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Lonami.2987

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Everything posted by Lonami.2987

  1. > @"TwinFrozr.6214" said: > I'm not a fan of this, for many reasons: > > - What's the future incitament of ever crafting anything but a single legendary of each type, when you can simply copy around the same equipment for free? > - What will happen to the interest of the entire sub-legendary market (exotics, ascendeds, etc)? > - How will it affect your sales of transmutation charges, skins, etc (what is nicer to show off than legendaries, really)? > > Not only have you already made legendary skins freely transmutable, but with this wardrobe, also freely copyable. This will decrease the rarity of legendaries to a level below Basic. What would literally any living organism take; one VW or Ferraris for a lifetime? > > I cannot see the point of trashing the entire legendary rarity, instead of connecting free stat swaps to all lower gear of the same type. Bind a legendary greatsword, and all non-legendary greatswords will acquire free stat swapping. I don't think they're going to allow "copies" per se. So, if you have one legendary dagger, you won't get to wield two legendary daggers at once, just one. The goal of this system is to make sharing legendaries across characters easier. I would take it even further and include ascended gear in the armory, as per this thread: https://en-forum.guildwars2.com/discussion/122597/alternatives-to-the-legendary-armory-heirloom-equipment-jeweler-500-and-more/p1 Also, I have a few legendaries myself, but I don't like their skins so I transmuted them long ago. Personal case, but I'm pretty sure most people do this. > @"TwinFrozr.6214" said: > > @"Voulex.4128" said: > > So please add a system to get a refund for the additional crafted gear and spended pvp/wvw currency, because it will all be totally useless after the system will be implemented. We're talking about multiple thousends of gold that alot of ppl spend to craft legendary stuff for all of their professions. > I would be amazed if this happened. I requested refund for 7 of my 8 Copper-Feds during shared inventory release, and that was an indisputable no-no. That's pretty awful... > @"TwinFrozr.6214" said: > > I don't see how this "Trashes the legendary rarity" Legendary items still cost a huge amount of gold, time and effort to make. I don't see how making something of great cost more useful could be a bad thing. The whole appeal of legendary items is that you never have to grind/buy another when you unlock them. All this does is make it easier and more convenient then having to bank swap every time you want to play a new character. > I guess you don't get my point then. Just because you may only have made max. one legendary item of each type, doesn't mean the rest of the game's players also had. Someone here mentioned 8 armor sets, of which at least 5 have to be thrown away in the case of this update. I have made two Incinerators for the title Twice-Told Legend. What about us? You still need two legendary daggers if you want to dual wield them, so there should be no problem there. As for additional duplicates, I think refunds should be in place. Sacrifice the first piece to unlock it in the armory, then sacrifice duplicates of that specific piece to get the materials back. No refunds for non-duplicates with unique skins, even if they're the same type (The Bifrost and Nevermore). Refunds for PvP and WvW armor however, those have no unique skins, so a partial refund (don't get the vendor cost back, just the materials) would be fair. > @"TwinFrozr.6214" said: > > @"Solanum.6983" said: > > > @"TwinFrozr.6214" said: > > > > @"Solanum.6983" said: > > > > I don't see how this "Trashes the legendary rarity" Legendary items still cost a huge amount of gold, time and effort to make. I don't see how making something of great cost more useful could be a bad thing. The whole appeal of legendary items is that you never have to grind/buy another when you unlock them. All this does is make it easier and more convenient then having to bank swap every time you want to play a new character. > > > I guess you don't get my point then. Just because you may only have made max. one legendary item of each type, doesn't mean the rest of the game's players also had. Someone here mentioned 8 armor sets, of which at least 5 have to be thrown away in the case of this update. I have made two Incinerators for the title Twice-Told Legend. What about us? > > > > > > > That's a valid concern for a few players. Earlier in the thread I suggested the possibility of braking legendary items down to their base ingredients for those that have multiple, but that's just one suggestion. > > I don't see why they should scrap something that would be a huge QoL for a small portion of the playerbase that have multiple of the same legendary items instead of looking at ways to compensate instead. > That could be one solution, as long as they keep time tracking, so people don't make new legendaries and break those down as well. Or maybe an exchange for a different legendary? Kinda hard with armors and trinkets for now, maybe we'll get wider choices in the future. > > My worry here is that we won't get everything back. Perhaps 1000g, perhaps something sellable on TP (like Salvaged Excellence), perhaps a title. At least, I hope they're aware of the issue and hear us out somehow. A title would be the worst solution ever, I still dread the title they introduced for owning two identical legendaries.
