ArenaNet:Guild Wars 2 suggestions/Don't repeat these mistakes
From Guild Wars Wiki
| Guild Wars 2 Suggestions |
|---|
| Note: This page contains a list of different ideas that do not suggest anything new, but outline issues that are based off of Guild Wars with the request that they are looked at for Guild Wars 2. If you disagree with these opinions, you can comment on the talk page. |
[edit] Consumables (Discussion)
Get rid of overpowered consumables.
- Why this is a good idea
- Because Guild Wars is not WoW a.k.a. Potion Consuming Championship Tournament.
- Why it may not work out
[edit] Mechanical rewards for grind (Discussion)
Don't provide mechanical rewards for heavy grind.
- Why this is a good idea
- Because Grind Wars epic fails, people who seriously like grinding will just go to WoW.
- Why it may not work out
[edit] Overpowered PvE skills (Discussion)
PvE-only skills should be comparable in power to regular skills.
- Why this is a good idea
- Overpowered skills reduce build diversity.
- Why it may not work out
[edit] Unlimited ammo (Discussion)
Unlimited ammo is unrealistic. Ammo should be limited.
- Why this is a good idea
- Why it may not work out
- Having to buy ammo would be unfair to ranged attackers unless other classes have similar costs.
- The possibility of running out of ammo would make ranged attackers less reliable.
- The need to carry ammo would decrease ranged attackers' inventory space.
- Magic can justify returning projectiles.
[edit] Unremovable buffs (Discussion)
Avoid unremovable buffs such as weapon spells.
- Why this is a good idea
- Why it may not work out
- Unremovable buffs are fine as long as they're balanced properly, no one complains about Preparations being overpowered.
- Doesn't take a genius to balance them.
[edit] Overpowered weapons (Discussion)
Avoid overpowered or gimmick-prone weapons such as GW1's scythes.
- Why this is a good idea
- Because everyone hates sway except noobs who use it.
- Why it may not work out
[edit] Inscriptions (Discussion)
Inscriptions make it easier for players to get the weapons, they should be removed, at least from rare skin weapons.
- Why this is a good idea
- High trade prices are good for sellers.
- Why it may not work out
- High trade prices are bad for buyers.
- GRIND WARS! GRIND WARS! GRIND WARS!
[edit] Spears (Discussion)
Both melee and ranged spears should be available.
- Why this is a good idea
- Why it may not work out
- Because Guild Wars 2 will not have imbagons.
[edit] Team dependance (Discussion)
Guild Wars 1 has too much team dependance. Elitism, leechers and leavers are annoying. No quest or mission in PvE should require more than one actual human player.
- Why this is a good idea
- No more elitism
- No more team abuse from monks.
- No more dependence on healers.
- Getting kicked out of every team isn't a problem, solo everything.
- More freedom and flexibility for everyone.
- Most people don't have an hour to waste finding a team.
- No more frustration from disconnects.
- Don't have to run every stupid build the team leader demands. Succeed for yourself. Do your own missions.
- Idiots/leechers/leavers have no effect on your success or failure.
- Customize the game for the individual.
- no more having to split loot with other people.
- Why it may not work out
- Online Mass MULTIPLAYER game
[edit] FedEx quets (Discussion)
Guild Wars 1 has too many FedEx quests. This should be toned down in Guild Wars 2.
- Why this is a good idea
- Why it may not work out
[edit] Reused dungeon terrain blocks (Discussion)
Dungeons should not reuse terrain blocks.
- Why this is a good idea
- Why it may not work out
- ArenaNet doesn't have unlimited resources.
- Anet has better things to worry about.
[edit] Hard Mode (Discussion)
Difficulty in Hard Mode should be based on better monster builds and AI or more monsters rather than overpowered monsters.
- Why this is a good idea
- Actually forces Anet to think instead of making Final Fartasy-style bosses hat are tough because they do 9999 damage or equivalent. A better approach to boss monsters would be to give them 9 or 10 skills and possibly 2 elites instead of higher level, faster attack, half duration of conditions, double damage, blah blah blah.
- Why it may not work out
[edit] Use a PvE / PvP skill split from the start (Discussion)
Guild Wars 2 should implement a PvE / PvP skill split from the start.
- Why this is a good idea
- Making the split later means having to deal with a situation based on unsplit skills.
- Separation of PvE and PvP skills is necessary so you can balance one without messing up the other.
- Why it may not work out
- Individually Ballancing skills might take a longer time , possibly causing a delay on the game release.


