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Lonami.2987

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  1. > @"Lonami.2987" said: > It's been quite a while. Going for a soft redesign this time: > > --- > > ##Mechanic bar redesign > > > > An image is worth a thousand words, but just in case: > > * **F1:** [swap Pets](https://wiki.guildwars2.com/wiki/Pet_swap) (formerly at F4, second pet is now displayed on screen). > * **F2:** Attack My Target (formerly at F1). > * **F3:** [beast skill #1](https://wiki.guildwars2.com/wiki/Beast) (formerly at F2). > * **F4:** Return to Me (formerly at F3). > * **F5:** Beast skill #2 (new skill). > * Stow Pet / Activate Pet (no hotkey on default, can be assigned one manually). > * Guard / Avoid Combat (no hotkey on default, can be assigned one manually). > > --- > > ##Changes to the pet mechanic > > Pets are the central part of the ranger's playstyle, but they have quite a few problems: > > * There's way too many pets, 55 in total. Pets are divided in 18 families, and members of the same families are almost identical. > * Pet skins are connected to specific beast skills, and you can't choose their skins freely. There's dozen of unavailable pet skins in the game as well. > * Pets aren't very engaging, having only one [beast skill](https://wiki.guildwars2.com/wiki/Beast) rangers can activate manually. > > And this is my take on how to solve those issues: > > * Unify beast skills and take the amount of pets down to 18, one per family. Redistribute [archetypes](https://wiki.guildwars2.com/wiki/Archetype) across the new pets. > * Transform the different pet models into cosmetic skins you can equip freely. Transform the missing NPC models into pet skins as well. > * Make beast skills more useful, and give each pet a second beast skill. > > --- > > ##Elite specialization mechanics and tradeoffs > > The addition of a second beast skill changes the tradeoff situation, letting us take a new approach. This is what we have now: > > * **Druid:** Gain **Celestial Avatar**, but your pet's attributes are weaker. Transform into a [Celestial Avatar](https://wiki.guildwars2.com/wiki/Celestial_Avatar) to gain alternate weapon skills. > * **Soulbeast:** Gain **Beastmode**, but you cannot swap pets in combat. Activate [beastmode](https://wiki.guildwars2.com/wiki/Beastmode) to gain alternate mechanic skills. > > And this would be the new version: > > * **Druid:** Gain **Celestial Avatar** instead of **Beast skill #2**. Transform into a Celestial Avatar to gain alternate weapon skills and an alternate **Beast skill #1**. > * **Soulbeast:** Gain **Beastmode** instead of **Beast skill #2**. Activate Beastmode to gain alternate mechanic skills. > > --- > > ##Other changes > > Few extra notes worth mentioning: > > * Activating [Celestial Avatar](https://wiki.guildwars2.com/wiki/Celestial_Avatar) will change your pet's appearance as well, turning it into an [astral creature](https://wiki.guildwars2.com/wiki/Astral_creature). Internal pet skills mechanics and attributes won't be affected by this transformation. > * Swapping pets is now possible while [beastmode](https://wiki.guildwars2.com/wiki/Beastmode) is on. Beastmode's visual effect will change its color depending on the active archetype. > * Replace off-hand dagger with off-hand sword. Soulbeasts now gain the ability to wield daggers in both hands. Daggers will gain alternate weapon skills upon activation of Beastmode. > * Replace shortbow with rifle. Rename the Longbow weapon type back into just Bow. Remove the Shortbow weapon type, and integrate the orphaned weapons and skins into the Bow. [More on weapon type changes here.](https://en-forum.guildwars2.com/discussion/1074/new-weapon-types-study-knuckles-polearms-spears-relics-and-more/p1) > > --- > > That's it, thanks for reading! Few elite specialization ideas, based on the previous mechanic bar redesign: --- --- ##Elite specialization ideas * **Bloodhound:** Gain **Pet Focus** instead of **Pet Swap**. Both pets are deployed in combat simultaneously, pet focus letting you command one pet at a time. **Beast skill #2** will be tied to the secondary pet. * **Waywatcher:** Gain **Wild Flash** instead of **Beast skill #2**, and **Wild Vault** instead of **dodge rolling**. Use Wild Flash to instantly swap positions with your pet. **Wild Strike** skills become available for a short time right after using Wild Flash. * **Treesinger:** Gain **Hatchlings** instead of **Pets**. Hatchlings are smaller versions of your own pets, weaker individually, but stronger in numbers. Not getting into other details, only the mechanics. > @"InsaneQR.7412" said: > @"Lonami.2987" nope. I stopped working on it due to IRL occupation and new project revolving arround Gw2 tabletop. > > But i really like your suggestions. Solid ideas, lots of streamlining and way easier to function with E-specs. Glad you liked them. I would love to do something like this for every other profession, but I don't know if I'll ever get to it lol. > @"JorneMormel.9850" said: > Start by improving the pet mechanic. Specifically: > > F1 Attack/(Toggle)Heel > and > F3 Move To (Ground targeted) > > It would make pet controls more intuitive and allow the option to path pets out of harm's way, without requiring too many button presses and overcoming the fact that Guard/Avoid Combat cannot be hotkeyed, which would be a welcome QoL update if it did. > > Axe (Mostly OH #4) > Dagger (MH lacks cleave) > Short Bow (Lacks damage potential on flanking which is hard enough to pull off in any competitive environment, and is still outclassed in PvE.) > Staff > Sword > > All need love. So does Druid and I wish pets were an optional mechanic for them, too. Stowing a pet for skill effects and attribute increases would even improve core. > > And give Soulbeast the second pet back, but instead design the drawback that your pet appears with the same hitpoints as it had before when leaving Beastmode, and when you switch into Beastmode, if your pet's health % is lower than yours, lose health equal to 50% of the difference. > Losing the second pet lowered the skill ceiling by so much, it's not even funny. I think the best approach is to make pets more vulnerable, but faster to swap as well. Make pet rotation faster, kinda like elementalist attunements and revenant legends. After all, the less time they stay around, the fewer problems the AI will give. > @"The Boz.2038" said: > Pets absolutely need to be crunched up into the five Soulbeast archetypes. Within an archetype, all pets are identical; they're just skins for you to pick, with the same stats, skills, Soulbeast boosts, etc. Also, Legendary Pets! Yay! > I dislike how the Druid is designed about team content, and is really, truly painful to play outside it. Any redisign of it is welcome. > Indeed, they definitely need to update traits to make solo druid viable.
