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My idea to improve guild wars 2 replayability


Angel.3916

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I haven't played guild wars 2 in a very long time. This game is dead to me right now.

I think 2 things that can improve the game is changing gameplay to a gear grind and improving world versus world.

For gear grind - make every patch have blue green yellow and orange exotic gear as tier items. So tier 1 blue all the way to tier 1 exotic - that would have a certain level of stats. Force people to grind higher stat gear to use in world versus world. Every expansion you can add tier ascended that will last a couple of patches. Also should nerf legendary items to be cool skins with sounds and effects but not have the best stats.

For WvW. They need to bring a way to make classes useful in roaming attacking and defending. For defending, people can escort dolyaks and get builders points. Builders points can be used to build structures and repair as well as heal guards and bosses.

Tower and castle bosses should have 500% more health but not heal back to full after leaving combat. Defenders can escort dolyakks to get builder points to slowly heal the bosses.

Attackers would need to proactively hit camps and dolyakks and send multiple attack waves to capture a keep or castle. It would foster server communication and server pride as well as send coordinated attacks every hour. War score can unlock vendors for 2nd and 1st place. When they capture a tower or castle they can get experience to fill their reward bar for rewards and get a currency they can use to exchange for pips, gold, gear, pets, or cosmetics.

Pips should be only earnable by buying them with gold or a currency. We can call the currency war points.

Defenders get rewards from tracks and WvW experience but attackers get currency pips gold and gear from attacking.

Don't scale WvW. Let players with the best gear do the most damage and healing depending on their tier and gear.

Crafting can get a mastery where it starts over every expansion. You refill this mastery by crafting exotic 400 gear and unlock recipes for high level gear. You could essentially buy your way with heavy gold for the current patch gear.

Also toughness should reduce cc durations by 1%- 50% depending on how much you stack. Would help block cc or use stability to shore up toughness.

Well that's my ideas. A gear grind would keep gameplay fresh. And the mass majority would do world versus world pvp combat for fun.

What do you guys think ?

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I think your gear grind suggestion is probably one of the worst ideas ever expressed on these forums. New ascended every few months? Eternal gear grind? Are you constantly boosting mobs in the open world too or do we one shot champs after a few cycles? Terrible ideas.

As are your WvW changes, "Defenders get rewards from tracks and WvW experience but attackers get currency pips gold and gear from attacking." why would I defend again? Rewards from tracks? Eh. Gift of battle maybe but now that legendary equipment is no longer best in slot why bother.

You'd basically turn the game mode into a single farm where all three servers always attack objectives in a clockwise direction and never even see another player.

A gear grind does not keep anything fresh, it just adds a gear grind, it's ultimately busy work.

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That's... not really what "replayability" means. What this suggests is "artificially extended gameplay", often referred to as "endgame content".

Replayability already exists throughout the game: Choice trees (including Racial starting zones) in Personal Story, Post-Completion Achievements, Exploration Rewards in the various Living World and Expansion Story steps, as well as the unlocked Exploration Modes in Dungeons. Not to mention, it's fun to play in the first place, with stories and gameplay mechanics worth experiencing again, which is replay value oft-overlooked by self-proclaimed "gamers". Admittedly, all of these could stand to be punched-up or expanded, and there's plenty of room to do so with existing systems should ANet find the time, desire, and resources for it.

Gear grind, as I said, is artificial gameplay. It doesn't expand content so much as recycle it; retreading instead of gaining; doing exactly the same things, for exactly the same rewards, but at a "higher tier" so it feels like forward movement without actually going anywhere (hence the term "gear treadmill"). There is no place for that in this game. (No, not even Fractals does that. Higher-"tier" Fractals have different prizes and progressions altogether, as well as unique play options, variables, side-quests, and related Collections/Masteries.) Guild Wars 2 was built specifically to avoid gear treadmill mechanics, and reward new gameplay options and customization styles over simple numerical advantage.

I do appreciate the apparent effort that went into this idea, but without significant refinement, this suggested system(s) simply won't work as intended. It will drive players away instead of hooking them in.

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@Angel.3916 said:I haven't played guild wars 2 in a very long time.Why not?It would help to understand your proposal if you described what you think the problem is, rather than starting with what is bound to be a controversial set of suggestions.

This game is dead to me right now.That's an odd thing to post. If the game holds no interest to you now, why post at all? Surely there must be something fundamental that you do like, otherwise you wouldn't spend any time thinking of how to improve GW2. It would be useful to know what that is.

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Well there is one way geargrind could work and would improve replayability and diversity. Every few month adding new stat-combinations and letting us upgrade the exotic/ascended gear to statswitching like legendary do.F.E. you can upgrade your exotic berserkergear by adding assassins insignias/inscriptions at the mysic forge so it gets switchable beween berserker/assassins. Do you want full diversity you still will need legendary/upgrade it every few month, but you're not stuck like you're now within one kind of build(especially in WvW this could be a huge QoL-change and could be a way for more interesting gameplay).

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For gear grind - make every patch have blue green yellow and orange exotic gear as tier items. So tier 1 blue all the way to tier 1 exotic - that would have a certain level of stats. Force people to grind higher stat gear to use in world versus world. Every expansion you can add tier ascended that will last a couple of patches.

Turn gw2 into yet one more generic gear grind game clone with forced participation to progress in WvW.Nope, bad idea.

Also should nerf legendary items to be cool skins with sounds and effects but not have the best stats.

Yeah, that should thrill all the owners of Legendary gear. ?

WVW Pips should be only earnable by buying them with gold or a currency.

So someone can buy gold or grind gold in PvE and outright buy WvW pips? That’s is not the way to improve WvW.

You need to spend some time thinking about your suggestions before posting them.

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@"Trise.2865" said:That's... not really what "replayability" means. What this suggests is "artificially extended gameplay", often referred to as "endgame content".

Exactly.

PvE replayability: Make story paths differ by race and profession, or - even better - give players choices like during the personal story.WvW replayability: Implement map cycles to provide some variety; new maps every so-and-so months.

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How to make gw2 replayable?

Add new armours, hairstyles, horns, moustashes and beards. Make it so you can spend 2 hours in character creation making the perfect character, or so you can spend 10 seconds changing a presets hair colour before going on your way.

Add more choices to the story. Failing that, add more references to a characters race, profession or past. I mean, look at other roleplaying games - often you play the same story content, with the only difference being how the player character reacts which makes the character feel personal even if the lines don't come from our mouths.

Focus living world on existing content - maybe throw an entire living world release on pvp or wvw. Just stop giving us throw away pve maps.

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