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My GW 2: Expansion 3 - We must explore the ocean!!!


Cyrin.1035

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I've been saying the next expansion would be underwater since the announcement of the underwater combat update. I could see them giving elite specs one (maybe all) of their underwater weapons, with a different skill set, that can go on land and underwater, with the same skills.

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@Cassador.7034 said:An underwater expansion could work well if the map(s) experienced high and low tide to the extreme of the whole map being covered versus not. So all of those players who hate on underwater combat could still enjoy the map during the low tide time frame.

They could do that in one map on the coast somewhere but not the whole thing

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I think that they'll have a really hard time hyping anybody for their new expansion if a new elite spec and "EVEN BIGGER" usless open world maps with faceroll events (like we don't have enough of these in gw2...) is the selling point. I can't speak for everyone, but that would be so unexciting that even if the expansion was $20, i'd skip it completely.

What is the game known for? The C O M B A T S Y S T E M. Do something with it already. You can't expect people to use the full potential of your combat system when your content is so carebear central that a new player that doesn't even know what their skill does, can fully complete your new content. If the main content of the next expansion is more open world events that reward you with useless garbage, then that's a shame. It will be a real shame if gw3 comes out in, say, 5 years, and even by then, Anet have never created any new instanced team based challenging content.

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I still think ANet should do at least an expansion with a focus on UW. I doubt it will be the next one, but one can hope. I posted here in january and i still think that we could go after sbubbles while treating the UW aspects as they treated verticality in HoT. With the lessons (hopefully) learned in PoF and the LS, the new tech that is available for the game, I truly believe that ANet could pull it off.

Most of the UW content that is in the game at the moment is in core tyria and while comabt has been updated(thank a lot) new players would need new content too to experience what ANet can do now. Maybe we'll get some with tomorrow's release.

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  • 3 weeks later...

@LucianDK.8615 said:Revenants doesnt need the overused greatsword for third elite spec. Dont cater to all the twilight fetishists, give us a more interesting an underused weapon.

I agree. I hadn't really delved into Rev enough at the time of making this, but since then the profession has become my favorite and I've found many ways in which I want to explore the class.

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@kurfu.5623 said:I would not buy an expansion that focused on underwater combat.

Once you see the rest of the playerbase in it, enjoying all the new content without you, I'm sure you will dive in. This expansion doesn't need to focus entirely on UW content, but the part that does can and probably will be made just as well as almost every other feature they have updated and added.

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I'm not going to say no and ruin peoples dreams. I will say things would have to be added to satisfy most of the players needs. The reason underwater still isn't up to par yet is because, a lot of skills can not be used underwater. Which will really make people not want to play underwater at all whatsoever. So to make an expansion for underwater at the moment May not go well.

However reading what the thread said, I would like to add a few things that would make people want to play underwater.

Since a lot of classes skills will not work underwater. The few things I can think of to be added would be strictly, each class should have water skills added to each class. For each class to compensate the non skills we can not use underwater.

Also (if) there will be an underwater expansion. More weapons should be allowed to use underwater besides a harpoon, and spear. Each player should be able to use More then just those. Just like ele and engi, all classes should be able to pick which weapon to use underwater. And since all classes being able to use more weapons, the weapons should change to skills that are able to use underwater.

Another is an extra trait column just for underwater. The reason why a lot of people don't care for it, or hate underwater. There are no builds, there are no rotations, there are no specific traits to be used underwater. Nothing added to help while in underwater combat. If this is added I believe more people would love to have this for underwater.

Underwater mount. If the underwater expansion comes with a mount to go underwater... take my money. However a skimmer could be just given a new mastery to be able to also. And I will still be satisfied.

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@Doctor Hide.6345 said:Listen, I know some people want underwater content thinking if they revamp the combat it would be good, but the truth of the matter is that it won't because it's underwater content. I have played too many MMOs where they have underwater content, and they all stink. Making fun and engaging combat in a 3-d environment like underwater is not possible because of it's 3-d nature and how we attack.