  2. > @"Mungo Zen.9364" said: > It feels like the Heirloom system you detailed above will devalue Legendary gear. Part of the draw of the Armory is that it will provide _more_ value for Legendary gearing, potentially driving more players to invest their time and gold into farming and crafting Legendary gear. The gear sharing option of Legendary Armory has already inspired many players to start their first Legendary or work towards adding more to their collection. > > By pairing that same advantage with Ascended gear, you make Ascended more valuable to attain as well. If a player can cherry pick the stats they want by crafting Ascended gear and using your Heirloom system, then why would they ever move towards crafting Legendary items? The only thing this system does is saving you the hassle to moving accountbound gear between characters. The value of legendary gear is that it has all the existing stats, present and future. I don't think it needs anything else. > @"Cyninja.2954" said: > As far as the pros and cons... seems like you forgot to actually include some actual cons: > - this system removes long time itemization motivation from the game, something ascended gear was specifically introduced to combat > - this system decentivizes crafting of legendary gear which leads to less long term goals again, might aggravate current players who invested into this gear as well as have drastic in-game market effects > - increasing legendary runes/sigils stats causes a direct power creep which makes legendary gear mandatory. That is a move away from the current stance of legendary items not being stats beneficial * How does it remove itemization? You still need to get the gear in the first place. Also, by storing ascended gear you'd lose the ability to swap stats through the Mystic Forge, so you'd need to get a new piece to get a new stat. * Legendary gear has all existing stats, present and future, that functionality remains intact. In fact, if you're using multiple stats, getting legendary gear instead of ascended would be far more convenient (and in some cases, possibly cheaper as well). * No one said legendary runes/sigils should be getting better stats, read the thread again. > @"Infusion.7149" said: > +1 for not making ascended gear accountwide without needing to swap in between inventory nor adding **stat creep** to the game in the form of ascended infusions, heirloom runes or sigils. If they're the same stats but can be extracted for free, it hurts the game economy because you nullify one of the advantages of legendaries. If you need to swap armor between characters consider the use of exotics if you're not doing fractals. Seriously, are we reading the same thread, or do you guys post without reading what you're replying to in the first place? Where is that stat creep you mention? > @"DarcShriek.5829" said: > If I have legendary gear, why would I want what you propose for ascended? You wouldn't, legendary gear is better since you pay once to get all stats. Still, even if legendary armor is somewhat common, it's pretty rare for anyone to have a full set of legendary weapons, so lot of people would use the system to share ascended weapons across their characters.
  3. > @"Fire Attunement.9835" said: > Thank you, I passed that on as well. Unrelated to this specific issue, but connected to Dragon Response Mission rewards either way. The following harpoon skin sold by the Ebon Vanguard: * [Ebon Vanguard Harpoon Skin](https://wiki.guildwars2.com/wiki/Ebon_Vanguard_Harpoon_Skin) Unlocks the following skin: * [Ebon Vanguard Spear](https://wiki.guildwars2.com/wiki/Ebon_Vanguard_Spear) When it should be this one instead: * [Ebon Vanguard Harpoon](https://wiki.guildwars2.com/wiki/Ebon_Vanguard_Harpoon_(skin)) Thanks!
  4. > @"Fire Attunement.9835" said: > We want to talk a little about our plans for the next update that will affect the suite of templates features, and gather your feedback about what you hope to see from it. > > We’re calling it the Legendary Armory. > > Here’s a quick description of how it will work—when you bind a legendary item to your account, it will be added to the Legendary Armory. Any legendary item that is added to the Legendary Armory will become available for use by all the characters across your entire account at the same time. This removes the need for you to swap legendary equipment between characters through your bank or shared inventory. This feature will also come with updates to Equipment Template functionality to make it easier to copy the configuration of equipped legendary items from one Equipment Template to another template on the same character. > > Here are our goals for the Legendary Armory feature: > > * Make it feel more valuable to earn and use legendary equipment, while also making it easier to use legendary items with the Equipment Template feature. > * Remove the need for players to swap account-bound legendary items between characters. > * Make it easier to copy the configuration of equipped legendary items from one Equipment Template tab to another template on the same character. > > Let us know your thoughts in this thread. Thank you all! > > Here's my suggestion on how to approach the Legendary Armory: > @"Lonami.2987" said: > An alternative idea to the [Legendary Armory](https://en-forum.guildwars2.com/discussion/100933/legendary-equipment-and-templates-merged/p1) being planned since a few months ago: > > --- > > ##The Armory system > > Instead of designing a whole new system for legendary equipment alone, I'm taking the idea further, and widening the system to cover ascended equipment as well: > > * The Armory is an accountwide unlock system for ascended and legendary equipment, letting you share the same equipment across multiple characters at once, no gear swapping required. > * Any ascended or legendary equipment piece can be stored inside the Armory. Once stored, it can't be taken out. Stored equipment will appear directly inside the equipment tab, taking no inventory space. > * Legendary equipment will be stored on its original form, but ascended equipment will be transformed into heirloom rarity (dark red color). > * Heirloom equipment works exactly as legendary equipment, but stat selection is limited to stats you've previously unlocked. > * Heirloom armor, weapons, and back items include a new exclusive skin upon unlock, which can only be obtained by using the armory system. > * Heirloom equipment can be transmuted for free, with no transmutation charge costs. > > **Storage process** > > * Purchase an Armory Storage Kit from [Miyani](https://wiki.guildwars2.com/wiki/Miyani). Storage kits have 20 uses, and a fixed cost of 20 gold plus 200 transmutation charges. > * Use your storage kit on the piece of equipment you want to store. The selected piece will permanently disappear from your inventory. > * If the selected piece was already unlocked (item type + stat), the storage process will fail and the piece will remain in your inventory. > * The [account vault](https://wiki.guildwars2.com/wiki/Account_vault) will keep track of your unlock progress in a new section, called Armory Storage. > * Completing a legendary set will automatically unlock its corresponding heirloom set. > * [Transmutation Charges](https://wiki.guildwars2.com/wiki/Transmutation_Charge) have been removed from the gem store. Additional charges can now be purchased from Miyani in exchange of [spirit Shards](https://wiki.guildwars2.com/wiki/Spirit_Shard). > > **Storage restrictions** > > * Ascended back items can't be stored until they've been infused. > * Ascended rings can't be stored until they've been infused and attuned. > * Ascended precursors and slumbering legendary trinkets can't be stored until they've been upgraded to their final version. > * Basic Agony Infusions and Swim-Speed Infusions have been demoted to basic rarity, and cannot be stored. > * Stored upgrade components can only be socketed into stored equipment. > > **Heirloom restrictions** > > * One-handed