be scared so we can feel heroic and like we really are a part of an epic adventure. Great job again, amazing trailer!
  8. I wish Warrior was more about stance dancing, like in Guild Wars. It would be so interesting to see stances on much lower cooldown and shorter duration: Frenzy, 5-sec duration, 10-sec cooldown, not giving might anymore, your attacks are unblockable for the first 3 seconds and you can't be blinded, take 33% more damage (instead of 50% or double like it was, just because I like this part of a risk Frenzy had) give us a new Sprint-like skill - 8-sec duration, 15-sec cooldown - remove impairing conditions and gain swiftness for the duration. Gain immunity against impairing conditions for 4 seconds. Similar to Featherfoot Grace but still a lot different and could be used as a vanilla warrior. You could even make it Elite stance skill - I would gladly use it instead of the Signet of Rage. Oh yeah, and remove Endure Pain - even I as the main warrior do not enjoy having it, I would rather gain something similar to Garen's Courage skill (LoL) - for X duration you receive 33% less damage (it could be a protection boon so it can be stripped), and on initial cast you gain X amount of barrier for X seconds. And if not going that way and still want to keep Endure Pain - just remove lesser Endure Pain - I do not like lazy passive effects. I mean, not needed to change skills in such a way, but I would actually like to see stances nerfed in duration and even power, but gaining much shorter cooldown so a warrior can again become the profession which needs to carefully stance dance - just something, so it is not so one dimensional anymore.
  9. Where do you see the damage buff? If anything I've removed damage from Frenzy (10 stacks of Might boon), lowered the duration (from 8 to 5), the only part it got is 3 seconds of attacks being unlockable and immunity to blindness which is not so strong anyway as most professions just use dodges and evades - and also, you are receiving more damage while in the stance so it would actually be very risky to use it. Might can be removed. Again, where do you the damage buff part of my changes? I do not think you read carefully everything I wrote in my post, and I actually think that you just want Warrior to be nerfed to the ground - not what initially I thought about stance dancing mechanic it had in a previous game.
  10. Where do you see the damage buff? If anything I've removed damage from Frenzy (10 stacks of Might boon), lowered the duration (from 8 to 5), the only part it got is 3 seconds of attacks being unlockable and immunity to blindness which is not so strong anyway as most professions just use dodges and evades - and also, you are receiving more damage while in the stance so it would actually be very risky to use it.
  11. Wait, a Warrior actually managed to stun you with Shield Bash and Bull's Charge? What? In a chain? And does it regularly? I find that hard to believe.
  12. Back like in good old Guild Wars days? As the main warrior player, I agree! That was the best part of playing a warrior.It would be so interesting to see stances on much lower cooldown and shorter duration: Frenzy, 5-sec duration, 10-sec cooldown, not giving might anymore, your attacks are unblockable for the first 3 seconds and you can't be blinded, take 33% more damage (instead of 50% or double like it was, just because I like this part of a risk Frenzy had)give us a new Sprint-like skill - 8-sec duration, 15-sec cooldown - remove impairing conditions and gain swiftness for the duration. Gain immunity against impairing conditions for 4 seconds. Similar to Featherfoot Grace but still a lot different and could be used as a vanilla warrior. You could even make it Elite stance skill - I would gladly use it instead of the Signet of Rage. I mean, not needed to change skills in such a way, but I would actually like to see stances nerfed in duration and even power, but gaining much shorter cooldown so a warrior can again become the profession which needs to carefully stance dance. Oh yeah, and remove Endure Pain - even I as the main warrior do not enjoy having it, I would rather gain something similar to Garen's Courage skill (LoL) - for X duration you receive 33% less damage (it could be a protection boon so it can be stripped), and on initial cast you gain X amount of barrier for X seconds. And if not going that way and still want to keep Endure Pain - just remove lesser Endure Pain - I do not like lazy passive effects.