  2. > @"Kodama.6453" said: > > @"Lonami.2987" said: > > * They don't need a new Personal Story, and the old stories don't need to be adapted for them. New races get a short introduction, and then start their story right as the expansion begins. Previous stories are not available (play the old races if you want to experience them). > > How does that work with the story? Currently, it makes sense since the story builds up to our character becoming Aurene's champion to bring balance to the world. > > Now you want to throw in a new race, which was not part of the pact previously, and they are Aurene's champion out of nowhere? And the forthgoing story keeps treating us as the guy who was always at Aurene's side since her birth, yet we were not around when that actually happened? > > If the story is supposed to make any sense with a new race, then you have to add them retrospectively. Not just as a random soldier who joined the fight when we travelled towards Cantha. There's many ways to solve that problem. Make Aurene recruit multiple new champions, for example. So the original player character would no longer be "Aurene's favorite", and would have to fight beside other champions, players and NPCs. To top it off, make Aurene name Caithe her prime champion, while the commander steps back to recover or whatever. Then you have a situation where the original commander is demoted to a new position, while other new characters get promoted to that same position as well. The commander is no longer the "best ever", and there's multiple other commanders running around as well. New races can then get a tutorial where Aurene contacts and recruits them using their dreams, then they leave their homes and join the rest of the races in the main storyline. Bonus points if the zones of the expansion have level scaling, allowing you to level from 1 to 80 without missing the new endgame content. > @"Oxstar.7643" said: > Finally, I don't think racial skills should be removed. I think they should be improved. I understand that the reason they are not up to snuff with the rest of the skills is because ANet did not want one race to dominate certain classes. But if the skills were balanced with and against each other it could work. At the very least I think it shouid take a spin in the think tank. But, I also think it would be very interesting if you could study the ways of the other races, and if not learn their racial skills get some sort of passive instead. I think they should turn them into novelties or masteries. Definitely not part of profession gameplay, that's for sure. > @"Touchme.1097" said: > Goat beastman or scheletal redeemed undead. > A lot of players would like to play undead, I have seen GW2 streamers trying another game just to play this race. I feel like undead would work better as some kind of effect/tonic/infusion for the already playable races. Unless you mean undead constructs, like the [awakened zombies](https://wiki.guildwars2.com/wiki/Awakened), those would need to be their own race indeed.
  3. > @"Svarty.8019" said: > Let's get rid of Unblockables. > > What's the point? It's not like people are saying "Oh that person is blocking, I'll use my unblockable". That level of gameplay doesn't exist. Unblockable just helps unskilled players with their random ability spamming. > > /tut /rolleyes > > I don't want [unblockable](https://wiki.guildwars2.com/wiki/Unblockable_(effect)) removed, but I would love to see it transformed into a boon. That would solve most of its problems imo. Bonus points if they turn [battle Scars](https://wiki.guildwars2.com/wiki/Battle_Scars) into their own "vampiric" boon as well, leaving us with 12+2=14 boons and 14 conditions.
  4. It's been quite a while. Going for a soft redesign this time: --- ##Mechanic bar redesign An image is worth a thousand words, but just in case: * **F1:** [swap Pets](https://wiki.guildwars2.com/wiki/Pet_swap) (formerly at F4, second pet is now displayed on screen). * **F2:** Attack My Target (formerly at F1). * **F3:** [beast skill #1](https://wiki.guildwars2.com/wiki/Beast) (formerly at F2). * **F4:** Return to Me (formerly at F3). * **F5:** Beast skill #2 (new skill). * Stow Pet / Activate Pet (no hotkey on default, can be assigned one manually). * Guard / Avoid Combat (no hotkey on default, can be assigned one manually). --- ##Changes to the pet mechanic Pets are the central part of the ranger's playstyle, but they have quite a few problems: * There's way too many pets, 55 in total. Pets are divided in 18 families, and members of the same families are almost identical. * Pet skins are connected to specific beast skills, and you can't choose their skins freely. There's dozen of unavailable pet skins in the game as well. * Pets aren't very engaging, having only one [beast skill](https://wiki.guildwars2.com/wiki/Beast) rangers can activate manually. And this is my take on how to solve those issues: * Unify beast skills and take the amount of pets down to 18, one per family. Redistribute [archetypes](https://wiki.guildwars2.com/wiki/Archetype) across the new pets. * Transform the different pet models into cosmetic skins you can equip freely. Transform the missing NPC models into pet skins as well. * Make beast skills more useful, and give each pet a second beast skill. --- ##Elite specialization mechanics and tradeoffs The addition of a second beast skill changes the tradeoff situation, letting us take a new approach. This is what we have now: * **Druid:** Gain **Celestial Avatar**, but your pet's attributes are weaker. Transform into a [Celestial Avatar](https://wiki.guildwars2.com/wiki/Celestial_Avatar) to gain alternate weapon skills. * **Soulbeast:** Gain **Beastmode**, but you cannot swap pets in combat. Activate [beastmode](https://wiki.guildwars2.com/wiki/Beastmode) to gain alternate mechanic skills. And this would be the new version: * **Druid:** Gain **Celestial Avatar** instead of **Beast skill #2**. Transform into a Celestial Avatar to gain alternate weapon skills and an alternate **Beast skill #1**. * **Soulbeast:** Gain **Beastmode** instead of **Beast skill #2**. Activate Beastmode to gain alternate mechanic skills. --- ##Other changes Few extra notes worth mentioning: * Activating [Celestial Avatar](https://wiki.guildwars2.com/wiki/Celestial_Avatar) will change your pet's appearance as well, turning it into an [astral creature](https://wiki.guildwars2.com/wiki/Astral_creature). Internal pet skills mechanics and attributes won't be affected by this transformation. * Swapping pets is now possible while [beastmode](https://wiki.guildwars2.com/wiki/Beastmode) is on. Beastmode's visual effect will change its color depending on the active archetype. * Replace off-hand dagger with off-hand sword. Soulbeasts now gain the ability to wield daggers in both hands. Daggers will gain alternate weapon skills upon activation of Beastmode. * Replace shortbow with rifle. Rename the Longbow weapon type back into just Bow. Remove the Shortbow