weapons need two separate unlocks before dual wielding is available. Each stat only needs to be stored once. > * Heirloom runes need six separate unlocks before a full set is available. Each type only needs to be stored once. > * Heirloom sigils need four separate unlocks before a full set is available. Each type only needs to be stored once. > * Underwater equipment does not require additional rune and sigil unlocks, and can slot the ones from the ground equipment they're replacing. > > --- > > ##Updates to crafting > > Ascended runes, sigils, and infusions will be introduced through updates to jeweler and scribe: > > **Grandmaster Jeweler** > > * The maximum rating for the jeweler discipline has been increased to 500. Ascended infusions will be available upon reaching a rating of 500. > * Ascended infusions have the same stats as rare/exotic infusions, but can be extracted for free. > * Enrichments and cosmetic infusions can be upgraded to ascended variants through the Mystic Forge, requiring crafted ascended infusions as one of the ingredients. > * Basic [Agony Infusion](https://wiki.guildwars2.com/wiki/Agony_Infusion) recipes have been moved from the Artificer into the Jeweler. > * Jewelers have gained new recipes mirroring the vendor options from [iNFUZ-5959](https://wiki.guildwars2.com/wiki/INFUZ-5959) and [Dive Master Astora](https://wiki.guildwars2.com/wiki/Dive_Master_Astora). > > **Grandmaster Scribe** > > * The scribe discipline has been heavily redesigned, and can now be trained outside of guild halls. > * Mirroring the chef discipline and its nourishment production, scribes can now craft a wide variety of enhancement consumables. Scribes also gain access to common rune and sigil recipes. > * The maximum rating for the scribe discipline has been increased to 500. [Ascended theses](https://wiki.guildwars2.com/wiki/Utility_item#Writs_and_Theses), ascended runes, and ascended sigils will be available upon reaching a rating of 500. > * Ascended runes and sigils have the same stats as exotic runes and sigils, but can be extracted for free. > * Legendary runes and sigils have been upgraded with a new cosmetic effect. > * Guild recipes will only be available from [scribing Stations](https://wiki.guildwars2.com/wiki/Scribing_Station) inside guild halls. > > --- > > ##Pros and cons > > * You unlock your ascended items for the whole account, but lose the ability to salvage them once they're no longer useful. > * You unlock ascended stats for all items of the same type, but lose the ability to swap stats in the Mystic Forge. > * You gain new armor, weapon, and back item skins, but lose the ability to transfer transmuted pieces between different characters. > * Since we're working with stat unlocks now, build templates (plus their corresponding chat codes) containing gear information could become possible through the armory system. > > --- > > Well, that's my ideal approach for the Armory system, hope you liked it! > > PS: The prices and costs can vary, but I'm confident they shouldn't be monetized through the gem store, since the Armory system would already be tied to the [Equipment Template](https://wiki.guildwars2.com/wiki/Template) system. The game can always use some good old money sinks as well, and this would be a great opportunity for that. Quoten myself from: https://en-forum.guildwars2.com/discussion/122597/alternatives-to-the-legendary-armory-heirloom-equipment-jeweler-500-and-more/p1
  5. > @"Ogwom.7940" said: > > @"Lonami.2987" said: > > Alternatively, I wouldn't be surprised if the third playable race was the [sidhe](https://wiki.guildwars.com/wiki/Sidhe) / [wardens](https://wiki.guildwars.com/wiki/Warden) instead, developing them as "sylvari but ancient and tall instead of young and short", or by giving them a golem-like appearance, their bodies made of stones and vines. Depends on the direction they take with them once we arrive to Cantha, for all we know they might end up being just sylvari with new character customization options. > > This would be pretty cool, but I am slightly doubtful that they would be playable, since we already have a plant based playable race. > Maybe if they just happen to look like sylvari in GW2 and they get new hairstyles, I could see our sylvari characters getting more customization options too, like the Olmakhan in LS4/PoF. They would be the norn-human version of sylvari, and include different types of bodies, made of stones and ancient roots. They would work very well, specially if they get to play a key role in the Canthan storyline. > @"kharmin.7683" said: > > @"Astralporing.1957" said: > > > @"Ashantara.8731" said: > > > > @"Linken.6345" said: > > > > You think living stone statues would use armor skins really? > > > > > > Yeah, I am still having a hard time believing that _all_ of Tyria's dwarven population got transformed. > > Why? According to the lore, they were _all_, regardless of faction, connected to The Great Dwarf, and it was this connection that was the basis for the transformation ritual. Basically, due to this, no dwarf was able to avoid being subject to the ritual - If they didn't like it, still the best they could hope for was to delay the effect for a while. > > So, all of them eventually succumbing to the ritual is not exactly surprising or doubtful. > > Even so, magic exists in the world. Maybe some sort of quest to find something that would revert the dwarves from stone? Just a thought. Or just the opposite, start reparing destroyed dwarves, using stones and crystals. > @"mindcircus.1506" said: > > @"Drake.1840" said: > > > @"mindcircus.1506" said: > > > Do you really see Arenanet adding a race without a female variant as a playable? > > Plenty of games have managed a female version (model) of dwarves. Why couldn't ANet? > To this point female dwarves have been ommited from this specific franchise. Female charr don't exist in GW1 either, and here we are. > @"AzureShiron.7658" said: > the dwarf race is bioligicly dead so i doubt we'd get them as playable. besides the races that deserve the shot at being playable are tengu and kodan. Kodan are just norn on bear form. Largos are much more likely than them; and [much more popular](https://en-forum.guildwars2.com/discussion/21242/new-playable-races-study-choose-your-favorite/p1) as well. > @"Fueki.4753" said: > > @"AzureShiron.7658" said: > > > @"Fueki.4753" said: > > > > @"AzureShiron.7658" said: > > > > > > > > > Because I don't like tengu. > > > > > > > > have you considered you're boring then ;3c > > > > > > > > > > Have you considered we are bored of the constant begging for more races then? > > > > Someone took that a bit too close to heart. I was teasing them. > > I just meant to throw the same type of comment you did back at you, > leaving it to you to interpret it the same way as you wanted your comment to be interpreted. > > I personally don't care too much of more playable races, but I simply can't see how one would become commanders of the pact. > How would they even be introduced to dungeons? Other races have no ties to Destiny's edge and therefore no business in trying to mend their problems. > And then there is the chapter V of the personal story that is about studying the lesser races of Tyria. It might not sit well with Tengu and Kodan (which also have been frequently asked for). By all appearances, Kodan see all life as equal, so there would be no lesser races for them. > Kodan also are all about balance and nature, so they should actively oppose killing the dragons. > > And then there are the technical aspects, like fitting all armours and outfits onto new playable races, which would take away resources that should go to the development of the expansion itself. New playable races don't need to play old storylines from a first person perspective. New playable races don't need to be able to use 100% of old armor skins. > @"Fueki.4753" said: > But this thread should be about dwarves, not about bears and birds. Bears. Birds. Beards. Playable dwarves confirmed.