It will be a pain in the but to traverse and fight if they ever do it.

MMO player generally just suck at 3D perception. It though it was a lot of fun in WoW (Vash'jir - whole zone UW), it's very atmospheric. I don't have any problem with a Z-axis, what is the problem with it? Just look up and down.

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@"Cyrin.1035" said:For expansion 3, more than anything else, I want the underwater environment to be explored. Here's a rundown of all the main things I'm hoping for and some ideas for it I'd like to have.


Title - Guild Wars: Secret of the Abyss / Mystery of Tides (something like that)

Locations:

Cantha (So much to explore in Cantha especially after so much time has passed. The Jade Sea. Echovald Forest. Shing Jea Island. Canthan cities. The Asian architecture, ect.)Unending Ocean (I want to see and be in so much ocean, so deep and wide that I can't see land anywhere.This environment won't take up the entire storyline but will be in pivotal parts such as a new way into Cantha and for the epic battle with DSD!)

Story:

Underwater Dragon as main antagonist (but portray them more like Zhaitan, as a force of nature, and not a cliche villain like Balthazar)Answers to the disturbances of the Largos, Krait, Quaggans and the other underwater life.What happened to those living in Cantha after they cut off communication and how it developed over time. Emperor Usoku. The Kurzicks and Luxons. Cantha's isolation.More history of the Echovald Forest and its original inhabitants.More about how the 5 playable races connect to the elder dragons and the Eternal Alchemy.More about the history of the races such as how the Asura, Charr, and Norn came to be.More about the 3 faction's exploration and knowledge of the Deep Sea Dragon.Huge scale UW fight with the UW Dragon having him about the size of the Mouth of Mordremoth. I've always wanted to fight a huge sea creature where there is no escape or refuge!

Environment:

Update to underwater mechanics. Making most if not all utilities usable UW.Better camera control and interface to easily tell distance and depth.Exploration of upside-down structures and areas.Maps with deeper vertical levels than HoT.Pitch Black areas at the bottom of the ocean that require masteries or objects to see and navigate.New and ancient cities underwater both beautiful and haunting.Lush landscapes on the island.Massive forests with towering trees.The current state of the Jade Sea and how it is liquifying and receding.

Races further explored:

Largos, Quaggans, Krait, Karka, Leviathans, Naga, and the deep sea dragon's minions

New mastery focus travel mechanic:

First, we had gliding.Then we had mounts.Now it's time for PROPULSIONS! - Much like the spear skills of the Mesmer, ranger, warrior, Elementalist's tidal wave skill, ect. These would be powers and abilities that rocket us in a particular direction through water, over land, or in the skies. Similar to the abilities we had in HoT Act 2 with glint's power as we were being chased by Faolin, the Zephrite Crystals in Dry Top, and the rocket packs used in the Claw of Jormag fight. But instead of being able to use them endlessly, they would have a duration from when you activate the ability and would have a decent recharge time after that duration expires.

Elite Specializations:

Elementalist - Longbow - Direct, long range attacks. More use of arcane abilities.

Necromancer - Sword - Ability to control a small army of minions with the control interface we used in the PoF mission when we controlled the awakened.

Mesmer - Daggers or Shortbow - Greater number of clones possible at a time or new type of illusion that can fight randomly or react based on the target to seem more like a live player and further confuse enemies.

Ranger - Scepter or Focus - Spirit-binding, nature spellcaster with focus on AoE dps capability. (Concept Design: https://en-forum.guildwars2.com/discussion/38983/3rd-ranger-elite-specialization-design-concept-the-animist)

Thief - Greatsword - Samurai-type spec delving more into their use of shadow magic and a deeper way to harness and utilize it almost like a casting type of specialization

Engineer - Longbow or Staff - Elite spec that uses the versatility of a mechanical longbow, releasing arrows that stun, trap, explode, or guide arrows for multiple piercing of targets. If they are a Golemancer, the staff would suit them well.

