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Quality-of-Life Requests and Suggestions (New for 2024)


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Currently when party members are fighting in close map proximity with same enemies, no experience with other toons in the party are shared unless all toons in the party hit the common enemy before it dies. Only toons who hit the enemy target before it dies is given shared experience. Also  In a party of two, things needed to complete a quest have to be obtained individually by each party member so as each party member to complete the quest. 

    My suggestion is; that as long as all party members are in close map proximity, and within 3 actual toon levels (not reduced by an area) , they should be given shared experience weather or not each toon  hit a common enemy before it dies. Also things needed to complete a quest, could be counted for all toons in the party as long as they are in close map proximity and with 3 actual toon levels (not reduced by an area).  These requirements are to prevent one toon being in a safe area and the other toon doing the killing of enemies for experience and obtaining quest items needed to complete a quest. .  Also No level 80s helping to level lower level toons more than 3 actual levels away. Or new toons being leveled by leveled 80s .

 

LordBarinthus.2345

 

   

Edited by Lord Barinthus.2345
needed rewriting for better understanding and grammer
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Quality of Life for all mounts with multiple abilities!

If the warclaw is receiving updates for new abilities in Janthir Wilds, will the bar for mount abilities be updated for slots 1 through 5 while mounted for all mounts. The current system for mount ability 1 and 2 should be removed since various mounts have multiple abilities now. When mounted, abilities should default to 1 through 5 just like weapon abilities. Currently on a mount with multiple abilities the keybinds can overwrite each other or a single key press will try to actuate 2 abilities.

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I'll resist the urge to rage about this silly map and the fact you cannot navigate the terrain easily, and instead ask politely: "Please remove the Tangled Depths map from the weekly Rifts map rotation".

Thank you

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i have been running a meta train daily for half a year now, griefers and afkers keep spamjoining my squad regulary to fill it up, when will we get better options for squad management? reporting them does nothing, messaging anet support does nothing, it makes running community events daily a tedious and frustrating task

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A small and (potentially) simple change would be allowing "special bags" to toggle their effects.

I hate the olmakhan bandoliers because of how they fill with containers first AND cannot have items collapsed into them. I don't mind the containers bit so much, more so the anti-collapsability, but some people might want to have the ability to have containers fill but don't want their inventory collapsed (like if they organize individual bags as opposed to having one big inventory). Being able to toggle one or both of these functions would be really nice to see.

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An option that dinamicaly changes character limit and quality depending on user define framerates or amounts of people around, for example it would automatically get set up to low when it detects 50 people on a boss, but it will go back to normal or high in small groups, getting a more fluid framerate on metas without sacrificing fashion outside of them. Additionally options to  this very setting for people in squads or groups.

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QoL request for FL. Will it be possible to create some kind of folder/section on your own in the FL to be able to sort it e.g., folder/section for "Friends for PvE- Raid", "Friends for PvE- Fractal", "Friends for having fun" and so one without loosing the original account name e.g., <name>.<number>.

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Hi, the buff icons when you click on an enemey are very small compared to the rest of the screen. It would be great if we were allowed to make the buffs larger for more clarity. In PvP, often the most important thing to know is if your target has stability. Making this information more accessible would be a great QoL feature.

Also, I think it would be great if we had an option to see a player spec icon over character models in game next to names, like the one you see when you click on people.

It would make it a lot easier to navigate teamfights as sometimes character models are hard to discern (Even with standard models turned on).

Image provided for clarity.

https://imgur.com/l1O0wRI

Thank you for reading.

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Highlight weapon skills that are contextually buffed, or improved. A border effect that gleams or glows, anything like that.

For example, Guardian hammer 2 after 4 is a teleport to target. New Mesmer clarity upgrading skills. Thief spear effects that are buffed by finishers.

Elementalist pistol bullet spenders are agonising if something knocks you out of your loop, instantly being able to see if you have a bullet by looking at your skill bar on entering an attunement would be so nice.

We're not getting weakauras, and the buff bar is... what it is. I hope adding something on top of the weapon skill bar is easier than fixing the other issues with fancy weapon mechanics and readability in combat, and may help with new players picking up a weapon that has interactions between skills.

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I'd like a control option for Walk while the key is held. At the moment, we just have an on/off toggle, but a lot of the times I use it are things like keeping pace with NPCs that move slower than running speed but faster than walking — resulting in me either tapping W repeatedly, or having to keep toggling Walk on and off.

A "Walk while held" keybind would be much smoother, and also be more precise for more specialist applications, like controlling the turtle. 

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On 7/5/2024 at 4:47 PM, HeliosMagi.9867 said:

My idea for how Legendary Infusions could work could be similar to how the new account Swim Speed infusion works, where the infusion itself is relatively cheap, but the real cost comes from upgrading it. Legendary Infusions could be the logical conclusion to this system, where a full set of 25 infusions would only set you back maybe 300-400g worth of materials, but once you make them they'd be really weak at first, and you'd have to spend more to upgrade them to make them good. After crafting your legendary infusions, you would unlock a vendor with the following options:

Stat Upgrade - Adds selectable stats to all Legendary Infusions. Cost scales exponentially with upgrade tier. Caps at +5. Costs gold plus your choice of Fractal, Raid, or WvW currency.