  6. I wrote some kind of D&D campaign a while ago, and I used [House Gorhopf](https://wiki.guildwars.com/wiki/House_Gorhopf) for Kormir. Here's my personal take on their potential backstory: In the ancient past, the Gorhopfs were the house dedicated to Abaddon. After his downfall, [House zu Heltzer](https://wiki.guildwars.com/wiki/House_zu_Heltzer) (Dwayna) and [House Vasburg](https://wiki.guildwars.com/wiki/House_Vasburg) (Balthazar) got into an argument about what had to be done with them. The zu Heltzers wanted to take over and reform their house, and the Vasburgs wanted to destroy it. The three houses clashed against each other in the [battle of Amatz Basin](https://wiki.guildwars.com/wiki/Amatz_Basin_(outpost)), where most of House Gorhopf was destroyed. Abaddon's loyalists escaped, fading into obscurity. They would return centuries later, vowing revenge against the Kurzicks. Led by a lich named [Magadore](https://wiki.guildwars.com/wiki/Magadore), the cultists would terrorize the Echovald Forest for the next decades. Eventually, [sidhe](https://wiki.guildwars.com/wiki/Sidhe) and humans would solve their differences and work together, defeating the lich and his followers once and for all. Contrary to sidhe opinion, the scriptures found at Magadore's Lair were not destroyed, but preserved for study. During the destruction of the first Raisu Palace, the Xunlai Vaults would be assaulted by brigands and the scriptures stolen. The originals were eventually recovered, but not before duplicates were made and traded in the black market. This fatal mistake has cursed Cantha with demonic cults up to this day, including the one behind Shiro's corruption and the Jade Wind. [urgoz](https://wiki.guildwars.com/wiki/Urgoz) blamed the humans for their mistake, and the [wardens](https://wiki.guildwars.com/wiki/Warden) of the forest haven't been friendly to outsiders since then. The rest of House Gorhopf kept to themselves, remaining a minor house, bent on hunting down warlocks and sorcerers across Cantha, feeling responsible for the crimes of their corrupt brethren. After Kormir's ascension, the Gorhopfs reclaimed the cursed ruins of their former house, , and rebuilt it in the image of their new goddess. Their seat of power lies at the southernmost area of the Echovald Forest, south of the Rijeka Springs. The area near the epicenter of the Jade Wind doesn't show signs of recovery, remaining petrified to this day. The Gorhopfs watch over it, vowing to preserve it as a reminder of their terrible past. Hope you liked it! :smiley:
  7. I think it should be this way: * **High:** Necromancer, Engineer, Warrior. * **Medium:** Elementalist, Ranger, Guardian. * **Low:** Mesmer, Thief, Revenant. For reference, here is the current setup: https://wiki.guildwars2.com/wiki/Health
  8. > @"Fueki.4753" said: > If it gets its dodge back in PvP, what's going to be the new trade off? > The Mesmers receive damage each time one of their illusions is killed? I think this tradeoff philosophy is a mistake, and should have never happened. I mean, who cares if the core professions are useless, they're still there as a foundation for elite specializations, which should be the only ones to matter. Still, if I were to give mirages a tradeoff, it would be making illusions weaker. The special mechanic is not just Mirage Cloak replacing Dodge Rolling, but Ambush skills being unlocked upon using Mirage Cloak. Ambush skills require illusions to be useful, so just make illusions weaker, so ambush skills become harder to use. > @"Dadnir.5038" said: > Mirage got it's second dodge removed because he can generate shards that give him dodge frame. > Just remove the shard thing and bring back the 2nd dodge. True, mirage mirrors are kinda pointless imo, too situational to be useful. I wouldn't mind if they were removed. Alternatively, just remove/rework the [Desert Distortion](https://wiki.guildwars2.com/wiki/Desert_Distortion) trait instead. For example, replace it with a new trait that gives endurance upon gaining distortion.