Guardian - Warhorn or Dagger - More focus on the Guardian's ability to use and cast holy light. A lightbending spec.

Revenant - Scepter or Focus or Daggers - Channels the power of either Master Togo for a Spiritmaster/Ritualist spec or a past powerful villain since the last two legends were heroes. Maybe even a legend we don't know about yet, like one of the Largos. When we explore the depths of the oceans, we learn all about the Largos and a legendary hero or villain in their history. Then we learn their abilities for the third Rev elite spec.

Warrior - Staff - A warrior that has learned monk-like abilities for powerful melee and mid-range combat with the staff. Able to deflect or negate attacks and the swing of their staff can knockback groups of enemies with air percussion.

Items:

Expanded UW hero equipment panel.New types of aqua breathers.New UW weps including 1 handed weps OR make land weps usable UW.New UW themed armor, outfits, weps, ect.

Changes to the game overall:

Option to skip story mission dialogue if it has been viewed at least once on a character or accountOption to disable gliding when neededAbility to do something useful with account bound legendaries that you no longer wantDyeable wepsBetter Transmutation systemOption to earn and purchase the ability to name/title your account bound wepsFaster return of gem store itemsRaids are no longer the only source for Legendary ArmorRemove WVW and Dungeon tasks from Legendary CraftingKill Braham (must be done)Reduce aggro radius or time spent in aggro with monsters and NPCs - (especially when they are clearly dead and waiting to respawn like in PvP lobby)Option to get a training golem for home instancesOption to see complete/exact tooltip and info for every skill and traitComplete DPS meter for your buildOption to kill your character when in downed stateOption to view other players in party when dead

KIll Taimi. Only then I will consider buying an expansion. Because for sure I will not anymore put up with Deus ex character in the game. I don't enjoy such storytelling.

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@Mikali.9651 said:

@"Cyrin.1035" said:For expansion 3, more than anything else, I want the underwater environment to be explored. Here's a rundown of all the main things I'm hoping for and some ideas for it I'd like to have.

Title - Guild Wars: Secret of the Abyss / Mystery of Tides (something like that)

Locations:

Cantha (So much to explore in Cantha especially after so much time has passed. The Jade Sea. Echovald Forest. Shing Jea Island. Canthan cities. The Asian architecture, ect.)Unending Ocean (I want to see and be in so much ocean, so deep and wide that I can't see land anywhere.This environment won't take up the entire storyline but will be in pivotal parts such as a new way into Cantha and for the epic battle with DSD!)

Story:

Underwater Dragon as main antagonist (but portray them more like Zhaitan, as a force of nature, and not a cliche villain like Balthazar)Answers to the disturbances of the Largos, Krait, Quaggans and the other underwater life.What happened to those living in Cantha after they cut off communication and how it developed over time. Emperor Usoku. The Kurzicks and Luxons. Cantha's isolation.More history of the Echovald Forest and its original inhabitants.More about how the 5 playable races connect to the elder dragons and the Eternal Alchemy.More about the history of the races such as how the Asura, Charr, and Norn came to be.More about the 3 faction's exploration and knowledge of the Deep Sea Dragon.Huge scale UW fight with the UW Dragon having him about the size of the Mouth of Mordremoth. I've always wanted to fight a huge sea creature where there is no escape or refuge!

Environment:

Update to underwater mechanics. Making most if not all utilities usable UW.Better camera control and interface to easily tell distance and depth.Exploration of upside-down structures and areas.Maps with deeper vertical levels than HoT.Pitch Black areas at the bottom of the ocean that require masteries or objects to see and navigate.New and ancient cities underwater both beautiful and haunting.Lush landscapes on the island.Massive forests with towering trees.The current state of the Jade Sea and how it is liquifying and receding.

