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Lord Krilik.3692

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Everything posted by Lord Krilik.3692

  1. Here are some features I would like to see in the next expansion. 1. Playable Tengu. Now that effort has been put into creating varied Tengu appearances in EoD I think we have a good base of faces and styles to expand on and make them playable. I understand that making them playable in past story content would be a challenge but given we have now wrapped up the dragon story I think expansion 4 is a lerfect time to bring then to the game with the caveat that their story starts in that expansion and a Tengu character either cannot play past content or must "play through the eyes of the commander" and Arenanet can simply have us choose from a premade character appearance of another race who will be considered the Canonical Commander as if we are playing through a flashback sequence (I.e you select a female sylvari when starting the story chapter for living world season 2 and you play as a pre designed female svlvari for that chapter but with all your gear and skills etc). You can select the pre designed character when starting each chapter so you can change it if you want between chapters. This way all the voice lines etc dont have to be redone for the Tengu either as it will just play the voice of the character you chose. 2. Player housing Update the guild decorations to be housing decorations as well and let us build our own homes. It's a staple feature in MMOs and the community has been gagging for it for years. 3. Naval combat and guild ships We have Skiffs now. Let's bring in Naval combat. Large ships built and owned by guilds, piloted by guilds, with weaponry and tasks for guild members to do to keep the boat intact and moving during the fight. Have us face off against other guilds, against big sea monsters, etc. Let's hit the open waters and see what undiscovered lands lie beyond. 4. Reinvestment in existing features/QoL Specifically: - guild missions need more love and investment - add more adventures around the world. EoD and Core could use a few sprinkled in. - clean up of the achievement panel - fractals are hard to level up because people only want to do the dailies. Make this simpler to encourage people back in. - More mount races - improved UI for guilds, squads, lfg, etc 5. New weapons If we go to a new land then it's a perfect time to add new weapons that Fyria s might not have known about. This way it also gets around the issue of having less skins for it initially. You also don't need to grant every weapon to every class. If just 2 or 3 weapons types are added then perhaps one or two core classes could get a new weapon and a few elite specs as well. These can be granted strategically so as to manage the resource investment in adding them. 6. Elite specs It's a no brainer but I still want to say it. More Elite specs!! Specifically though: - Revenant caster archetype. I really wanted Togo for EoD but it didn't happen :(. Give us a scepter and/or focus. - Thief spec that is tankier and relies on staying I combat more than fleeing and plays with the revealed mechanic more so than stealth (risk vs reward of inflicting revealed on yourself which will mean no stealth but will grant other benefits). Off-and torch please! - Bard/Paragon archetype. Either Warrior or mesmer. The Elite will play a series of chants and after a combination of 3 of them it will produce an "echo" which is like a final effect based on the order the chants were strung together. Playing chants in a different order will produce different effects. If warrior then land spear or scepter (think "drum sticks"). If mesmer then shortbow or Mace (again, think "drumsticks"). That's all I can think of for now. Keen to hear any other ideas people have!
  2. Vindicator icons too. They are a totally different art style to the rest of the gamer and they stand out really badly. Equip the greatsword with the dwarf skills, or the hammer with the vindicator skills, and look how jarring it is.
  3. Correct. And this is the problem OP is asking to be addressed. For you to do the achievements on a second character you will have to complete all the episodes on that character once and then start is all over again on that character for the achievements.
  4. The blog post yesterday said they will do quarterly balance changes which will involve updates to skill sets. This might be small tweaks to large functional changes to skills and weapons. these changes are on the way.
  5. What are you talking about? Tyria is a continent in Middle Earth
  6. Ran Dragon's stand tonight and the game crashed for several players during the last fight on the platforms. It would then keep disconnecting after 20 seconds each time we managed to log back in. Half the map got to finish the event, the other half got disconnected. Extremely disappointing and frustrating. It happened to a friend of mine too Every attempt to log in after that disconnecetd me after half a minute even after moving maps and i couldn't play. Code= 7:11:3:202:101
  7. That is not what they are asking for. Read the comment i posted directly above this one
  8. No Right now, when you play through living world season 2 - you can only obtain the achievements in the story instance on your second time playing that instance per character. This means you have to play through the full episode on a character, then start the whole episode again on that same character and do it all once more in order to unlock the achievements as they only become available to complete during that second playthrough. The OP is asking that anet update this so that achievements can be unlocked during the first playthrough without having to play it twice. This would mean being able to do repeat plays on another character if desired. Right now if you want to attempt an achievement on a different character then you have to play the whole episode on that character once first and then start it all over again on that same character to be able to try for achievements.