  9. It's kinda sad, I really wanted to see what the centaurs were doing after the war with Kryta finished :I.
  10. > @"Multicolorhipster.9751" said: > Conquest and TDM. Could count Courtyard in TDM really. > > They're the main modes and have the most maps and sport the only two Ranked gamemodes. > > New content would be neat, but being realistic I don't think there's much on the horizon before EoD. Courtyard is [Murderball](https://wiki.guildwars2.com/wiki/Murderball), not [Team Deathmatch](https://wiki.guildwars2.com/wiki/Team_Deathmatch). The name of the game mode was changed a few years ago. No one bothered to update the wiki for 5+ years, so I don't blame you for not knowing lol. > @"Firebeard.1746" said: > Tbh botting in WoW is actually more effective than coordinated players, for this reason, no 5v5 versions are something I support. It's only a matter of time before someone with a brain gets good at 5 bot super coordinated burns that a normal human can't react to. > > I think we should get 3v3 versions of conquest and/or stronghold. I love 3v3 TDM but there's no way the maps of those other two game modes would work in a 3v3 environment at all. You'd need to reduce capture points in conquest from 3 to 2, and remove a lot of the filler in Stronghold. Not worth the hassle when you can create new game modes instead. > @"choovanski.5462" said: > everyone who thinks TDM is actually good in GW2 obviously never played courtyard > > all AoE spam, no 1v1, no rotations. actual trash tier gameplay > > honestly tho, wouldn't hurt to revamp courtyard. a bit of a shame to see the effort go to waste Courtyard was never part of the TDM ranked seasons, that's like saying hotjoin is representative of ranked conquest (it isn't). > @"TeqkOneStylez.8047" said: > I think a fixed stronghold would be the most fun if we got rid of the pve and players had to pull seige to destroy the doors then you could maybe up numbers to 8 vs 8 in some cases. > > PVErs are already enjoying this gamemode more.I would hate to think its because watching skritt rats bring them joy. So maybe this would bring more players. > > seems like a better middle ground for wvw crossover also. Agree, I think Stronghold should have been designed with 10v10 in mind. Alternatively, just rip off DotA and LoL, instead of trying to reinvent the wheel. > @"Liewec.2896" said: > conquest maps, but keep them fairly simple. > over-the-top side objectives are why maps like spritwatch and skyhammer were so hated, > while simple maps like Coliseum and Foefire are so popular. > > and for the love of the six, no trebuchets, cannons or skyhammers!! Temple of the Silent Storm has the best secondary mechanic imo. Wish that one was the baseline for all the other maps. > @"White Kitsunee.4620" said: > 2v2s were the most fun I've had with the game in a very long time. I prefer 3v3, but yeah, got bored of Conquest long ago, mostly because lot of people still can't rotate after 8 years. In Team Deathmatch it's all about the fights, so you won't getto facepalm as much as in Conquest. Matches being short and quick helps a lot too. Wish Team Deathmatch was available off-season, maybe remove Unranked and replace it with a TDM queue. > @"TeqkOneStylez.8047" said: > > @"White Kitsunee.4620" said: > > 2v2s were the most fun I've had with the game in a very long time. > > Not enough people are telling them to make it perma. We are going to have to wait like 4 months to get to play it again for 2 weeks... It's a ridiculous system. It's not even available in hotjoin, only through custom arenas :I.
  11. > @"Lonami.2987" said: >**Original:** > >* Gain **Dreadnought Suit** and **Phase Shield** instead of [tool belt skill five](https://wiki.guildwars2.com/wiki/Tool_belt). Activate the Dreadnought Suit to drive your own combat armor, gaining alternate tool belt and weapon skills for all your [engineering kits](https://wiki.guildwars2.com/wiki/Engineering_Kit). Phase Shield will replace your [endurance bar](https://wiki.guildwars2.com/wiki/Endurance) while the dreadnought suit is active, sacrificing [dodge rolling](https://wiki.guildwars2.com/wiki/Dodge) in exchange of a bonus health bar. > >**Updated:** > >* Gain **Dreadnought Suit** instead of [tool belt skill five](https://wiki.guildwars2.com/wiki/Tool_belt). Activate the Dreadnought Suit to drive your own combat armor, gaining alternate tool belt skills. Any [engineering kits](https://wiki.guildwars2.com/wiki/Engineering_Kit) you wield during the transformation will gain alternate weapon skills as well. Phase Shield was a last moment addition. Every elite specialization needs a tradeoff, but I didn't want to delay the thread any further, so I went with a dodge rolling replacement as a temporary solution. It doesn't convince me, so I'm removing it altogether, targeting the tool belt for the tradeoff instead. The new description is ambigous on purpose, since there's two solutions: * Emphasize the Dreadnought Suit's role in combat, replacing tool belt slots one to four with new fixed suit skills during the transformation. * Follow the [soulbeast approach](https://wiki.guildwars2.com/wiki/Soulbeast#Profession_mechanic), giving every tool belt skill an alternate version during the transformation. Personally, I prefer the first one, but I don't mind either. > @"Lonami.2987" said: >**Original:** > >* **Bow:** The [Longbow](https://wiki.guildwars2.com/wiki/Longbow) and the [shortbow](https://wiki.guildwars2.com/wiki/Short_bow) have been merged back into one single weapon type. The ranger is the only profession who can use both weapons, so his shortbow skills will be transformed into dagger skills, and his original dagger skills will be transformed into knuckles skills. > >**Updated:** > >* **Bow:** The [Longbow](https://wiki.guildwars2.com/wiki/Longbow) and the [shortbow](https://wiki.guildwars2.com/wiki/Shortbow) have been merged back into one single weapon type. The ranger is the only profession who can use both weapons, so his shortbow skills will be transformed into rifle skills as a compensation for the loss. Moving the shortbow skills into the rifle is a far more elegant solution, and gives ranger players a fan favorite without sacrificing the flavor of a future elite specialization. > @"MrForz.1953" said: > So, Dreadnought spec gets to cannibalize Scrapper too. Because you know, Holosmith didn't do that hard enough throughout the years already. Mind elaborating? I didn't get into detail regarding individual skills or roles, so I don't see how any of that is happening at all in any way whatsoever. > @"DemonSage.6317" said: > > @"MrForz.1953" said: > > So, Dreadnought spec gets to cannibalize Scrapper too. Because you know, Holosmith didn't do