User:Clantron/Suggestions

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Warrior-icon.png Ranger-icon.png Monk-icon.png Necromancer-icon.png Mesmer-icon.png Elementalist-icon.png Assassin-icon.png Ritualist-icon.png Paragon-icon.png Dervish-icon.png

Some of the suggestions that run through my head, for either GW or GW2:

Gameplay

Trading:

  • Adrenaline bar: A very simple bar showing how much adrenaline a character has. Very beneficial for warriors and paragons. We have the energy bar and life bar, why not an adrenaline bar we can enable/disable in the interface tab of options.
  • Armor storage facilities: Since the EotN release we now can show 5 armors in the Hall of Monuments. Very cool and nice! but did anyone think where to leave all those armor pieces? 5 armors = 25 slots of storage required... Why dont we have a storage facility similar to the festival hats npc. Show armor and he'll save it for us, when we want to wear it again, we need to pay a specific ammount (example: 1000gold) and we get a clean version of that armor (no runes/inscriptions).
  • Auction House: This would stop the massive intown spam in the trade channels that are currently happening. A second side effect of this would be the prevention of people ripping off newbies. Something we see every day. Market prices would become real because of true competition of prices, similar to dye/materials right now.
  • Elite Mission henchies: Not all of us are big group players, why do we not have henchies in the elite mission areas like Gate of Anguish and the Cantha locations. Do henchies make it overpowered or something? I highly doubt that. Some people like to play more in a solo way, or simply dont want a huge guild dragging them all over the place. If not henchies then heroes, as long as a solo player can participate in the Elite Missions.
  • End Game weapons: End Game weapons should get an additional bonus in damage or something else. For instance melee and elemental weapons should get a 5% bonus to damage compared to any other green weapon, monk healing weapons a 2-5% healing bonus. This may seem like an inbalance of the game, but think about it: shouldn't the weapons you get for finishing the game be better then your average drop? I'm not talking massive bonus or overpowering stats, just simply a minor bonus to make it 'special'.
  • Multi sided pvp: 3 or 4 hostile factions/groups going into battle and only 1 wins. Kinda like the final round of HA, but then more easier accessable. Like a new area in the Battle Isles map.
  • Pet storage facilities: How often have we thought of this. Having this nice lvl 20 dire Tiger, but you really want that new Phoenix you just found in the Divine Path. Do we really have to give up our old pet who was so loyal to us?
  • Transportation: Right now if I want to go from Kaineng City to Gate of Madness, I have to go from Kaineng to Kamadan to Gate of Torment then finally to Gate of Madness. Isn't that madness to do? Why not instead have a traveling shortmenu where you can select any town that you've previously been to? This would safe annoying traveling time AND server stress (asuming there is?).

Skills

Assassin:

  • Shadow Form: Really this skills should be nerfed in such a form that it shouldn't be able to be used for "pvp survival builds" and "solo farming builds". The last thing I would want in a game is a perfect protected farming build that cannot harm you while you walk around as a semi-god.

Dervish:

  • Mystic Regeneration: This is probably one of the strongest healing regen skills around. Perhaps a bit too strong? Especially in PvP battles this skill in combination with other healing spells of the derv can lead to an almost invincible tank in 1 vs 1 or even 1 vs 2/3. The biggest issue probably is the fact you can have it up continuesly, increased recharge time would help on this.

PvE skills:

  • Pain Inverter: What the hell is this skill about anyway? It's super overpowered. It kills any hostile AoE user in almost 1 blow, it makes Spiteful Spirit and Spoil Victor look like noob skills. Now we can nerf this skill, but then we get to another problem: In many quests and situations in EotN you almost NEED Pain Inverter otherwise it's near impossible.
  • Sunspear skills: Why can a D/Rt without any Rt atribute points have a Vampirism doing max dmg? Or a W/D doing max dmg Eternal Aura without any points in dervish skills? These sunspear skills should be connected to the attributes as well as the sunspear rank. (Same goes for Kurzick/Luxon skills)
  • Ursan Blessing: Why do we have a mainly warrior style 'form' that all classes can make use off? We can have berserking melee monks or elementalists doing this... Isn't there something wrong with that perspective? The attack capability of this skill should be dramaticly lowered imo.