Races further explored:

Largos, Quaggans, Krait, Karka, Leviathans, Naga, and the deep sea dragon's minions

New mastery focus travel mechanic:

First, we had gliding.Then we had mounts.Now it's time for PROPULSIONS! - Much like the spear skills of the Mesmer, ranger, warrior, Elementalist's tidal wave skill, ect. These would be powers and abilities that rocket us in a particular direction through water, over land, or in the skies. Similar to the abilities we had in HoT Act 2 with glint's power as we were being chased by Faolin, the Zephrite Crystals in Dry Top, and the rocket packs used in the Claw of Jormag fight. But instead of being able to use them endlessly, they would have a duration from when you activate the ability and would have a decent recharge time after that duration expires.

Elite Specializations:

Elementalist - Longbow - Direct, long range attacks. More use of arcane abilities.

Necromancer - Sword - Ability to control a small army of minions with the control interface we used in the PoF mission when we controlled the awakened.

Mesmer - Daggers or Shortbow - Greater number of clones possible at a time or new type of illusion that can fight randomly or react based on the target to seem more like a live player and further confuse enemies.

Ranger - Scepter or Focus - Spirit-binding, nature spellcaster with focus on AoE dps capability. (Concept Design:
)

Thief - Greatsword - Samurai-type spec delving more into their use of shadow magic and a deeper way to harness and utilize it almost like a casting type of specialization

Engineer - Longbow or Staff - Elite spec that uses the versatility of a mechanical longbow, releasing arrows that stun, trap, explode, or guide arrows for multiple piercing of targets. If they are a Golemancer, the staff would suit them well.

Guardian - Warhorn or Dagger - More focus on the Guardian's ability to use and cast holy light. A lightbending spec.

Revenant - Scepter or Focus or Daggers - Channels the power of either Master Togo for a Spiritmaster/Ritualist spec or a past powerful villain since the last two legends were heroes. Maybe even a legend we don't know about yet, like one of the Largos. When we explore the depths of the oceans, we learn all about the Largos and a legendary hero or villain in their history. Then we learn their abilities for the third Rev elite spec.

Warrior - Staff - A warrior that has learned monk-like abilities for powerful melee and mid-range combat with the staff. Able to deflect or negate attacks and the swing of their staff can knockback groups of enemies with air percussion.

Items:

Expanded UW hero equipment panel.New types of aqua breathers.New UW weps including 1 handed weps OR make land weps usable UW.New UW themed armor, outfits, weps, ect.

Changes to the game overall:

Option to skip story mission dialogue if it has been viewed at least once on a character or accountOption to disable gliding when neededAbility to do something useful with account bound legendaries that you no longer wantDyeable wepsBetter Transmutation systemOption to earn and purchase the ability to name/title your account bound wepsFaster return of gem store itemsRaids are no longer the only source for Legendary ArmorRemove WVW and Dungeon tasks from Legendary CraftingKill Braham (must be done)Reduce aggro radius or time spent in aggro with monsters and NPCs - (especially when they are clearly dead and waiting to respawn like in PvP lobby)Option to get a training golem for home instancesOption to see complete/exact tooltip and info for every skill and traitComplete DPS meter for your buildOption to kill your character when in downed stateOption to view other players in party when dead

KIll Taimi. Only then I will consider buying an expansion. Because for sure I will not anymore put up with Deus ex character in the game. I don't enjoy such storytelling.

I rather the whole gang and aurene so we can go back too slaying dragons again

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@Cyrin.1035 said:

@"kurfu.5623" said:I would not buy an expansion that focused on underwater combat.

Once you see the rest of the playerbase in it, enjoying all the new content without you, I'm sure you will dive in. This expansion doesn't need to focus entirely on UW content, but the part that does can and probably will be made just as well as almost every other feature they have updated and added.

So, let me get this straight. It's a great idea because YOU think it's a great idea and you're going to project your opinion on the rest of the playerbase to back up your "fact."

Got it.

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