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Aeon.4583

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Everything posted by Aeon.4583

  1. Hotkey to show\hide Helm slot.I like to have it Shown in winter maps, but i like to Hide it in summer maps. As with food, it takes so much unnecessary steps to do the action. Can be done in simple button push.
  2. https://en-forum.guildwars2.com/discussion/92903/suggestion-custom-outfit-skin-templates#latest
  3. New User Interface button - Skill Bar Lock.Each character should have it's unique independent Skill Bar Lock button.Skill Bar Lock will prevent the change of skills on Build Template change( Healing skill, Utility Skills and Elite Skill ). From example of my thief, it is pretty much same skill bar for all build templates, I am just slightly change skills depending on situation. But Build Templates are used by me to change trait variations. While i have changed situational skill bar and have to change traits ( also situational ) it also changes skill bar and brings alot of... uncomfortability. Some characters can use one fixated Skill Bar, and use Build Templates only to switch between different traits.
  4. AGAIN i am trying to ask for SIMPLE QoL feature...Character Model Limit - Zero (DO NOT LOAD any other player character models around your character, only npcs!!! ) Since we have no option to fully disable other player's character models, even on strongest PCs it adds unnecessary load.All because characters now days have gear with overstack particles. The most lowest character model quality setting do not prevent the load of backpacks, cosmetic infusions, trinkets and weapons. And when it comes to activities like Tequatl with massive amount of players, game engine constantly loads-reloads closest character models. Give us option to set Character Model Limit to ZERO. In this case only targeted characters ( allies or hostiles ) will be loaded.We have name tags, it will allow to notice someone around you even if character model won't appear. P.s. this is example of broken Character Model Limit+Quality on Lowest.Why backpack and cosmetic effects still loads on top of standart character model?It denies the very purpose of lowest character models.
  5. Sorry but... there is a reason why people starting to be toxic.Over and over again players asking for simple things, like:Set Character Model Limit to 'do not load\zero' - to prevent infusion+weapons+backpack+trinkets particle overstaking into player's video card, which is lowers fps and adds stress on v-card.Some form of action bar with hotkey to use food - because so many action needs to be done to use single portion of food and you have to do it every 30 mins. There is no food timer stacking, there is no automatic usage of it when time runs out.Adding more Equipment Templates - because we have many specs variations ( uncluding elites ) and with them weapon variations and sigil variation. And 6!!!! just not enough.Wardrobe templates - to store favorite character looks, and use single Wardrobe Template on all Equipment templates.Non-Interactable user interface elements while in combat - because you need certain information from event progress for example, hiding it during combat is not good, and you still can accidentally click on it during intense fight, and have very unpleasant experience. Some of it are really easy to add, character model limit - zero for example, to ease those nasty overstacked particle infusions from someone else's character.But none of it have been added. Not even a single mention that it's will be added.
  6. Add a small User Interface section to help us keep track of our current Build and Equipment Template.Something like this ( also it is good place to put it ):Format will be - 'Build template name: Equipment template name'.On image example it means i am currently on my Deadeye Dual Dagger + Rifle with offhand Impact sigils variation =)
  7. If that is not an option, atleast consider to add more ground weapon sets into Equipement Templates for PvE.Guild Wars 1 has four weapon sets! I understans that Guild Wars 1 makes you have two professions, but here in Guild Wars 2 we have atleast 2 Elites. More Weapon sets can solve problems of using templates as Sigil switch. Just think about it, on example of Thief - fullscale DPS class and weapons list is:Dagger ( main\offhand )Pistol ( main\offhand )SwordRifle\Staff ( depending on Elite )Shortbow For me in Open World it isDagger\Dagger for meleeand primary Pistol\Pistol for ranged.Templates 1 and 4 are used for switch between force\impact and force\generosity sigils ( i find generosity sigil useful for completing events solo ) But depending on situation i also use Rifle and Shortbow aswell. And i have no other choice but to use 3 Equipement Templates to change ranged weapon sets ( Templates 1-3 are Pistols, Rifle Shortbow under Force\Impact + melee Dagger\Dagger ). All because i have Legendary stuff including sigils, makes it no easy to simply equip weapon from inventory.If Equipement Templates will hold four weapon sets ( just like Guild Wars 1 ) it will be most awesome ( for me, all ranged options will be able to have impact and generocity variations ).Hot key 'Weapon Swap' can stay the same, changing weapon set between Set#1 and Set#2.To compensate the appearance of more ground weapon sets, new hotkeys can be added:'Swap to weapon set #1''Swap to weapon set #2''Swap to weapon set #3''Swap to weapon set #4'Weapon swap to set #3 and #4 can be used only out of combat.When Swapping weapons using standart 'Swap Weapons' while in set #3 or set#4 in combat or out of combat it will swap weapons first to set#1 then to set#2 and then back to #1, but never to set #3 or set #4. P.s. when it comes to Elementalist and Engineer, they cannot change weapon sets in combat, but still four weapon sets will be usefull as a storage.
