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What would be you dream addition to GW2?


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1 hour ago, Obfuscate.6430 said:

A way to display achievements (ie; Gw1 Hall of Monuments) - a system which could potentially be added to the player home instance. 

This is really appealing to me as well. Being able to display one's achievements is nice. It's something ESO does quite well.

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1 hour ago, Peregrine Falcon.5496 said:

All of the zones being much larger and with far few waypoints.

Then exploration could actually be a thing, mounts (other than the Skyscale) would actually matter, and the kingdom of Kryta would be larger than my back yard.

Yeah, especially now with mounts even the larger areas seem so easily surmountable there's not much of a sense of exploration. It always bothered me, too, that outposts and encampments and other things occur so frequently so that you never feel like you're out in the middle of nowhere, among the rolling hills, or dunes, or tundras etc. I'd love to have that feeling in this game.

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7 minutes ago, Resident.7421 said:

Yeah, especially now with mounts even the larger areas seem so easily surmountable there's not much of a sense of exploration. It always bothered me, too, that outposts and encampments and other things occur so frequently so that you never feel like you're out in the middle of nowhere, among the rolling hills, or dunes, or tundras etc. I'd love to have that feeling in this game.

But ... one can explore maps, you know, without using mounts now?

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Ritualist, Dervish and Paragon from Guild Wars 1.

Having them as their own classes instead of some of them being half baked into the Guardian class.

Also; make a healing build actually work for Open World where you can support your group, keeping them alive, and give them boons and stability in for example Rift farming instead of having healers only viable in instanced content.

I play Guild Wars 2 because I love the lore and the freedom of the game. If I want to do instanced content, there is other MMORPG's that does it way better.

Guild Wars 2 beats them all in Open World.

Edited by GreenZap.1352
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Monk Elite spec for Warrior. 

Gains access to Guards Symbols via burst skills. As in, burst skills leave a symbol behind. 

Adrenalin(Spirit) is now gained via healing allies/boons and doesn't decay out of Battle. 

Offhand weapons gain a burst skill via F2. 

2h weapons gain also a second burst. 

New weapon is staff. 

New utility skills are mantras that get charges on using a Burst skill. 

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17 minutes ago, knives.6345 said:

Harder content with good rewards. 

I like to see more qq on forums.

With mount skins better looking than in gem store for more qq on forums or even better the whole new mounts unlockable only from harder content

Edited by soul.9651
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Guild Wars 2 is already one of my favourite games, and the others on my favourites list are pretty different, so it's hard to think what could be added to it to make it better for me, other than relatively minor changes like a master portal tome which all the teleport items can go into so I can keep them together, or the Lion's Arch vendor market, which I still think would be a good idea.
 

Spoiler

The vendor market is a fairly simple idea: each week different specialist vendors from around the world come together to sell their wares in Lion's Arch (specifically under the big glass dome which is currently only used for festivals). They're exact copies of existing NPCs - they sell the same things for the same prices in the same currencies, the only difference is they're in LA (as well as their normal map, because games don't have to be realistic when it would be inconvenient). It could be themed so one week is Living World Season 3 vendors, next week is Season 4 etc. or it could be a seemingly random mix. The idea is just to give players a reminder that these vendors and currencies exist and another prompt to use them, with the added bonus that it makes LA look less empty. (It was inspired by real-life markets in European towns, specifically my town which has a few big open areas that look pretty empty a lot of the time but are packed on Wednesdays and Saturdays when the market is on.)


Other than small things like that I think the main thing I want is just more of the world. Not necessarily bigger maps but more of them, especially more areas we haven't seen before instead of repeating areas from GW1. Ideally in Tyria itself and not The Mists. I'm especially curious about what's east of Ascalon because I started with Prophecies so all that unknown space has been right beside explorable areas since the start for me, and we don't even know what kind of things are there.

2 hours ago, Resident.7421 said:

Yeah, especially now with mounts even the larger areas seem so easily surmountable there's not much of a sense of exploration. It always bothered me, too, that outposts and encampments and other things occur so frequently so that you never feel like you're out in the middle of nowhere, among the rolling hills, or dunes, or tundras etc. I'd love to have that feeling in this game.

The mounts don't bother me (I only use them if I want the speed boost or extra mobility) but I would like at least some outposts, encampments etc. to be further apart because there's several escort events which seem silly because it's going between two places so close together you can see them and it would take a player less than a minute to run from one to the other. Which also means it's very likely the last attack is going to happen just a few steps from the destination and it makes no sense that the NPCs you're protecting don't just run for it, especially when the destination has a gate or other defences.

But I'm aware there's a trade-off for that, because big open areas without much in them can quickly get boring for the player, but it's difficult to fill that space with things to do whilst maintaining that wilderness feeling. The maps which I think do it well often do it by having safe locations or destinations for NPCs that only exist during the events - like the Pact checkpoints in Verdant Brink, but that sort of design doesn't work well for all maps.

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3 hours ago, GreenZap.1352 said:

Ritualist, Dervish and Paragon from Guild Wars 1.

Okay, I'm gonna throw in Assassin since you left that one out, but lets talk about that.

Assassins are thieves. I'm not gonna get too much into it since I'm sure that's why you left it off the list. But they did come with Cantha, so I'm keeping it in.

Paragons I'll cover next. So Paragons were a ranged soldier support class. They wore heavy armor, threw spears, but their real kit was all about the shouts. Paragons got lots of shouts that buffed party members and debuffed enemies. And they did this from the front with their heavy armor to keep them safe. That role has been adequetely filled by the Guardian now, wearing heavy armor and having many shouts and other abilities to spread both boons and conditions. And they have several ranged options if you want to use them.