weapon type, and integrate the orphaned weapons and skins into the Bow. [More on weapon type changes here.](https://en-forum.guildwars2.com/discussion/1074/new-weapon-types-study-knuckles-polearms-spears-relics-and-more/p1) --- That's it, thanks for reading! > @"InsaneQR.7412" said: > @""Lonami.2987" > Just to keep you up to date. > I am still working on my ranger rework. > Part 1 pets are done. > Currently working on core ranger. > > My elite spec ideas are a little bit fleshed out already. > > For druid i chose to give it a more revenant like feel to it. > You have sun or moon form and your pet has the other. > You can produce either sun or moon force up until you hit a max were you have to force swap. > Sun is responsible for dmg and boons and moon is responsible for heal and CC. > > Petswap is replaced with aspect swap. > > F5 is still celestial avatar but has two forms too and is responsible for consuming astral force. > While the utilities which are now aspects (like the herld utilities) and weaponskills generate said force. > Goal is to juggle the energy and constantly generate it while consume it. > Adapt on the fly and support your allies with boons and heals. > > Depending on moon or sun form your pets skills change and your mark skills do too. > > For soulbeast i do not chabge the mechanic very much except that you no longer have 2 pets and that you gain glyphs as utilities instead of stances, so your archetypes matters a bit more. > > Did you ever get to finish it? > @"Revolution.5409" said: > I like the current status of the ranger, but if I could change something I would change. > Core ranger: > I would like to make changes to pets, I would like some pets to be faster in launching their skills (f2 wolf / birds for example) and that the user can use every skill of the pets whenever he wants, without relying on AI. > The pet is part of our damage, but somehow they work as two separate subjects, the traits like Fortifying Bond should be reworked, I think it is wrong to have to choose a trait to share the boons with part of our damage, I add that the minor traits Marksman could get buffs because at the moment they are pretty useless. > Druid: > Restore Seed of Life, allow this ability to remove 2 conditions again, so as to give an alternative to WS for cleaning conditions and reviewing people using glyphs, Celestial avatar, I would remove the ground targetting from skill 1 and give a greater range of action at skills 2 and 4. > I would not change anything at Soulbeast I like it. xD > > I hope in the future there is the possibility of obtaining a speclization without pets, I consider it almost impossible to make them competitive within zergs, it is the only plausible way in my opinion that we could obtain a valid zerg build. If you're going for a soft redesign, I think removing the pet is pretty much unviable. I think the best approach would be to reconfigure the pet swap and turn it into part of the primal rotation, similar to elementalist attunement swaps and revenant legend swaps. > @"GaijinGuy.8476" said: > I would love to be able to customize pet appearance. Skins or even cosmetic armor pieces or something like that. Check [this thread](https://en-forum.guildwars2.com/discussion/114460/pet-management-panel-redesign-idea-wardrobe-for-pet-skins-plus-free-beast-skill-selection/p1), you might like it :D.
  5. > @"Bellbirds.1679" said: > PoF brought new hair and faces for humans, but nothing (I think) for other races. Anyone reckon we'll get something with EoD? And what would you like to see? I'd really love to see Anet fill in the the lack of 'basic' hairstyles, as in long straight, long curly, long wavy, medium lengths, short lengths, etc for all races. I currently use the straight with a strand close to the eye hairstyle on one of my charr and just imagine the rest is hidden under her coat, but would like to see an actual long version of that hairstyle. > > I would also really love to see new body types added, especially the one you see on Omahkhan cubs/just a very 'scrawny' option for Charr, for when you want to play a very physically weak magic user/a runt. I'd also love to see more muscular options for females of all races. > > In terms of faces I think it would be quite nice to receive more HD remakes of the vanilla faces and horns while still having the originals available. A lot of them are very nicely designed but you can see the age. Aside from Canthan/Asian options for the humans, I'd like to see new sylvari stuff, based on the [sidhe](https://wiki.guildwars.com/wiki/Sidhe)/[wardens](https://wiki.guildwars.com/wiki/Warden); assuming they don't become their own (playable) race, of course. And let's never forget asura and sylvari beards!
  6. > @"anduriell.6280" said: > Before talking about a new spec, ranger needs the class fixed so the actual specs are fun to play. > To be adding more over a bad and broken foundation doesn't work as we already seen with the last two specs. Same dilemma as with the pets, before asking for more pets i would ask to fix the pets we already have. > This is the problem with all core professions, the foundations weren't ready for elite specializations, and we're carrying those problems over without fixing them properly. In the case of ranger, they need to redesign the pet mechanic once and for all. Give more control over the pets, improve the AI, etc. If it were on my hands, I would integrate pet skills into weapon skills. Kinda like how the mesmer controls illusions through weapons, and how the guardian summons symbols using weapons as well. It's pointless for a beastmaster archetype not to factor his companions as part of its direct combat. > @"The Boz.2038" said: > Beastmaster. No pet swap; both pets active at same time. Land use spear as weapon, medium or melee range skills. Trainings as new skill types; hybridizations of stances and preparations that affect your pets only, and you through some traits. Heavy use of the attack of opportunity mechanic. Medium mobility, but lots of mobility control, chase and peel. Spirit Of The Pack elite calls two additional spirit copies of each of your pets for a short time. I think this is the most likely approach we'll see. Alternatively, some kind of "take manual control of the pet" mechanic (this is what soulbeast should have been).
  7. > @"artcreator.4859" said: > It's just too easy, been playing with new people and they wanted to quit due to the first leveling maps, its just a steam roll, walk up, press 1 on key board, move on, It's a great game, but man the level of quality from the new stuff and the old is massive, almost 2 different games. love the game though and looking forward to next xpac, hopefully it can fix this so the game can have a better future. End of Dragons needs a new starting experience, preferably at Cantha with the new zones, through level scaling. Content from 2012 is just bad compared to modern standards, and drives new players away, specially the younger audiences.