  8. Please add more skins hat will be much more friendly to Daredevil.Only skins so far that can be suitable are Daredevil's Staff and Bo. But problem here that those skins not always match desirable color scheme. Small suggestion here:To add more Staff skins to existing craftable Asended Weapon sets ( like Crimson Antique weapons, Cobalt Antique weapons, Weapons of the Sunless ). Whole new Ascended staff recipes can be added with slighty different requirement from regular ascended staff, for skin unlocks.Those new skins will resemble Daredevil's staff but with colors and patterns similar to it's respective ascended collection.This will atleast add some options to find Daredevil-appearance-friendly staff with proper color to use in desirable character's color scheme. P.s. i would pay some $ for Daredevil's Staff of the Sunless.
  9. Add Wall Grasp to Skyscale skill#2 and make it manual not automatic!!! Simple Push and Hold to make it work.SO ANNOYING to fly around map and suddenly WALL GRASP on almost invisible branch, or anything else that can be hardly seen.
  10. I think this skin will be surrounded by big Bubble while underwater.If that will be actual thing, it will be fun.
  11. Actually, recent Aquatic Ruins rework implore you to have +20 swim speed. fast Swim from one Elite Krait to another during boss fight, gives better chances not to die to instabilities.When doing Fish part, while having +20 swim speed atleast, non of Krait can even hit you and you will be fast and first to activate checkpoint and /gg your team in.While doing Dark Cave part with glowing corals under +20 swim speed, single coral will be enough for you to swim from point to point without getting hit by piranhas. And in WvW Swim Speed infusion stack with any other movement speed signets or traits ( doing same with Fractal's Mobility Potions actually ), giving you advantage in chase or escape. Also Swim Speed infusions still adding underwater movement speed to 'in combat' situation nullifying the penalty and allowing to reach the cap.Sadly, people prefer to be annoyed by Aquatic Ruins instead of using +20 swim speed :tongue:
  12. Things like Fractals do not allow mount ( and we have whole Aquatic one ), also fall into water and swim in WvW is an option to escape on low HP, and WvW has no Skimmer.No need to sell anything =)
  13. Well, i really hoped that at this time we will have answer already for how this legendary armory will impact character looks.I have full set of legendary armor on my Chrono + many Legendary Weapons in transmuted state, it is constant appearance for that character on all Equipement Templates, unlike my Ranger who has Ascended armors and weapons in all 6 Templates. Just recently i've decided to change armor skins on Ranger and i had to change all 6 templates one by one, also had to apply dye from screenshot.I use same skins for my Ranger in all Templates, but Gears has different stats, in all 6 templates. So instead of 6 transmutation charges i've spent 36 to get constant appearance in all 6 templates.Equipement Templates right now can be problematic with ascended gear, but now what will happen with Legendary Armory? One constant appearance for all characters of same armor type? One Weapon skin for all characters who will use same Legendary weapon? There must be a way to seperate appearance of characters who will be using Legendary Armory and the most primary way to do so is to add Wardrobe Templates.Players will be able to simply choose skins for armors and all possible weapons for respective character and use it in same manner like outfits ( if there will be more than 1 Wardrobe Template, players will be able to store their favorites looks for respective character, for later use ). Wardrobe Template will override and will hold priority over any other skin from Equipement Template and in future Legendary Armory providing constant appearance in any situation. Fact is, Warddrobe Templates can be added before Legendary Armory, and honestly MUST be added before Armory because Equipement Templates already problem.Without solid solution for character's appearance. use of Legendary Armory can be questionable.
  14. Can you please increase amount of Equipement Templates to 8 ( even better 12 ).Equipement Templates are awesome, but it can serve not only as Gear-Stat change, but also to switch Sigil variations under same Gear-Stats combo. I have thief-deadeye with atleast Dagger\Dagger-Rifle Dagger\Dagger-Pistol\Pistol. Each of those weapon combos use atleast two templates to have switchable sigils in 2nd slot ( in my case legendary sigil, means it is not that easy to simply equip something from inventory ). With all weapon-sigil variations, i kinda run out of templates to add Daredevil with same possability to have templated sigil switch. And i think your players will appreciate more Equipement Templates.