  13. Might boon is the problem since the Dawn of this game, which allowed for even faster instanced content clearing, ele celestial builds back in days, melee trains in WvW, and just overall working in conjunction with any dmg increase we got as the game progressed. It is the big source of dmg increase, even for one player, but when combined with many more, it is just so much stronger and allows for insane powercreep. It is also combined with vulnerability conditions that are easily applied in stacks these days. I wish might boon and vulnerability see a drastic change in how they work, how they are applied, and how strong they are. The stability boon is also a problem. I do not think that CC should be as ignored as it is. I do not think that it is a good idea to allow zergs to always be on top of each other and not allow anyone to get caught in CC unless they themselves make a big mistake which is actually almost impossible these days. Stability is too spammable and lasts for too long.While having stacks of stability as a mechanic is alright, I actually would rather change it as the 100% immunity for that duration. No more stacks, but much shorter duration, for example, just 2 seconds. That way you need to time your stability, like back in days.Would that be bad for melee? Yes probably, but that is why there are numerous ways to gain personal stability. I just do not want stability to be AoE applied and spammable as it is currently. Also, to hell with weakness condition, it is too strong condition and always was, but making it stack in duration is just dumb - it should have never been like that. GW2 has a big problem - since the early days - in allowing all players to count - every condition and every boon needs to be put into a damage table so we do not make someone feel bad because their boon or condition didn't count - that is why conditions were overhauled in the first place. While it is good to make people feel good about themselves, it is counterproductive for the healthy status of the game because it just allows for powercreep. Also, cleaving in this game is insane. Can we reduce everything to be applied to the max. 5 players? Why is there a need to affect 10 players with 1 skill? I can understand if it happened for raids to allow for more variety in group compositions, but it has no place in WvW. I would also change the way boons are applied - they are applied only to those who are in the same party - not in a squad group - but in a party. I would srsly like to see more motivation for people to really care about what they are doing than just mindlessly spam just because everyone is rewarded anyway. I do not say that my proposed changes are of good quality, but I truly believe that some fundamental mechanics in this game are just broken in their current versions, so for those who know how to, do better changes.
  14. okay, you got lots of feedback, and from the players that understand current issues more than me. I stopped playing WvW shortly after the PoF release because it was just unbearable to me.I am a player since the beta release, and back in Vanilla days, WvW was just so much more tactful. Fights lasted longer, stability was something we had to time in the right moment - if we didn't time it right, the probability of our squad losing the encounter was high. When I played in the WvW guild as a Guardian, and when I didn't use stability in time, they knew it - and that was a good feeling because I personally felt that I was important - my play, my skill, my gamesense.The same thing was about placing water fields in the correct place and then blasting it as a way to sustain throughout the fight.Mesmers using portals and veils as a way to bait opposing team's static fields etc. The game had more clarity, and we were more dependent on each other.I am all about making ranger, thieves, and mesmers into professions that have more impact and are useful in zerg vs. zerg scenarios.But some things now are just...too much. Guild Wars 2 is the only game that I've ever played that has such an easy way to gain 100% or very close to X resource. Critical chance, boon uptime, condition uptime. And also, the game with insanely low cooldowns on impactful skills.Guild Wars 2 has too many ways to avoid the damage - dodge, as it is, is already very strong, but combined with defensive boons and evades on skills it is even stronger - and frankly, it became just too frustrating to play against.Guild Wars 2 is Wonder. Because it is so much broken game and yet people are still playing both WvW and PvP. The trait system, as we have it, is the number one reason. It is filled with % dmg or defense increases. That is not how it should have been. The trait system should have altered the way your professions was played, but not just make it stronger and stronger. And yet, there are also might boon and vulnerability to even further buff damage output.Another thing which makes it all even worse is cleave. Everything cleaves. Skills can hit up to 10 players, and almost always hit 5, rarely 3 or 1. The same thing is with boons which buff basically the whole squad with just a few players. Guild Wars 2 would have been perfect if skills didn't have such a cleave. 80% of skills to affect 1-3 players, 20% to affect 3+ it should have been, but as it is now it is more like 10% and 90% scenario which is just crazy.That argument of before which said that cleaving (or AoE) is better to have because then a small number of players have a chance to win against a higher number of opposite players does not hold water to me. Not in the current state of the game.More damage = more need for defense = more need to penetrate that defense = everything is overbuffed = skill spam becomes the king - or, the shorter cooldown is the way to win = game becomes horrible spam without any finesse and you yourself do not even matter at that point.