  8. > @"Raknar.4735" said: > > @"Lonami.2987" said: > > > @"Raknar.4735" said: > > > > @"Lonami.2987" said: > > > > > @"Raknar.4735" said: > > > > > More of my candidates: > > > > > * Nornbear/Svanir for obvious reasons (GS, MH Axe or MH Dagger) > > > > > * Balthazar (may be too close to "human", and we already have Shiro) > > > > > * Menzies as "Legendary Nightmare" (same problem as Balthazar, may be too closely tied to human) > > > > > * Varesh (Margonite, very unlikely as she's too close to human and Mallyx/demon) > > > > > * Torivos (dual axes, Legendary Envoy, could be a problem since he used to be human in the past) > > > > > > > > > > Out of them Svanir seems to be the most likely. Fits the evil role for balance, is part of a race that isn't represented in the revenants current lineup (Norn) and would fit into a selfish dps role (Glint and Kalla have been more on the supportive side IMO). > > > > > > > > The norn legend, if we ever get one, would be [Asgeir Dragonrender](https://wiki.guildwars2.com/wiki/Asgeir_Dragonrender). Svanir was just a random dude who got corrupted and had no power or relevance of his own. His only merit is being the first norn to get corrupted by Jormag. > > > > > > > > Legends should represent characters who had a great impact on history, plus a rich background that lets them channel unique powers not available otherwise. Also, they don't have to be GW1 characters, there's centuries of history, before and after GW1, be more original guys. > > > > > > > > Also, I don't think characters who were overpowered in lore work well, since they don't provide a realistic and enjoyable interaction. Shiro, Kalla, Ventari... you can have normal conversations with them. Mallyx and Glint are just terrible, they have nothing interesting to say since they're supposed to be god-tier creatures who know all the secrets of the universe. > > > > > > > > > > Asgeir Dragonrender's only merit was fleeing from Jormag after being scared off due to Jormag threatening him. We know that and the Mists know, too. There's no unique power there, unless you want a "Legendary Fugitive" or "Legendary Liar". The Mists don't care what the Norn say about Asgeir, as the Mists know the truth about his actions. What is or what isn't noteworthy to be a Legend is decided on what leaves an imprint in the Mists. > > > > > > In comparison to that, Svanir is responsible for the creation of a whole cult of followers. The Sons of Svanir that could only exists due to the role Svanir played, warped the whole society of the Norn. His influence can easily be compared to the influence the Tablet of Ventari had over the Sylvari. > > > > > > We also already know that Svanir was relevant enough to leave imprints in the Mists, as one of his echoes is part of the Forest of Niflhel. > > > So this "random dude" has already been more relevant to the Mists than Asgeir. > > > > > > Of course Legends don't have to be from GW1. They also don't have to be dead. They just need to have left an imprint in the Mists. > > > It's still easier to guess what left an imprint in the Mists if we have seen the actions first hand. I know what Svanir did and how he influenced the generations of Norn that came after him. Just like how (Brandor and) Kalla's actions influenced the following generations of Charr. But we can't be sure that everything that has been told by unreliable narrators, which most NPC's and mortal characters fall into, is true. Asgeir is the perfect example for this. > > > > > > Edit: Also, wouldn't Asgeir being powered up by the Spirits of the Wild count as overpowered in lore? He did oneshot Jormag's champion with their power, after all. That wouldn't make the Legend about him, though, but about the Spirits of the Wild (similiar situation to Ventari and the Tablet). So since Mallyx and Glint are unfit to be Legends in your opinion, Asgeir and the SotW would be, too. > > > > Asgeir Dragonrender is the most famous norn hero, and also the founder of Hoelbrak. He literally saved the norn race from extinction; or cursed them into servitude, recent revelations considered (what really happened is not clear enough yet). Asgeir was also a mortal, who used a jotun scroll and the power of the Spirits of the Wild; he wasn't overpowered, since those weren't his powers to begin with. He's also the only known mortal to have injured Jormag. > > > > In the other hand, the only thing Svanir did was get corrupted, then killed. He did nothing useful or worthwhile in life. Svanir didn't create the cult either, he had nothing to do with the Sons of Svanir, those guys decided to pay a homage to him for some reason, long after he got killed. > > > > Exactly, Asgeir is a Norn hero, not a Mist legend. Just a legend in Norn tales, but not reality. He made up a legendary lie to make the Norn move south. He has no unique power and was only able to injure Jormag with the help of the Spirits of the Wild. The only legendary part about his tale is the power of the Spirits of the Wild. He isn‘t fit to be a legend, unless the legend is about his legendary lie to the norn, or his legendary cowardness in front of Jormag. > > Ventari and the Tablet of Ventari only gained relevance as part of guiding a new race, long after Ventari‘s death. The same way Svanir, who we already know has echoes in the Mists, is responsible for the Sons of Svanir. It doesn‘t actually matter what your opinion about Svanir is here, since it is already a fact that the Mists made copies of Svanir and therefore gained Legend status in the Mists. We see one in the Forest of Niflhel. That echo is enough for a revenant to be able to learn to channel him. So for someone that „did nothing useful or worthwhile in life“ he‘s already more legendary than Asgeir by Mist standards. Ventari's teachings have forged an entire race, it's pretty much like Jesus for the sylvari. It works well as a semi-religious deity because he's not an actual god. Actual deities like Balthazar or Owl wouldn't work well as characters you interact with because they lack the "mortal" personality. Ventari does have problems though, since he has no special powers of any kind; fortunately, he has a magical artifact, his tablet, and the legend can focus on that instead. Kalla has a similar problem, but she summons warband members to compensate. Svanir didn't write anything. Svanir didn't leave anything behind. He's just a rabid dunce, who only talks once in GW1. He got unceremoniously killed, and was never a real threat to anyone at all. Also, he's not regarded as a hero, but a martyr. If you want a legend based on an icebrood character, there's dozens of far more interesting options out there. For example, the [Dragonspawn](https://wiki.guildwars2.com/wiki/Dragonspawn), one of Jormag's champions who got killed shortly before the game's beginning. Unlike Svanir, he was a real threat who haunted the Shiverpeaks for centuries, killing or corrupting thousands of norn. I don't think dragon minions would be good legends, but still. Also, there's no game indication to define what's a "Mist Legend" or not. I don't think that aspect was ever relevant at all.