  9. It says in the post that season 6 is coming - they mention adding a new map to cantha and continuing to expand the region.
  10. I want: 1. Thief with offhand torch. Spec focuses on the revealed mechanic more than stealth, and putting revealed on yourself will be part of the gameplay, which would drastically change the way thief plays. 2. Warrior with staff or spear and has chant abilities. These should differ from shouts as they will drain adrenaline as theya re out and only 1 can be active at a time, and they will pulse effects. You will be encouraged to play a series of them and by combining them in a certain order they will have a final effect. This borrows from paragon in gw1 but modernises it. I'd also settle for this being a mesmer spec as a bard with a bow, but shattering in a certain order while the chant is active will trigger the final effect of the 'song'. 3. Revenant Togo spec. I'm still sore that this wasn't the legend added in EoD. Revenant doesn't have a pure caster archetype yet. Give it a scepter and focus and all the magics. That's all I can think of for now.
  11. It was announced today that there will be major quarterly updates to all classes, and the EoD expac kept teasing the trouble in the sea that causes the quaggan to evacuate. I think Areananet are planning underwater updates and will take us to those underwater settings, it just hasn't been announced yet.
  12. I love my skiff and use it all the time. I don't look at my skimmer anymore.
  13. I think 1 and 3(throwing spears) could easily be addressed by having an elite spec be able to wield spears on land. We already have thrown axes and daggers (especially ranger axe and mesmer dagger) so I don't think we will see those as separate weapons specifically but certainly may see additional skills added where they get thrown. A 2-handed axe would be a great addition and presumably quite easy to do because they could borrow animations and stances from greatswords and hammers. After land spears I think this would be the second easiest and cost-effective to add (because we already have loads of in game spears so it's less work to create the assets for that one). I also think this would fit the fantasy setting well. I'd love to see it. Although a pugilist weapon would be nice I don't think this will come because physical skills already involve punches and kicks. I would like to see some new weapons though. If the story is going to take us to new lands in the future I think it would be a great way to add a new weapon (as in, something that region has that Tyrians didn't know about) and therefore have less skins to begin with and only be available to certain elite specs. That way it again helps lower the burden of adding them.
  14. They announced today they will make small changes to the new player experience, so this one would be a great addition. Let us tick on a pop up to disable all tutorials, and in the options menu as well.
  15. OOPS! Thanks - my memory failed me.
  16. I'm unsure what the next threat will be, but I think the direction is Guild Wars Utopia, or at least something borne from those original concepts. Guild Wars Utopia was a time and space themed expansion in the works in the original game which was going to add a summoner and chronomancer class but the idea was scrapped and became Nightfall instead which focused on Abaddon and Elona. The Guild Wars 2 art book released and included a whole section on utopia which lots of people speculatied about at the time and Guild Wars 2 has brought back some of those ideas in game too (like the Chronomancer elite spec for Mesmer) and in EoD time and space gets mentioned a lot, often with emphasis. We also learned about the Void and Chaos which seems to be all magics brought together into one. In Season 2 Ogden also tells us there are several layers to the universe but we can only perceive three of them (life, the mists and the underworld) so we know there are 4 other layers. We also know that the Gods abandoned the world due to the dragons but PoF confirmed that the gods are very real and able to return to us. Now with the dragons gone I think they might come back. So my suspicion is that Anet have been thinking about what they can reuse the Utopia ideas on and will bring it back now that the dragon story is wrapped up. I suspect the gods are in Utopia and they will return to Tyria now that the dragons are gone. We will also find a way to access Utopia and the other universe layers now that Aurene has access to all domains of magic. I can't say whether the gods will be the next threat, but we do know they are pretender gods - mortals who gained lots of power - and we of course already killed one of them as he was bent on destroying everything. So it's quite likely there will be a conflict - perhaps someone wanting to become a god and follow their example.