  15. Monk too. But yeah...not possible with this kind of a skill system
  16. What is this speculation? There is no way M'O will create Guild Wars 3, he created a new company, he is not allowed to create the same IP, therefore, his game will not be set in the same universe, will not have races, history and 99% of the assets/lore/characters GW2 has. He is going with the new IP, and he is also going with the small-scale game. I would say something more like GW1, as he did mention that "We aim to create worlds to live in, skills to discover, and adventures to share with friends.", which GW1 basically is/was in its prime days. There is not a lot of co-op games on the scale of what GW1 is, so there is a great opportunity to create such a game.And mind you, MMORPGs like FFXIV are more about just storytelling and co-op experience, as well as many other "MMORPGs" - they all are basically just HUB based games these days with automatic teleporting to instances, with Open World - if they have it, created just as a leveling experience with a few endgame world bosses. Not much more MMO than what GW1 was. With that in mind, it is safe to speculate that the game will be more like GW1, as in, will not have a huge leveling experience - if at all, and will not have gear tiers/vertical progression. It will have a skill-building similar to GW1, it will probably have a bit more modern approach to the combat/movement and bigger maps.You can expect GW 1.5, but it will be a different IP.If M'O is cunning, it WILL have PvP, as PvP games are the most popular games today, with the best longevity there is, as well as needing much fewer resources investment to keep up with the new content release - which would just make sense as the strategy to go with for a smaller developer team.
  17. I don't play PvP because I refuse to play the contest mode. I will never ever play it. GW1 had so many modes, such great implementations, and in GW2 we got the capture and hold points until 500. There is no fun for me there, and even if they create even more maps for some variation, I will still not play it. I've never seen a population problem in PvP in GW1 as Anet described it - never, maybe for hero battles mode lol. RA was alive, AB was alive, GvG was alive, HA was alive. TA did have some problems, but with current technology and matchmaking, even that could have worked again. I do not ask to have dozens of modes, but not having a mode such as RA - where you fight until the enemy team is annihilated, is just baffling. Even RA had variations, annihilation, modes with priests which resurrected players, death count, flags for AoE dmg pressure...and they were on rotation. If you won, you played the next match with the same team, thus creating a bit more everlasting experience and sense of community. And don't let me start on GvG. Dozens of maps, each with their own layout which enabled different strategies. Observe mode, ranking mode, a way to shove your status in the shape of wearing the cape with a color that matched it, and thus being recognizable in a public sphere. No one in GW2 cares about your ranking or skill level, no one, there is no awe. But Anet is still stubborn with this mode, and they will never create a new one because they think this mode is the best mode and should be the only one. The mode which is hard to observe and follow, the mode which does not have voice chat implemented and it is 100% team-oriented, the mode which is very abusable with certain builds because of the nature of needing to hold the point in a small circle. And trait system is just a laughable addition to the game, with all the passive proc effects and power boosts.They said GW1 was hard to balance? It is a child play compared to GW2 so I will never accept that argument.
  18. I don't play PvP because I just dislike the conquest mode. I want to fight. I want to annihilate the enemy team until all members are dead to win the encounter and proceed to the next match. I do not care if the fight lasts only for 20 seconds. Have multiple variations of it. Similar to or copy-paste from the Guild Wars https://wiki.guildwars.com/wiki/Random_Arenas Normal annihilation, annihilation with obelisk flag stand, annihilation with a priest, kill count - all these were cool and were on rotation mode, changing after each win. You kept playing with the same team members. If it went well, it could mean a friendship, or even a new guild member, a potential PvP partner for next matches. Have both random and premade modes. Continue with other modes. Make casual PvP mode like Alliance Battles were. They can be race battles for all I care. Charr vs. Humans. Asura vs. Norn, etc. This is the only conquest mode I've ever enjoyed. You could argue that our PvP mode is basically the AB mode, but they are very different.You had 3 premade parties on each side, each having 4 members, so total 12 vs. 12. The maps were larger (at least for GW). Capture points had NPCs protecting them and you needed to kill them to be able to capture the point. There was no skill ranking, but there was a grind for your own faction, there was a sense of belonging, there was the feeling of being proud, also banters were real PvP themselves. Don't even let me start on GvG. Just implement it. Let our guild name/tag mean something to us. Let our guild halls mean home to us. Let us create our own strategies which are using the guild hall layout as our strength. Literally, anything of these could bring me back to play PvP. I want to play PvP cuz I am such type of a person, but I just don't enjoy current mode at all. I have problems with it since the first day and I'll rather play other PvP games than ever touch this kind of PvP mode we currently have.