  9. > @"Shroud.2307" said: > What are the tradeoffs for each specialization? Here are the ones I know; > > * Scrapper: Reduced maximum health, no access to elite F5 > * Holosmith: No access to elite F5 > > * Reaper: Increased Shroud degeneration > * Scourge: Some traits _(Path of Corruption, Dhuumfire)_ work differently, much higher recharge on Shroud. > > * Daredevil: Reduced range on Steal > * Deadeye: ??? Stolen skills changed ??? > > * Herald: ??? > * Renegade: ??? > > * Druid: Reduced pet damage > * Soulbeast: Only one pet can be used at a time > > * Berserker: Reduced armor > * Spellbreaker: All Bursts count as 2 bars of Adrenaline > > * Dragonhunter: ??? > * Firebrand: ??? > > * Mirage: Endurance bar reduced to 1 > * Chronomancer: ??? Shatters changed ??? > > * Tempest: ??? > * Weaver: ??? > > **Tradeoff** = _a balance achieved between two desirable but incompatible features; a compromise. > "a trade-off between objectivity and relevance"_ > > Which of these elite specs do not have this? I would say a good tradeoff shouldn't affect attributes, just skills. For example, daredevil and mirage replace the dodge ability with a new variant. Chronomancer gets new shatters (even if they're too similar to the originals). Reaper gains an alternate shroud. Dragonhunter and firebrand get virtue variants. This is the way to go. Sadly, core professions weren't built with either tradeoffs or elite specializations in mind, so problems arise pretty easily. They've gone back and given new skills to some of the core professions, like the revenant's Ancient Echo, but that solution won't work for everyone. Ranger, engineer, and elementalist are in the worst positions, mostly due to the lack of space on their mechanic bar. Some elite specialization mechanics are pretty poor too. For example, spellbreaker's Full Counter should work like a "block burst" skill, and change depending on the off-hand weapon you're wielding. Tradeoffs for the sake of tradeoffs (like randomly removing things without actually replacing them, like berserker's primal bursts) are no good either. > @"ThrakathNar.4537" said: > > @"Shroud.2307" said: > > Some of you need to stop comparing professions. A Vitality penalty for example would be a lot more significant if placed on Guardian, Thief, or Elemenalist. Trade-offs will differ between each profession and spec but should have similar degrees of significance. Losing access to Toolbelt F5 _(Holosmith)_ isn't the same significance as losing an Endurance bar _(Mirage),_ and losing access to a core Trait line isn't a trade-off. > > Ok, but what is the end goal of tradeoffs? Ultimately, why do we need them? > If the goal with tradeoffs is that the core profession is not invalidated by the elite specs, then why is considering the traitlines not relevant? An indisputable fact is that guardian has meta builds in at least two gamemodes (PvE and PvP). Doesn't that show that there is an implicit tradeoff within the traitlines to mean that core guard is not invalidated? Surely there's something more to tradeoffs than just nerfing profession mechanics? > > Genuinely curious to hear what you think the goal with tradeoffs should be. Not him, but personally, I think tradeoffs are a mistake. First of all, professions and elite specializations weren't built with those tradeoffs in mind. Some are easy to apply (just replace a mechanic skill) but others don't have anywhere to go without ruining the core experience. I think elite specializations should have remained superior to core professions. Feel free to reinforce the playstyle of said core professions by releasing elite specializations that improve the core mechanics instead of adding new mechanics, and there you go. For example, reaper can be considered necromancer 2.0, so to speak, while scourge is a whole new thing. That doesn't mean the idea of tradeoffs is bad, it's just that they won't work for GW2 without a heavy redesign of the core professions.
  10. > @"Raknar.4735" said: > > @"Lonami.2987" said: > > > @"Raknar.4735" said: > > > More of my candidates: > > > * Nornbear/Svanir for obvious reasons (GS, MH Axe or MH Dagger) > > > * Balthazar (may be too close to "human", and we already have Shiro) > > > * Menzies as "Legendary Nightmare" (same problem as Balthazar, may be too closely tied to human) > > > * Varesh (Margonite, very unlikely as she's too close to human and Mallyx/demon) > > > * Torivos (dual axes, Legendary Envoy, could be a problem since he used to be human in the past) > > > > > > Out of them Svanir seems to be the most likely. Fits the evil role for balance, is part of a race that isn't represented in the revenants current lineup (Norn) and would fit into a selfish dps role (Glint and Kalla have been more on the supportive side IMO). > > > > The norn legend, if we ever get one, would be [Asgeir Dragonrender](https://wiki.guildwars2.com/wiki/Asgeir_Dragonrender). Svanir was just a random dude who got corrupted and had no power or relevance of his own. His only merit is being the first norn to get corrupted by Jormag. > > > > Legends should represent characters who had a great impact on history, plus a rich background that lets them channel unique powers not available otherwise. Also, they don't have to be GW1 characters, there's centuries of history, before and after GW1, be more original guys. > > > > Also, I don't think characters who were overpowered in lore work well, since they don't provide a realistic and enjoyable interaction. Shiro, Kalla, Ventari... you can have normal conversations with them. Mallyx and Glint are just terrible, they have nothing interesting to say since they're supposed to be god-tier creatures who know all the secrets of the universe. > > > > Asgeir Dragonrender's only merit was fleeing from Jormag after being scared off due to Jormag threatening him. We know that and the Mists know, too. There's no unique power there, unless you want a "Legendary Fugitive" or "Legendary Liar". The Mists don't care what the Norn say about Asgeir, as the Mists know the truth about his actions. What is or what isn't noteworthy to be a Legend is decided on what leaves an imprint in the Mists. > > In comparison to that, Svanir is responsible for the creation of a whole cult of followers. The Sons of Svanir that could only exists due to the role Svanir played, warped the whole society of the Norn. His influence can easily be compared to the influence the Tablet of Ventari had over the Sylvari. > > We also already know that Svanir was relevant enough to leave imprints in the Mists, as one of his echoes is part of the Forest of Niflhel. > So this "random dude" has already been more relevant to the Mists than Asgeir. > > Of course Legends don't have to be from GW1. They also don't have to be dead. They just need to have left an imprint in the Mists. > It's still easier to guess what left an imprint in the Mists if we have seen the actions first hand. I know what Svanir did and how he influenced the generations of Norn that came after him. Just like how (Brandor and) Kalla's actions influenced the following generations of Charr. But we can't be sure that everything that has been told by unreliable narrators, which most NPC's and mortal characters fall into, is true. Asgeir is the perfect example for this. > > Edit: Also, wouldn't Asgeir being powered up by the Spirits of the Wild count as overpowered in lore? He did oneshot Jormag's champion with their power, after all. That wouldn't make the Legend about him, though, but about the Spirits of the Wild (similiar situation to Ventari and the Tablet). So since Mallyx and Glint are unfit to be Legends in your opinion, Asgeir and the SotW would be, too. Asgeir Dragonrender is the most famous norn hero, and also the founder of Hoelbrak. He literally saved the norn race from extinction; or cursed them into servitude, recent revelations considered (what really happened is not clear enough yet). Asgeir was also a mortal, who used a jotun scroll and the power of the Spirits of the Wild; he wasn't overpowered, since those weren't his powers to begin with. He's also the only known mortal to have injured Jormag. In the other hand, the only thing Svanir did was get corrupted, then killed. He did nothing useful or worthwhile in life. Svanir didn't create the cult either, he had nothing to do with the Sons of Svanir, those guys decided to pay a homage to him for some reason, long after he got killed. > @"Dadnir.5038" said: > > @"Lonami.2987" said: > > Both [Hanasha Coralfin](https://wiki.guildwars.com/wiki/Hanasha_Coralfin) and [Magadore](https://wiki.guildwars.com/wiki/Magadore) are pretty interesting, but might be too obscure since we barely know anything about them. I think they would work better as villains in Cantha. > > Was Kalla Skorchrazor a widely know character in GW's lore? What's important is the impact the character have on it's whole race. > > In this regard Hanasha Coralfin have just as much, if not more, impact than kalla on it's kins. She literally change the whole moral code of the Nagas and revive it's almost extincted population. It's the perfect candidate for a revive skill (something that revenant have yet to have), I can clearly imagine a thematic between healing (revival), stunbreaking (recovery from the jade wind) and corruption (changing moral code) complementing respectively Ventari, Jalis and Mallyx. > > Sure it wouldn't be the widely asked for "Greatsword DPS legend" but, honestly, I put such character far above Talon Silverwind for legendhood. Kalla is an integral part of GW2 lore, is regarded as pretty much the most legendary charr hero, and is mentioned multiple times across the story and the open world. There's even [a warband named after her](https://wiki.guildwars2.com/wiki/Scorch_Warband), made up by Kalla fangirls. The only other charr who can come any close to her is [bonfaaz Burntfur](https://wiki.guildwars2.com/wiki/Bonfaaz_Burntfur), the shaman general who summoned the Searing of Ascalon.