that hard enough throughout the years already. > > I mean that's less of an issue with Dreadnought and more of an issue of Scrapper. Scrapper is also useful in WvW. If Anet just rebalanced it, Scrapper will be fine. > > That being said the Dreadnought idea, while thematically appealing, leaves something to be desired when it comes to skills and how it is played. I agree with Kodama that Dreadnought seems to lean into upgrading all of what Engi is rather than carve out a niche for Engi and create a purpose for the mech suit. The primary goal of the elite specialization is giving kits alternate skills, there isn't much more to it really. The Dreadnought Suit is the conduit for those changes, as they need a clear visual representation; also, driving a mecha is cool. The design philosophy is similar to the soulbeast's Beastmode transformation. Lot of people want a golemancer elite specialization, but the common approach is to give it golem minions instead. I think the engineer relies on AI far too much already (turrets plus gyros) so I took a different route on purpose, keeping the "golem" theme without the AI noise. > @"Smoosh.2718" said: > Another forum topic that is once again asking for the wrong weapon for warrior. Concept for the cannon would be kinda cool. But lets get real now.. Staff?! really now? As ive said in the many posts ive made about this. What will staff do that Greatsword, Longbow and Rifle doesnt already do? > > Ask yourself what is the warrior missing? Only one thing should come to mind, one handed ranged weapons! Low and behold, the pistol. Dual pistols were my choice for a while too; in fact, the thunderlord was born as some sort of pirate, using a normal cannon instead of the magical thunder bell, plus explosive-based preparations instead of summoned celestial attacks. I just didn't feel like the theme worked at all, so I took the monk route instead. Also, warriors haven't gotten any two-handed elite specialization weapon so far. The warrior and the engineer were the last two I wrote, you can [find some backstory on the reddit thread](https://old.reddit.com/r/Guildwars2/comments/kgu08x/end_of_dragons_ideas_for_9_new_canthan_elite/ggh8l6b/). Dual pistols are still a favorite of mine, and I definitely want to see them happen too; I just don't know how to make them work in any satisfying way.
  12. > @"UmbraNoctis.1907" said: > > @"InsaneQR.7412" said: > > > @"UmbraNoctis.1907" said: > > > Pets aren't cosmetics, they are part of a ranger's skill set and as such it is important that pets and their skills can be identified by other players without any issues. With different skins and other customisation options this wouldn't be the case anymore, so that's a no go. Period. What should be done instead is improve balance so there are more viable pets than just a handful. That would also improve "visual" diversity. > > > > There is already the option to give players a default character model option, this can easily be applied to pets. > > > > Additionally the skins would probably just be interchangable in between the pet family which is already 75% of the pet. > > > > I can definetaly understand the worries but i wouldn't call that a period no go. It just has a small caveat to it which should be implemented in the options. > > But customizing your pet would be fantastic for rangers. This is still a RPG afterall. > > > > There are some crucial differences between pets within the same family, so just knowing that's a cat or wolf or bird isn't enough. Standard models are not a solution, because they are bad in WvW (make it much harder to identify players). And imagine the mess if other classes also start to demand customizable skills (which would only be fair after all). For the cosmetic and roleplay aspect we have mini pets. Crucial differences? The only difference among pets of the same family is their visual appearance plus the F2 skill, everything else is the same. In some cases, even the F2 skill is the same as well. Can't see how that's a problem considering rangers can slot five slot skills freely with no way to tell.
  13. > @"Einlanzer.1627" said: > > @"Fueki.4753" said: > > Kalla shouldn't have that interaction either. > > Revenants should just channel the memories of the Mists, **not** conscious personalities. > > > > This is actually what they dropped the ball on. 100% agree, the legends shouldn't even speak imo. Also, should have used [Varesh Ossa](https://wiki.guildwars.com/wiki/Varesh_Ossa) instead of Mallyx, and [Vissh Rakissh](https://wiki.guildwars2.com/wiki/Vissh_Rakissh) instead of Glint. Channeling overpowered entities feels weird considering the rest of the legends aren't that overpowered in lore.
  14. If we ever get new races, tengu and largos are the most likely. I don't think we'll ever get stone dwarves, not on their current incarnation, but if we ever get to follow some kind of plot were dwarven spirits are reforged into new bodies, then I think dwarves would have great potential as a new playable race. Just like sylvari were an original take on elves, by making them plants, stone dwarves 2.0 could follow the same route, making their new bodies be built by using rocks and minerals. Alternatively, I wouldn't be surprised if the third playable race was the [sidhe](https://wiki.guildwars.com/wiki/Sidhe) / [wardens](https://wiki.guildwars.com/wiki/Warden) instead, developing them as "sylvari but ancient and tall instead of young and short", or by giving them a golem-like appearance, their bodies made of stones and vines. Depends on the direction they take with them once we arrive to Cantha, for all we know they might end up being just sylvari with new character customization options. > @"anduriell.6280" said: > Tengus are from Cantha right? Only 2 tribes are from Cantha, there are 3 from Tyria, plus an unknown one speculated to be from Elona. > @"Eloc Freidon.5692" said: > Combat tonic is likely. Definitely more believable than Tengu. They're just squat Norns. Would be a great opportunity to sell a voiced combat tonic through the gem store. > @"Ogwom.7940" said: > I don’t think largos will be likely at all because, > > 1. They have giant wing like fins on their backs, so you wouldn’t be able to use back items. > 2. There is already a largos wing/fin back item skin from the gemstore. You're assuming largos wings aren't backpacks in the first place. We don't know anything about them, and we've only met the assassins from their race. I mean, imagine meeting a ninja, and believing everyone in Japan looks and acts exactly like that ninja you just met. Still, even if the wings were part of their bodies, helms hide asura ears and charr horns all the time, so it would be a non-issue.