  19. MMORPGs do not need levels and gear tiers. Some progression is needed, but that is true for pretty much all the games. From strategy games to platforms, sport, MOBA, FPS, and MMORPGs as well as all other genres. As you can see, pretty much all of the other games do not have a level and gear progression, the progression is getting to the next zone, managing to win the encounter, finding the strategy that wins you a match, gaining on personal skill - being it knowledge of the usage of tools you have or precision of movement. A lot of games do have power progression, but a lot of the time it is just another tool to use, another skill, another way to move, something that works in some environments but not in all in the same efficiency. I do like this kind of progression, having lots of tools, but knowing when and how to effectively use it. Guild Wars 1 had it, and it was the best part of it. Things that were great in PvE were not in PvP or farming. Things that were great for some zones, weren't for others. Things that were great for some PvP modes, weren't for others.For example, I do like designs in PoF and HoT which need unlocking of skill, ability or item to be able to win. Like gliders, mounts, and a lot of masteries we got. Some found it bad because they couldn't win the encounter before unlocking those masteries, but that was the other issue. It was more about the story itself. The gated story because of the masteries was probably not the best idea, as well as the gated elite specialization unlock. And with that, I do agree. If the elite spec was more about unlocking parts after parts, but still being able to use elite spec from the start - that would be really good. But the way the trait system is, you really do need all of the parts unlocked for it to function - or you would just use other specs. And playing the elite spec after you played almost all the campaign and story was just a bad feeling. That is something Anet needs to change. I do think GW2 has many amazing things going for it. Dynamic events instead of quests make it so zones are played again and again and there is always some action on maps. Quest system is just one-time play, dynamic events are played or encountered 100s of times. It is really more efficient way to do it. Meta events, World Bosses, all of these things included. What I do wish GW2 had better, was the class and battle system itself. I do not agree that the great combat system equals action combat. I do not think that GW2 has better combat than GW1 or FFXIV or Classic WoW. At all. I would argue it is far behind. Why? Because I am looking at the skills as well. I am looking at how it feels to play in a party. Is the party play satisfying? Can you feel your impact? Can others feel the mastery of your skill? Do you have a role? Do you have to carefully plan the usage of your skills? Some would argue that GW2 has it, and they would be correct in some parts, but the way GW2 made its combat, a lot of times it feels its just trait system carrying you. A lot of "hidden" passive traits, which activate at the "X" moment. I dislike the trait system so much, and I do believe it destroyed PvP scene. It would have been so much better without it, and if instead of the trait system, there were just other skills you could place on your skill bar. The way it is, the trait system is just a powercreep that makes you lazier and makes your mistakes so much more forgiving. I also do think they made the horrible mistake of not going The Holy Trinity from the start. I talked about it at the release. But I was mocked upon. Anet did introduce it years after because they did realize that they just can't make group encounters satisfying experience - it was all just AoE DPS cleave until then.I do not understand how Anet completely forgot that humans have roles, and they need a role system to find their place in society, and with it, in games also.When I say The Holy Trinity I do not really think in terms of DPS, Tank, Healer, but more in the way of Guild Wars 1, because I do believe it made the best class design. So, damage dealers, healers, protectors (buffers, debuffers, utility classes like mesmer, necro, interrupt ranger, movement slowers (cripple ranger, water ele), blind spammer ele in GW1). These last parts are what I would like Anet makes better. Better class design, role design - more importance on careful skill usage, and less on just 1111 spamming or mindlessly using skills. Harder PvE encounters, so grouping is needed. Bring back MMO part in GW2. I am sorry, but not sorry when I say that I do not care about less skilled players ranting that they can't solo anymore. I think they need to be ignored for the sake of this game's future. We need difficult parts even in open-world zones, which are not just events. I do agree that the story should still be able to be played solo. I think it is too late to force players to a group for the personal story - even though that is also an option since the beginning and many that couldn't solo could just bring someone to help them out. But they didn't. But that is actually not on them, it is on Anet that they created the story as single-player RPG, so GW2 brought many of those players in MMORPG so we have a mess we have now. A lot of players that are not the real audience for MMORPGs, but are here cuz GW2 is also a single-player RPG. They probably did save GW2, I do need to agree with that. I don't really play this game anymore because it is just not MMO, it is not the game for me, it is for them. GW2 now needs to focus on the MMO part, more than ever before. If it wants to live another 7 years.