  11. Here are my 9 elite specialization ideas, check them out, I'm sure you'll like them: [skyfire - Trickster - Apothecary - Dreadnought - Bulwark - Shadowblade - Spiritcaller - Windwalker - Thunderlord](https://en-forum.guildwars2.com/discussion/120629/end-of-dragons-ideas-for-9-new-canthan-elite-specializations) > @"Lan Deathrider.5910" said: > I know a large number of Revenants what Greatsword with the new espec, so I'd throw my vote that direction. > > I think a Iajitsu set of skills would be interesting. I think that's the most likely scenario too. Greatsword, with movements based on Japanese sword techniques. The legend would be a tengu, probably the unnamed descendant of [Talon Silverwing](https://wiki.guildwars.com/wiki/Talon_Silverwing) who led the tengu exodus away from Cantha, leading to the foundation of the [Dominion of Winds](https://wiki.guildwars2.com/wiki/Dominion_of_Winds). We don't know anything about him, but I wouldn't be surprised if his name is [Tsuru Whitewing](https://wiki.guildwars2.com/wiki/Mini_Tsuru_Whitewing), considering that character has always been so suspicious and out of place. A secondary reveal, if you wish, just like Mordremoth's name was revealed through some obscure skill in Crucible of Eternity. > @"Dadnir.5038" said: > > @"Kodama.6453" said: > > > @"Lan Deathrider.5910" said: > > > > @"ZarexWolf.5637" said: > > > > So, I just had a thought, maybe Revenant could get the Legendary Prisoner stance that was used for a certain part of the story, if that's still possible. Not sure what weapons could be chosen, but it'd definitely be interesting. Though, I prefer Scarlet over Joko in all honesty, which could tie into the use of rifles like I mentioned earlier. Sorry if I've been all over the place with this post. > > > > > > Joko. > > > > > > Legendary Lich Stance. Summons Minions. Uses Scepter. > > > > Revenant already got summons with the last elite spec, so I don't think minions are really a good choice. > > > > I also would go for a scepter for revenant, but make it Canthan flavoured: Legendary Ritualist, Master Togo as the legend to invoke and the skill type associated with him would be weapon spells! > > > > Basically functions like venoms, you buff allies around you with weapon spells which enhance the next x outgoing attacks. > > To be honest, I don't think togo had enough of an impact to become a legend. As a GW1 player I'd be very tempted to but that's all. > > From my point of view, the next revenant e-spec's legend won't be another human legend. I think a prime candidate for an e-spec would be "Nightmare" with Kanaxai as a legendary Nightmare (which is listed both as a demon and a nightmare). I'd model the e-spec after the mesmer with an inbuilt (Upkeep F skill) way to create a nightmare (clone) based on your current legend that harass your target and/or support your allies. It's skills could be _aspects_ (there is 16 of them to chose from in Kanaxai's instance so there is enough material for ANet to make something) working similarly to Herald's facet but as debuff instead of buff (or each of these skills creating a nightmare with an upkeep). Weapon being Off-hand axe because "kanaxai's flavor". > > If I let my fantasy lead me I'd even say that the dreamy aspect of EoD teaser support my claim ;) Kanaxai is even less relevant than Togo lol, and I'm not defending Togo there, both characters are pretty irrelevant for the bigger picture. > @"Raknar.4735" said: > More of my candidates: > * Nornbear/Svanir for obvious reasons (GS, MH Axe or MH Dagger) > * Balthazar (may be too close to "human", and we already have Shiro) > * Menzies as "Legendary Nightmare" (same problem as Balthazar, may be too closely tied to human) > * Varesh (Margonite, very unlikely as she's too close to human and Mallyx/demon) > * Torivos (dual axes, Legendary Envoy, could be a problem since he used to be human in the past) > > Out of them Svanir seems to be the most likely. Fits the evil role for balance, is part of a race that isn't represented in the revenants current lineup (Norn) and would fit into a selfish dps role (Glint and Kalla have been more on the supportive side IMO). None of those are any good imo; except Varesh, we should have gotten her instead of Mallyx. I mean, you had this badass woman general who became the prophet of a dark god, and you chose a random demon gorilla with no personality beyond "me smash" instead? Come on, ArenaNet. Even [Lord Jadoth](https://wiki.guildwars.com/wiki/Lord_Jadoth) would have been a better choice. The norn legend, if we ever get one, would be [Asgeir Dragonrender](https://wiki.guildwars2.com/wiki/Asgeir_Dragonrender). Svanir was just a random dude who got corrupted and had no power or relevance of his own. His only merit is being the first norn to get corrupted by Jormag. Legends should represent characters who had a great impact on history, plus a rich background that lets them channel unique powers not available otherwise. Also, they don't have to be GW1 characters, there's centuries of history, before and after GW1, be more original guys. Also, I don't think characters who were overpowered in lore work well, since they don't provide a realistic and enjoyable interaction. Shiro, Kalla, Ventari... you can have normal conversations with them. Mallyx and Glint are just terrible, they have nothing interesting to say since they're supposed to be god-tier creatures who know all the secrets of the universe. > @"Dadnir.5038" said: > Well, I'm saying Kanaxai with the fact that he is part of Cantha's lore. I want to assume that the revenant's legend will have something to do with cantha more than core, nightfall or eye of the north. Apart from Svanir that have nothing to do with cantha, all your candidate are tied to humanity and If it was a spec tied to humanity I'd rather see a legend more meaningful than varesh (which is basically no better candidate than togo), Jadoth would probably be the better candidate. > > Personally, my candidates are: > - Kanaxai (obviously) > - A kraken, Zhu Hanuku (because that would be kitten and we fight a kraken in one of faction's mission). ANet could twist the e-spec into something close to norn's racial abilities. > - An emperor (but it's to closely related to human) > - A tengu (No idea how it could be twisted nor which tengu would be suitable, thought) > - Kuunawang or Albrax (But we already have Glint as a dragon) > - A Naga, Hanasha coralfin (A thematic about revenge and revival. Not sure she would associate herself to humans, thought.) > - Both [Hanasha Coralfin](https://wiki.guildwars.com/wiki/Hanasha_Coralfin) and [Magadore](https://wiki.guildwars.com/wiki/Magadore) are pretty interesting, but might be too obscure since we barely know anything about them. I think they would work better as villains in Cantha. > @"Lan Deathrider.5910" said: > > @"Dadnir.5038" said: > > > @"Lan Deathrider.5910" said: > > > For Rev I think they need a norn (Jora with Greatsword) or an Asura (Vekk with scepter or Focus). > > > > Neither norn nor asura have anything to do with cantha, thought. Sure you can hide a giant ancient