  15. > @"Hannelore.8153" said: > What you suggest: A well-thought-out skinning system that players have wanted for a long time. > What the devs will see: Oh, you want 1,200 gem pet skin? I don't think we'll ever get to see profession-specific stuff in the gem store, but I wouldn't mind if some ranger pet skins had a gold cost. > @"anduriell.6280" said: > > @"Hannelore.8153" said: > > > @"InsaneQR.7412" said: > > > > @"Hannelore.8153" said: > > > > What you suggest: A well-thought-out skinning system that players have wanted for a long time. > > > > What the devs will see: Oh, you want 1,200 gem pet skin? > > > > > > So what? I mean ppl would finally have a skin system and Anet wouldmhave a chance on some profit. Tbh that sounds like a win-win to me. . > > > > My point is , its very unlikely they'll add any more pet skins to the game, even the mobs that already exist. If they did implement the system, they'd only allow you to select from the existing skins along with buying new ones from the gemstore, probably RNG. > > > > This is historically how they've done things, one major example being the build template system. > I think now that the soulbeast can have only one pet during combat they should be able to pick the archetype. There are a lot of combinations which makes the pets very undesirable (like wolf being a condi archetype or not having a healing archetype in the moa family) > Yeah, it's kinda pointless. More reasons to implement a system like the one I suggested!
  16. > @"vardeleanu.8972" said: > I was playing fractals today with my condi build, switched to air expecting to go faster , but i didn't have any traits so it didn't. > then it hit me : core elementalist has no profession mechanic. > > Other classes get stuff like bonus damage, cc or heal on demand, or even a whole 2nd health bar, but elementalist's "mechanic" is 4 weapons to swap instead of 2. This is balanced by the fact that ele skills do half the stuff that skills from other classes do, sometimes even less (including damage). > Not only that, but 4 of those 20 skills are auto attacks, and every build uses mostly 2 attunements, meaning there are usually a lot of skills that you won't ever use because they don't do what you want them to do, or just because you just don't have the time to fit 20 skills in your rotation. > > For comparison : Condi Tempest uses 9 unique weapon skills in it's rotation, while Condi Chrono uses 6. They both have the same dps at 38 K. (source : snowcrows) > > > This is mainly a complaint about core ele, as tempest has overloads and weaver skills 3 are on par with other classes skills (aka real skills), so the specializations have mechanics. > > I was thinking that maybe we could at least move the minor adept traits in each element specialization (150 power in fire, soothing mist in earth, 25% speed in air, -7% dmg in earth) to be baseline, so something actually happens when you switch attunements ? This wouldn't solve the disbalance between core and professions, but it would at least solve the issue of a class with no profession mechanic, by making your attunements swap do something besides being a simple weapon swap. > > Tldr : unless you consider having an extra trait line as a profession mechanic (as in core ele vs weaver/tempest), core ele has no profession mechanic > > Kinda agree, attunements are not necessary to run a "four elements" kind of theme. Few alternatives: * Each weapon is thematically locked to an element. This is my favorite alternative, assuming we give each element a clear combat role (fire for condition damage, water for healing, etc). * Each weapon has different skills from different elements all at once. We already have this with slot skills, so it's not like it would feel weird or anything. * Attunements no longer produce new weapon skills per attunement, instead they just give the same skills a few different effects. Reduces weapon skills from 20 to 5, but doesn't clear the mechanic bar for a new mechanic. Following the first alternative, this could be the new list of weapons: * **Fire:** Axe/Axe, Greatsword. * **Water:** Dagger/Dagger, Shortbow. * **Air:** Scepter/Focus, Staff. * **Earth:** Mace/Mace, Hammer. Both the Warhorn and the Sword from the elite specializations would have a special ability, where their skills change depending on the element of the other weapon. So for example, wielding sword/axe would unlock the fire variant for sword skills, while mace/warhorn would unlock the earth variant for warhorn skills, making both elite specialization weapons work with any combination. No matter how I look at it, I'd love to sacrifice the current mechanic in exchange of weapon swap. Being locked to a single weapon set has been the elementalist's bane since release. Still, no idea on what kind of mechanic attunements could be replaced with.
  17. They should work like the redesigned [spirit weapons](https://wiki.guildwars2.com/wiki/Spirit_Weapon) from the guardian.
  18. How about keeping it simple: * Buff [stealth attacks](https://wiki.guildwars2.com/wiki/Stealth_Attack), but now any kind of direct damage removes stealth. * Buff stealth duration, but now the stealth effect is transparent instead of complete invisibility, letting enemies notice your movements when they pay attention. These two simple changes would fix the cheese problems, while rewarding good players for their performance.