  20. haha, I got chat suppression by /w messaging myself the weapon codes from the new festival. That's how intrusive it is. I do not remember it was such a few months ago when I did the same with armor codes and this time it was only 3 or 4 codes one after another. Yeah, I know, sometimes I want to preview fashion while being outside in a world, not just in LA near the NPC.
  21. People are great at recognizing problems, but not so great at solving them. That doesn't reduce the importance of the problem. It is on those that do have good problem-solving skills as well as creativity and analyzing skills to offer and implement the solution. I can see a certain skill/trait is the problem, but I maybe do not know a lot about that profession - so there are two paths, one is that it is "get gud" situation and I am just wrong, and another one is that I am not wrong but I do not know how my proposed changes can influence whole class because of lack of my knowledge of all the existing traits/skills and how they synergy with another. There is also a personal bias where you would overnerf or overpower a skill/profession because of your stance about it - for example, I never liked the gameplay of a Mesmer, Scourge, and Firebrand, and if you ask me I would just delete them from the game because I think they are unhealthy and broken professions and the game would be far better without them ever existing in the first place. See? My personal feelings influence my logic and they cloud my reasoning and at the end my solutions. That is how it is with people.
  22. I do not like it, I never liked it. It is the ultimate source of unbalance in the game. Traits provide secret power, as well as passive activation of various boons, damage, and mechanics that are much stronger than weapon skills or even utility skills. All the power of classes come from traits. A lot of time you can't be sure to expect their effect. Maybe warrior is running Defy Pain trait so you are playing around it, but surprise! You played too safe and missed your opportunity to win because he actually didn't run it, or vice-versa scenario. Traits are the ultimate source of powercreep, all they do is make you more powerful. Traits are also those that basically create condition builds. What is the difference between power builds and condition builds? Traits. Why just not have weapons focus on doing condition damage so you know what to expect? I would rather if traits do not exist and the game was balanced around weapons and their skills, with more variety of utilities, even swapping a weapon skill to another weapon skill.Traits are the worst mistake Anet created for this game.
  23. I like how it is a meaningful in-game reward for doing various activities. Oh wait.
  24. I know I am defensive when it comes to this topic, honestly, sometimes even fired up when reading it, for the reason that Guild Wars 2 became a very easy game that can basically be played as a singleplayer game. I do not enjoy it, I strive for team and group play, even outside instanced content - in the Open World, something like how HoT was, maybe even a bit harder. It's all about Anet and their stance. Humans adapt, very fast. If 95% of the content is faceroll easy I can understand some of the comments here, because suddenly it becomes strange to lose so players cry for nerf of the difficulty of the content. I do not like that. If there was more difficult content, then people would have a well-balanced build - it's not about having the perfect build, min-max build, meta build - all you need is a bit more refined build.I would like if this game becomes more group-oriented. I miss the need to play with other players. I guess I never had a problem playing story missions with a full group of people in Guild Wars 1. It was just so much more fun, I had a feeling I really belonged to the community. Guild Wars 1 helped me become more social - I needed to adapt. I could have chosen to play with NPCs, but playing with people actually was kinda cool, cuz I experienced all kinds of emotions - success, happiness, friendliness, rage, toxicity, sadness, everything.I know lots of people are afraid of other people, afraid of them pointing their mistakes. But you gotta make yourself stronger. I am sure, that for every evil person out there who mocks you, you can find a friend that will make you laugh in this game. So, if you can't solo something - ask us. We will make you a better player, you will understand the game better. If you understand things, you can have even more fun creating your builds.
  25. I would like for GW3 to happen...but only if it is closer to what I imagine it should be :) If it's any easier and more solo oriented than GW2 I would not play it and spend any money on it. I do not want participation rewards. But, they way casuals want it, and the way GW2 evolved, I am not sure GW3 would be any good of a game for anyone that wants some challenge, you know when you played Super Mario and failed that jump 3 times in a row? You would keep trying and you would feel great once you managed to do it right. Well, that feeling does not exist in GW2, at all. And I dislike it so much, I don't feel engaged in any way while playing this game. Anyway, I doubt they are making GW3. There are a few things that could be the reasons for Anet to do it, mainly because of technology, and to start over designing a better combat system because I feel they made mistakes with their gear stat system, class roles system, trait system, and passive defense system (or better, autoactivation system), and it too strongly influences balance, pvp, group play, difficulty scaling.
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