  17. Here are my ideas to improve Catalyst. • You can move the field once placed for free. F5 repositions it. You have a timer showing when it will expire. Once expired the field goes on cooldown. • Changing attunements causes an effect to trigger around the field. Such as damage, buffs, etc. Traits interact with this. • Combo finishers and augments cause additional effects to trigger around the fields when used. You dont need to be inside the field for an augments to trigger these effects. To prevent combo finishers being too powerful, there will be limits on the ability for the catalyst and allies to trigger bonus effects from combo finishers of bonus effects. Such as allies having less of an effect and cool downs on effects triggering. OR only the catalyst triggers bonus effects and these have less of an effect on allies to what they do on the catalyst. Effects are unique to prevent duplication by multiple catalysts. • One of the grandmaster traits changes the field to follow the player as a mobile field (like an engineer gyro) but at a cost in other ways. This will enable build diversity between ranged and melee, dps and support. • Hammer skill 3 needs to be gotten rid of. Change this to be how the field works if you select the grandmaster trait to make the field follow the player as mentioned above and fix the hit boxes so it works in melee range more consistently. Perhaps change to pulsing damage. • Revise the hammer skills and add more combo finishers. • Enable the field to be cast at 0 energy, but make it weaker jf energy isn't accumulated to incentivise energy accumulation but still allow it to be used if needed. Right now its hard to accumulate energy to get any use out of it. Ideally it should be used to engage using a weaker field then build up to a stronger one to then chain combos and reset again. • This one requires more work, but I think could really position the elite in its own unique space. Have energy act as a bar with a positive and negative side. If you go too far tk the left (0) its bad. If you go too far tk the right (100) its bad. (Think like the danger zone of a holosmith heat bar but both ends of the energy bar instead). There should be detrimental effects if energy reaches 0 or 100. Using any kind of skill will either add energy or deduct energy. Your goal is to maintain a steady flow of skills (to align with the reveal video that suggested catalysts were a steady force in battle) that either add or subtract energy. This means all weapon skills and utilities either add or subtract energy. Augments are particularly potent at this, but with positives and negatives. Changing elements should always add or subtract energy to bring it back toward the centre point (i.e. if you are above 50 energy then changing attunements should subtract a value to bring back to 50, if you are below then changing should add a value to bring it toward 50) so that the core class identity of ele that encourages attunement swapping is maintained and encouraged. Augments should be updated to skills that only "augment" the combo field (triggering an effect from where it is positioned that either buff allies or harm enemies) and have the most significant effect on energy. Some should rely on spending accumulated energy and have a greater effect the closer to 100 you are. Some should rely on adding energy and have a greater effect the closer to 0 you are. That way you can strategically accumulate or spend energy with the aim of letting off an augment when you reach the correct value. The elite skill should be changed to temporarily disable energy so that skills do not add or subtract energy and augments provide their maximum effect but go on a longer cooldown if used. Energy should reset to 50 after the elite expires. That's all I can think of for now.
  18. My post tripled itself on the forum page! Very sorry. I'm not sure why this happened perhaps because I posted on my phone.
  19. I got thinking about the old Marionnette fight and how it would work nicely as a strike mission with some tweaking and tuning. I'm sure there are plenty of other examples that would work too, such as bosses from story steps (Balthazar fight anyone). I'm thinking not all bosses but just hand pick a few from each living world season, core story and expacs. It would be a ice way for people Do to re experience some season 1 content in particular.
  20. I would prefer Golemancer. You have a Golem, similar to Ranger pets. Instead of having multiple golems, you just have one but opening the pet window with K gives you a menu that allows you to customise the golem. Effectively, you select different skills and stats/traits for the golem. This also affects it's appearance (i.e it equips a laser gun, shield, etc) which signals to other players what skills you've equipped it with (for counter play in PvP). Your F skills are replaced with the skills equipped to your golem so you get a degree of control over it. Mace main hand.
  21. Why do they all have that "matching first letter superhero name" thing going on? Brandon Bales, Matthew Mercer, Claudia Christian, Nolan North, Steve Staley, Lex Lang...
  22. It's not just the aggro radius, but the spawn locations too. I haven't yet managed to speak to any heart vendors without the conversation being interrupted by combat. This is ridiculous. Even the ones stood inside towns and outposts seem to have mobs spawn right on top of them.
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