Dervishes. The scythe-wielding dancers of death. SO they wore light or medium armor, I think it was light, and they were a martial class with the unique abilities to hit multiple enemies at once. The scythe was a PBAOE every time it was swung. Very cool. Unfortunately for you though that now applies to ALL melee weapons so their main draw is already gone. Beyond that they had AIr magic for speed, Earth magic for defense, but all that basically comes down to anyone can play a dervish if they just grab a two-handed weapon and go to town. I'm a mesmer and I can do a reasonable job with a sword.

But then you mention Ritualist and admittedly there is no equivilent in the game for that. But there's a reason for that. We don't have monks either, and both of them filled roughly the same role. GW2 was build with every profession being entirely self-reliant meaning there is no place for a "Healer", as it were. Yes, there are some support classes but support in GW2 is more about boon spreading than actual healing. So just like we never got our monk profession, no ritualist either. But there is a caveat. The whole kit of the Ritualist was summoning powerful spirits from the dead or powerful spiritual artifacts that you could hold and we did, kinda, get that in the Revenant. All Revenants channel powerful spirits from the dead and Vindiators even got a skill pulled directly from GW1.

So, as much as it pains me to say this, you kinda already got everything you wanted. Maybe not in the exact way you wanted but you did get it. Now would it be cool to have a class that was a scythe-wielding angry ball of spinning death? Hell yes. Or a spear thrower in heavy armor? People have been asking for throwing spears forever. But it's not likely to happen since all the important stuff is already here.

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So.....anything I want? Like anything at all? Like pie-in-the-sky, dreaming of the moon anything I want???

Alright, this is what I want: I want to be able to change my skills. In GW1 you were given 8 skill slots to build however you want. Autoattack was on interaction, so just spacebar, and your eight skills defined your build. It also separated the good players from the less good players. You needed to understand your build, to understand how it worked and how your synergies worked to make the most of it, to know your role and how to work with others.

I want to change my skills. I want to have my skill slots, you can leave the autoattack(of my choice) in slot 1 if you want, but let me change the rest. I want to use Winds of Chaos and all my phantasms. I want to use Ether Bolt/Blast/Clone with Phase Retreat and Illusory Leap. I'll abide by only one elite skill since that was always the rule before but if I want to have a full utility build I want to be able to do it. I want to have just a giant grid of all my skills and be able pick, choose, and arrange all my skills however I want. Just like we used to.

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7 minutes ago, ShadowKatt.6740 said:

But then you mention Ritualist and admittedly there is no equivilent in the game for that. But there's a reason for that. We don't have monks either, and both of them filled roughly the same role. GW2 was build with every profession being entirely self-reliant meaning there is no place for a "Healer", as it were. Yes, there are some support classes but support in GW2 is more about boon spreading than actual healing. So just like we never got our monk profession, no ritualist either. But there is a caveat. The whole kit of the Ritualist was summoning powerful spirits from the dead or powerful spiritual artifacts that you could hold and we did, kinda, get that in the Revenant. All Revenants channel powerful spirits from the dead and Vindiators even got a skill pulled directly from GW1.

You could build Ritualists who weren't healers, and like it or not, healers actually exist now. My GW1 Ritualist was DPS with turret cursing ghosts and spirit weapon buffs. There is nothing in GW2 remotely like that. The interaction of spells and ghost turrets was fantastic. 

The scraps of skills like the elite Urn Vindicators get really don't count. There are more than enough GW1 unique skills and builds to make a GW2 Ritualist class with multiple elite specs.  

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21 minutes ago, Daeth.8912 said:

You could build Ritualists who weren't healers, and like it or not, healers actually exist now. My GW1 Ritualist was DPS with turret cursing ghosts and spirit weapon buffs. There is nothing in GW2 remotely like that. The interaction of spells and ghost turrets was fantastic. 

The scraps of skills like the elite Urn Vindicators get really don't count. There are more than enough GW1 unique skills and builds to make a GW2 Ritualist class with multiple elite specs.  

I hear your arguement and smiting monks existed too, but they weren't the majority and they weren't even the norm. You're not wrong, technically, but the arguement just doesn't carry that much water.

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5 hours ago, ShadowKatt.6740 said:

I hear your arguement and smiting monks existed too, but they weren't the majority and they weren't even the norm. You're not wrong, technically, but the arguement just doesn't carry that much water.

I don't feel that Guardians are at all the same as paragons.

You mentioned that both classes have shouts and wear heavy armor, but that's not why I liked the Paragons.

Just like the Dervish and Ritualist, it was about the lore and culture of the classes.

The problem with Guild Wars 2 is that when they streamlined the classes, which was positive to open them up to all races, they also removed the continent-based classes.

Now, for example, all the humans, including my character, who is supposed to be a Mesmer from Elona, begin as Krytan.

So, my character, who has an Elonian name: Archivist Dalzbeh (I like having titles in my character names, as with NPCs), has a transmog that looks Elonian, is not actually an Elonian according to the game rules, and is a "visitor" when I hang out in Path of Fire, even though he is supposed to be born in Vabbi.

For me, Nightfall was the first time I kinda felt really engrossed not only for the African/Egyptian themes, but also because it was something new and more grounded in the sea of Tolkien-esque, Warcraft and JRPG MMOs.

In short: I like that they opened up race/class combinations so that everyone can play whatever they want to, but that also comes with a drawback; human characters could have either been designed to be from anywhere, but ArenaNet screwed up and made everyone a Krytan through the personal story, unless you pick "don't know my parents" which is a huge cop-out IMO.

Edited by GreenZap.1352
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