  15. Ryland might die in the end, but Rytlock...New Blood Legion Imperator. Just wait and see.
  16. Small QoL suggestion ( i do seperate thread since it will take big post to describe it ) for alternative ways of activating Guild Enhancement provided by Nathan the Bartender.As a player who plays WvW and PvE i have character suitable for both modes. I have no other choice but to manually visit Guild Hall and change Guild Enhancement, and this is most annoying thing i face in GW2 ( Magic Find, useless in WvW, aswell as WvW Exp is useless in PvE ). Alternate way #1Portable Guild vendor, similar to WvW Portable Provisioner. This portable gizmo can be put in Shared slot and will provide vendor choice of Guild Enhancements of currently represented guild. In other words it will be portable Nathan the Bartender =)Gizmo can be sold by Guild vendors with cost of Guild Commendations. Alternate way #2Automatic activation of Guild Enhancements depending on currently active Enrichment Infusion.More complicated way, rather than portable vendor. This can be the whole new Central Tyria Mastery tier with it's own checkbox in general options.Each Enrichment infusion has it's mirror in form of Guild Enhancement.Karmic Enrichment Infusions - Guild Enhancement: KarmaWvW Reward Track Enrichment - Guild Enhancement: World Reward TracksMagical Enrichment Infusions - Guild Enhancement: Magic FindEtc...Enrichment Infusions will automatically activate respective Guild Enhancement of currently respresented Guild, only current guild's level of Guild Enhancement will be activated. If respective Guild Enhancement is not yet present in Guild, automatic activation will not happen and previous Guild Enhancement will stay active. Situations in which automatic activation\change will happen:Change of Enrichment infusions in current Amulet.Re-equipment of Amulet containing different Enrichment infusion in current Equipment Template.Change of Guild Respresent ( depening on existing level of Guild Enhancement ).Change of Equipment Template. Alternate way #3Instead of locking automatic activation of Guild Enhancement under Enrichment Infusions, Amulets could have 2nd Infusion slot for brand new Guild Enhancement Infuions, sold by Nathan the Bartender for Guild Commendations. New Guild Enhancement Infuions will do same as described in way #2 but without involvement of Enrichment Infusions. Players wihout Guild Enhancement Infuions or Enrichment infusions will be able to visit Nathan the Bartender for buff. P.s. i do not hope to see any of that in next patch, but i hope developers will consider it. it is so annoying to run back and forth into guild hall to change those Guild Enhancements.
  17. Instance-based Living Season 1 is possible.Or even better as seperate zones in the mists as part of 'visions of the past' similar to Forging Steel ( we could even visit full Old Lion Arch in the Mists!!! =) ).But again, crazy time we live in right now. Even if developers will take upon that task, it will take alot of time.
  18. Please consider to add seperate section in Equipment Templates for WvW gear, just like you did for PvP.Six Equipment Templates simply not enough for Mutli-Role professions like Ranger or Elementalist, specially for players who plays PvE and WvW content at same time.Just like PvP section in Equipment Templates, WvW section will be activating in WvW, while PvE section will be activating in Open World\PvE.WvW section will have their own gear storage. While playing as mutli-role character in PvE and WvW, considering Rune\Sigil variation, Weapon variations, Gear Stat variation, there are just not enough Templates, and we have to sacrifice Equipment Templates for WvW, while losing possible gear variation that can be usefull in PvE.
  19. New Central Tyria Mastery - Gathering Tools SpecialistNew Central Tyria Mastery that will be automatically equipping new fresh gathering tool from inventory if currently equipped one is out of charges.How will it work:If player has no gathering tools equipped, mastery will equip respective tool if it will appear in inventory ( once bought from vendor or received from loot, it will automatically go into character sheet to respecrtive tool slot ).If current gathering tool went 0 on charges ( disappeared from respcetive tool slot from character sheet ) mastery will automatically equip new one from inventory, if proper tool will be present in bags. Since infinite gathering tools are infinite, mastery should not conflict with it.Auto-loot was one of the best thing added, please add gathering tools auto-equip too. Also, we have too many central Tyria mastery points. It will be a means to spend them.
  20. Add Noxious Pod Home node. Simple reason for that - Single Machete is sold by Ley-Energy Matter Converter daily.Every day owner of Ley-Energy Matter Converter can buy Machete and go to Dragon Stand and open Noxious Pod ( there are few not locked under Meta Completion ).By adding Noxious Pod Home node you simply save us a trip to Dragon Stand to use that single Machete provided by Ley-Energy Matter Converter.
  21. This:https://en-forum.guildwars2.com/discussion/92903/suggestion-custom-outfit-skin-templates#latestWill be much better addition to game. Limited charges still will be relevant. But skin templates themself will offer static appearance, even if you change your gear. Plus it will offer static appearance for all gear templates you have.
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