asura city there lost for centuries (just like in HoT) but that would be a bit ridiculous. That or something from the futur (since the mists don't really care about the timeline), still the norns hardly have anything to do with cantha, that's just not their domain. > > Doesn't matter. Kalla had nothing to do with the Desert, and there is already a Cantha themed Legend. Kalla had revolutionary themes that matched PoF, plus she connected well with both the Olmakhan and the charr civil war later on. I was pretty annoyed at her at the beginning as well, but I've grown to love her introduction. Just wish it had been handled a bit better from the very beginning. > @"Hypnowulf.7403" said: > I've been musing over what a tengu engineer would look like. I wonder given their aesthetic if it would yield the power of wind—using special axes with rotary blades. That'd be pretty fun. Lots of crowd control and condition damage options. > > It would behoove them to have a Mary Poppins ability as well as an alternative to gliding down when tossed up into the air. I would be all for that. > > I'm also envisioning a support swiftness move with their axes held out in front of them. It'd look utterly ridiculous. Everything about this elite spec would and I'm already a little bit too into it. That's quite an interesting concept, pretty hillarious as well. > @"Lan Deathrider.5910" said: > > @"Kodama.6453" said: > > > @"Lan Deathrider.5910" said: > > > > @"Dadnir.5038" said: > > > > > @"Lan Deathrider.5910" said: > > > > > For Rev I think they need a norn (Jora with Greatsword) or an Asura (Vekk with scepter or Focus). > > > > > > > > Neither norn nor asura have anything to do with cantha, thought. Sure you can hide a giant ancient asura city there lost for centuries (just like in HoT) but that would be a bit ridiculous. That or something from the futur (since the mists don't really care about the timeline), still the norns hardly have anything to do with cantha, that's just not their domain. > > > > > > Doesn't matter. Kalla had nothing to do with the Desert, and there is already a Cantha themed Legend. > > > > Considering how hyped Cantha is by the community, I think it would be a waste not to give revenant a legend that has lore ties to Cantha. > > Not saying that they have to be human necessarily, but something that was relevant in Canthan lore would be great. > > > > Maybe a legendary Naga, for example. > > Then give us Talon Silverwing. I bet Tengu will be involved anyway. Can still do Greatsword then since he was a swordmaster. Talon Silverwing's son/grandson led the tengu away from Cantha, into the Dominion of Winds. He's the ideal legend for the expansion imo. > @"Dadnir.5038" said: > > @"Lan Deathrider.5910" said: > > Then give us Talon Silverwing. I bet Tengu will be involved anyway. Can still do Greatsword then since he was a swordmaster. > > Unfortunately, Talon doesn't have enough of an impact in history to really be a legend. Unless ANet develop it's character's lore beyond Faction into something truly life changing for the tengus, I can hardly see him being a legend. The Peace between tengu and human that togo, talon, and the 2 other tengu chieftain worked for only lasted from 1071 to 1080, It's not significant enough as it is. As for kicking Shiro in the buisness district, he was but a secondary character with, at best, a minor impact. > > You could have an e-spec related to their religion, thought: > > Canthan tengu of old believed in an afterlife, which they called the Sky Above the Sky. A sect of tengu were known to have guarded the Celestials during the Canthan Trials of Ascension, meaning defeating them was necessary to become Weh no Su, but their connection to the mainstream tengu belief system is unknown. Talon Silverwing was a general during the Tengu Wars, probably for a few decades, and that's pretty much Cantha's biggest known event. Of all GW1 Factions characters, he's the second one with the most potential to become a legend, right after Shiro Tagachi. The Talon you meet during GW1 is an old retired warrior, with lot of history behind him. I think his descendant is a far better candidate, but Talon is a pretty good option as well. Tengu live longer than humans, but the exact numbers haven't been established. For all we know, Talon could have been alive during Usoku's purges. All we need for him to be the perfect candidate is a short story where he stays behind and sacrifices to let the rest of the Angchu tengu escape north to Tyria. Then you would have a character who lived through both the Tengu Wars and Usoku's purges, making him pretty much the most badass character ever to walk Cantha. I still prefer a new character, his son/grandson would be perfect for the role, even if we keep Talon's presence and sacrifice around. But yeah, don't mess up with Talon Silverwing, he has a ton of potential. > @"Kodama.6453" said: > > @"Dadnir.5038" said: > > > > To be honest, I don't think togo had enough of an impact to become a legend. As a GW1 player I'd be very tempted to but that's all. > > > > From my point of view, the next revenant e-spec's legend won't be another human legend. I think a prime candidate for an e-spec would be "Nightmare" with Kanaxai as a legendary Nightmare (which is listed both as a demon and a nightmare). I'd model the e-spec after the mesmer with an inbuilt (Upkeep F skill) way to create a nightmare (clone) based on your current legend that harass your target and/or support your allies. It's skills could be _aspects_ (there is 16 of them to chose from in Kanaxai's instance so there is enough material for ANet to make something) working similarly to Herald's facet but as debuff instead of buff (or each of these skills creating a nightmare with an upkeep). Weapon being Off-hand axe because "kanaxai's flavor". > > > > If I let my fantasy lead me I'd even say that the dreamy aspect of EoD teaser support my claim ;) > > What I don't understand is why people are always saying that the next legend won't be a human _again_ as if there would be an overrepresentation of humans in revenants legends. > > There is just 1 human legend for revenant, Shiro. All the other legends are not human. > * Ventari -> Centaur > * Mallyx -> Demon > * Jalis -> Dwarf > * Glint -> Dragon > * Kalla -> Charr > > So I think a human legend is still very well possible. I think it's going to be a tengu, but still, believing we won't get another human legend *just because representation* is simply dumb. There's nothing stopping ArenaNet from only releasing human legends from now on, specially when you consider most of the lore is about humans. > @"Kodama.6453" said: > > @"ZarexWolf.5637" said: > > > @"Kodama.6453" said: > > > > @"Lan Deathrider.5910" said: > > > > > @"Kodama.6453" said: > > > > > > @"Dadnir.5038" said: > > > > > > > > > > > > To be honest, I don't think togo had enough of an impact to become a legend. As a GW1 player I'd be very tempted to but that's all. > > > > > > > > > > > > From my point of view, the next revenant e-spec's legend won't be another human legend. I think a prime candidate for an