Agony Upgrade - Increases the Agony Resistance granted by all Legendary Infusions by 1. Cost scales exponentially with each upgrade, capping at +30. Costs Agony Infusions + Fractal currency.

WvW Upgrade - Requires at least 1 Stat Upgrade. Adds either "Increase damage to guards in WvW by 1%" or "Reduce damage from guards in WvW by 1%" effect, depending on chosen stat, to all Legendary Infusions. Costs WvW currency, 1 Tier only.

Note that all upgrades would apply retroactively to any infusions crafted after purchasing the upgrades.

I think this would be a pretty good way to do Legendary Infusions if those are ever introduced.

I would also like to see something akin to a legendary infusion if only to allow you to place the same cosmetic infusion on multiple characters.  Like creating the legendary infusion allows you to store a number of other infusions in it and when the legendary infusion is applied to a character is applies all the effects of all stored infusions.  An example would be to equip the legendary infusion with a +9 AR infusion and a ghostly infusion would mean that characters using the legendary infusion would have +18 AR and ghostly cosmetic aura.  It would be nice if the legendary infusion would have all the normal slots of a full set of fully ascended/legendary equipment but I doubt anet would do that.  This would probably need something to limit the number of infusions stored and could work similar to how it was described above, like only with 1 or 2 slots at first (normal infusion slot and amulet infusion slot) and would need to unlock more slots with materials or gifts (example for infusion slot improvement: gift of condensed might, gift of condensed magic, gift of craftsmanship and gift of infusions [3 or more +9 AR infusions, piles of lucent crystals, mystic clovers, and some jade or icy/mystic runestones]).  

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A QOL suggestion:  for enemies with unique buffs/status effects, could we get a standard location for those buffs/defuff, and not just on the same line as the rest.  When mousing over an effect to see what it does it is hard to read it when buffs/debuffs are constantly being applied and lost and these keep moving.  Even if just for special status' it would be nice if they did not move and were only in one location for ease of understanding.  I have also seen people suggest a separate line for common buffs, common debuffs and unique effects which would also help readability (especially if it were modifiable in the options menu).  

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QOL suggestion: being able to wear two different helm skins and two different shoulder skins. You could select up to two different skins in the helm and shoulder wardrobe as an option, and if you wanted to wear only one helm skin or one shoulder skin, you would untick the second option. 

example of what a double shoulder combo would look like: https://i.ibb.co/8sBs5zx/double-shoulder-skin.png

this would open up a lot of doors to new fashion ideas even though there are clunky shoulder skins that would cover up other armor pieces; if you wanted to use such a skin, then you would wear that one shoulder skin by itself.

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We have post match statistics for sPvP. I'd like to see a way to look at that after you've left the match. Ideally it would use the existing match history on the first tab of the PvP home window the only change would be that you can click on a match within the match history and it will expand and show info normally only visible at the end of the match:

-Players from that match

-Top stats

-Full match statistics 

 

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2 hours ago, mirage.8046 said:

QOL suggestion: being able to wear two different helm skins and two different shoulder skins. You could select up to two different skins in the helm and shoulder wardrobe as an option, and if you wanted to wear only one helm skin or one shoulder skin, you would untick the second option. 

example of what a double shoulder combo would look like: https://i.ibb.co/8sBs5zx/double-shoulder-skin.png

this would open up a lot of doors to new fashion ideas even though there are clunky shoulder skins that would cover up other armor pieces; if you wanted to use such a skin, then you would wear that one shoulder skin by itself.

I feel like this would be better addressed by creating an infusion version of Nightfury that would only be available after having crafting the shoulder skin. Rewarded via an achievement. 

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1 hour ago, Wave.7035 said:

I feel like this would be better addressed by creating an infusion version of Nightfury that would only be available after having crafting the shoulder skin. Rewarded via an achievement. 

that image was a random example of combining shoulder skins. of course, Nightfury could become an infusion to bypass that, but the point still stands that having two shoulder skins would open up a lot more creativity or designs. Nightfury does have the flexibility to become an infusion because they are floating bats, but the same cannot be said for many shoulder skins that aren't visuals.

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i was wondering if the gw2 team could make binding buttons for the skiff and jade bot like the set of skill binding keys for the mount skills there own category.  i cant even use the button on the keys board.  i alway have to click some of them with my mouse

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just thought of something else the last need to be able to overlap like the mount skill botttons so you have keybine like the key F   for the   skiff    mount   jadbot and attck button with out replacing it

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45 minutes ago, Crimson.9823 said:

i was wondering if the gw2 team could make binding buttons for the skiff and jade bot like the set of skill binding keys for the mount skills there own category.  i cant even use the button on the keys board.  i alway have to click some of them with my mouse

You already can do that via options (F11).

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Too many event items take up inventory spaces while they can clearly be filed under the corresponding "Festive materials" tab. The baubels  for instance. With the home node you can mine these all year, but they take up inventory space and you have to convert them again to Bauble Bubble's in Lion's Arch. Why not file them under the "Festive materials" tab?

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1 hour ago, Hemi.5267 said:

Too many event items take up inventory spaces while they can clearly be filed under the corresponding "Festive materials" tab. The baubels  for instance. With the home node you can mine these all year, but they take up inventory space and you have to convert them again to Bauble Bubble's in Lion's Arch. Why not file them under the "Festive materials" tab?

Should you be so inclined, you can search for the Dev post explaining why Baubles are not included in Material Storage.

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