e-spec would be "Nightmare" with Kanaxai as a legendary Nightmare (which is listed both as a demon and a nightmare). I'd model the e-spec after the mesmer with an inbuilt (Upkeep F skill) way to create a nightmare (clone) based on your current legend that harass your target and/or support your allies. It's skills could be _aspects_ (there is 16 of them to chose from in Kanaxai's instance so there is enough material for ANet to make something) working similarly to Herald's facet but as debuff instead of buff (or each of these skills creating a nightmare with an upkeep). Weapon being Off-hand axe because "kanaxai's flavor". > > > > > > > > > > > > If I let my fantasy lead me I'd even say that the dreamy aspect of EoD teaser support my claim ;) > > > > > > > > > > What I don't understand is why people are always saying that the next legend won't be a human _again_ as if there would be an overrepresentation of humans in revenants legends. > > > > > > > > > > There is just 1 human legend for revenant, Shiro. All the other legends are not human. > > > > > * Ventari -> Centaur > > > > > * Mallyx -> Demon > > > > > * Jalis -> Dwarf > > > > > * Glint -> Dragon > > > > > * Kalla -> Charr > > > > > > > > > > So I think a human legend is still very well possible. > > > > > > > > Ventari would also be Sylvari. They haven't been around long enough for one of their own to really become legendary enough. No Treesus please. > > > > > > > > There are not Asuran legends nor are there any Norn legends. The new Rev espec should be one of those. > > > > > > There is an exception when it comes to Sylvari. > > > I don't think you can deny that Scarlet had a major impact on the world and should be up there in the legendary tier, even if these have been fairly recent events. > > > > > > Still disagree that Norn or Asura should be the legend and also disagree with a Sylvari one (aka Scarlet) because of the point I mentioned: I think it would be a waste to not give us a Canthan legend for that expansion. > > > > I mean, it is a waste to not have Scarlet become a legendary stance. Not to mention she'd be perfect for those that want more range options with rev, but I do understand that there are those that also want more melee options. (Seriously, Rev needs a larger weapon selection.) For melee, I think Talon would be a good choice if Anet expands their lore. > > Scarlet definitely is one of the big players in the lore, hence why I mentioned her. > But I just mentioned Scarlet for the sake of acknowledging her. I think she is not a good choice for the next elite spec (or any coming future elite spec, really). > > There are some points which speak against Scarlet. > She wouldn't enhance the lore alot, unlike other legends. We discovered alot about Scarlet's past already when we dealt with her. > Also her thematic: Scarlet basically has been a holosmith herself. Holosmith even referrences one of her iconic abilities in their ultimates, the prime light beam. > In general, holograms and hard light have been defining for her as a character. Sure, there have been mechanical creatures created by her. But Scarlet herself mostly attacked with lasers and such. > > Which makes her too close thematically to holosmith to happen in my opinion. > I love Scarlet, was one of my favourite characters in this game and she really is worthy of the title of a legend. > But looking at what it would mean for an elite spec, I think it is better not to use her as a revenant elite spec. Anything Scarlet would work better as an engineer specialization anyway.
  12. > @"ugrakarma.9416" said: > The best "farming map" so far, very engaging meta development. Once i get used to map events, i get really addicted. > > And the landscapes then, I was always obstinate by "cold forest" style landscape, we needed a breath of so much desert. > > Even Dragonfall, in the background they use so much textures of silverwastes, that in the end it ends up being a mixture of silverwastes and heart of magumma (hot maps) assets. Worst of all: the base of operations at the beginning of the map, recalls the base of silverwastes with Airships and Pact soldiers. > > Some argue that north meta was "lazy", but i guess not, its fit perfectly, if it was just a copy of south the players will be burned out of 2hrs doing same thing. Should have kept the ice wall, and split the meta in two with a timer. Would have prevented most of its current problems.
  13. > @"Reaper X.6305" said: > Please remove the need to use transmutation charges to change your gear's appearance, and put in-game barber shops in all of the capitol cities so that we can change our hair! It would be such a gesture of good will towards your player base. We all know Fashion Wars is a big selling point of this game, so please don't restrict it! Just have it cost silver in game if it must cost something. You can make up for the 'lost revenue' that this good will gesture would cause by adding other customization things, like player housing and furniture! You'll probably get a ton of good press (which means new players) for this move too. Please ANet, it's the right thing to do! 100% agree, transmutation charges hurt their backline, people would purchase more gem store skins if they were easier to use. Also, hairstyles would make more money if they were free to apply, but also sold individually in the gem store, just as weapon and armor skins.
  14. > @"Mikael Ekvall.6039" said: > Both Guild Wars 2 and FFXIV have up coming expansions hinting som kind of End (and a new start). End of dragons and Endwalker. Both companies have clarified that this not the End for the actual game but for a story or part of it. I think it is a bit funny that both have chosen a name for their expansion that indicate and "End". Also funny that they in interviews have to explain that they are not shutting down the game ? Both "Heart of Thorns" and "Path of Fire" were pretty bland names, but "End of Dragons" is bad, like, really bad. Just a few better alternatives, with zero knowledge of what the expansion might be about: * **Empire of the Dragon** (my favorite expansion title for Cantha, it's a synonym for the "Empire of Cantha", and also a double reference for dragons) * **The Great Wave** (wave of water, wave of enemies) * **Empire of the Tides** (a combination of the first two, also linked to [celestials](https://wiki.guildwars.com/wiki/Celestial), since tides are tied to the moon) * **The Celestial Empire** (similar angle, but focusing on celestials directly). * **Black Tides** (back to water only) * **Dragonstorm** (simple and to the point, still a bit too generic) Just a few examples.
  15. I think we need difficulty modes. So, each zone would have a normal and a hard version, kinda like GW1. Normal version you can wander alone just fine, hard version you need a party to survive (kinda like 2012 Cursed Shore). It's about time we stop trying to satisfy to everyone at once, because that's just a straight road to satisfying no one. Split the game already and let everyone play at their own difficulty.
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