  19. > @"Fipmip.7219" said: > A moderately well known fact about Nintendo is when Shigeru was making _Super Mario 64_ for the nintendo 64, he discovered making pinpoint accurate jumps within a 3D space is just something that does not work. At all. Making a jumping game in 3D requires a pretty high degree of forgiveness to make it fun, a certain understanding of the player to make "good enough" judgement for a jump. However, the fine fellows at Anet don't seem to have gotten the memo, and as such we have minuscule stalagmite platforms, catchy headbanging geometry in awkward places, and unclear directional cues. > > The pirate cave in Lions Arch immediately starts off with a *Guess the pixel perfect position you have to drop down into to even start the god kitten puzzle." There's no time to avoid obstacles if you get it wrong, and you can barely move in midair to begin with. You are then lead through a pitch black maze in which if you miss the rather unclear cue to walk through a wall and turn left at the end, guess what you'll be wandering through pitch blackness for as long as it takes you to realize you can use your minimap to navigate through without the help of the spirit in the first place. When you do finally get out of the maze, it is again, extremely unclear where to go, the answer is to spam jump your way up some rather badly textured geometry to a tunnel above and to your right. > > There's problems with pretty much every puzzle I've tried so far with absolutely no signs of learning from Anet throughout the years of releasing expansions. I would like to at very least like to see some clear directional cues with the puzzles released in PoF, with the path clearly laid out in what you're supposed to do. I get that from time to time you may want players to navigate some form of maze, but the fact the maze is there and the different possible paths the maze has needs to be clearly shown. Don't make people randomly jump off unrecoverable cliffs just because they think you might have hidden the correct path down there. If you want to make a jumping puzzle difficult, you'll want to outfox your players using clever tricks, not make them struggle to overcome core gameplay elements. It all boils down to the same problem we have in raids: Lack of difficulty modes. Jumping puzzles with different routes with different rewards at the end would be fine, since everyone would be able to complete them. Stuff like checkpoints in exchange of worse rewards would be great too.
  20. > @"jokke.6239" said: > So .. Path of Exile is getting a "sequel" .. It's not your traditional sequel though. They are overhauling the engine, creating a new big campaign, updated graphics/character models, changes to skill system etc WHILE keeping Path of Exile 1 (with graphical updates as well) with both games having shared endgame. > What are the benefits of this? > > When the "new" game is released the game will already have years of endgame content that a new game would take years to catch up to. > All your progress from the previous game is saved. > They can still market the game as Path of Exile 2 and grab the attention from news outlets and the gaming community > > > And I thought .. Wouldn't Guild Wars 2 be a perfect fit for this model? > It might be pointless for other MMO's where all previous content/maps is irrelevant when you get to powerful, but that's not an issue for GW2. > > So if it would be possible to completely overhaul the Guild Wars 2 engine I think it would probably be worth the effort/cost to do it and then .. > > Create a new big open world (Core Tyria size) and story with 1-80 content with modern graphics. > Update or completely recreate the character models > If possible update the graphics of older zones > + Whatever Arena Net would want for a sequel > > This might not be likely or even possible. > I don't know much about game development, but I personally think this is a great way that Path of Exile is creating a sequel that I wish more games would adapt to, so why not try and suggest it for my favorite game? hehe .. > Would you prefer a traditional sequel? > Thanks for reading .. Agree, if GW3 ever happens, they should recycle GW2 and use it as the base. So, more like GW2.5 instead of a completely new game. Imagine starting GW3 with all the cool systems GW2 took years to get, like the wardrobe and mounts.
  21. > @"Jski.6180" said: > > @"Lonami.2987" said: > > > @"Ganathar.4956" said: > > > # Introduction > > > The current state of conjured weapons is a subject that is frequently touched on in this sub-forum. Some say that conjures should have the ammo mechanic, while others want them to fully become like engineer kits. Whatever the case, it is almost universally agreed that conjure skills are currently lacking as a utility skill category and that they need serious work. Not only are they a failure in the elementalist community's eyes, but they are also a failure in regards to their original purpose. It is obvious that the developers at ArenaNet intended these to be supportive skills that help your allies get access to new weapon skills and do fun things with those. However, the optimal use of conjures has been to plug up the holes in an elementalist's rotation instead. You just cast a conjure and you fire the 1-2 good skills and then you drop it. The second conjure is picked up later so you can use the skills again, instead of giving it to your ally who usually doesn't have much use for it anyway. > > > > > > Conjures are currently a redundant and outdated skill type for several reasons: > > > 1. They do not serve their original purpose. Supporting allies with them is pointless and not optimal. > > > 2. They add needless complexity to weaver rotations that are already complex enough. > > > 3. Due to weaver DPS, conjured skills contribute to core weapon skills remaining worse than they should be, which can affect all game modes. > > > 4. Conjures are very clunky, with a needless cast time and an annoying pickup time. > > > 5. Most skills from conjures are useless, which makes conjures "fire and forget". You never want to keep a conjure for more than a couple of seconds. > > > > > > > > > ## Frequently Suggested Solutions > > > The most commonly proposed solution is to revamp conjured weapon skills so that they have the ammo mechanic instead of being dropped. This can also involve the removal of the cast time, since there is no conjure that is placed for your allies to take. This is a pretty good solution that solves some of the problems that conjure skills have. It removes the clunkiness and gets rid of the annoying pickups, which are arguably the biggest problems that conjures currently have. However, with this change it would be impossible to share conjures, like it was originally intended. They would still contribute to the complexity of weaver rotations, while also holding back much needed buffs to weapon skills. This solution would also do nothing to fix all the useless skills that the conjures have and you would still fire a couple of skills and drop the conjure. Theses useless skills could be buffed as well, but the problem with that is that Anet obviously doesn't want ele DPS to become even higher, so this is unlikely to happen. > > > > > > Another solution that is proposed a lot is to turn conjures into kits. Similarly to the ammo suggestion this gets rid of the cast times and it removes the clunkiness of having to pick up second conjures. In addition, this solution makes it so that conjures can function as viable alternatives to different weapon ranges since they can always be summoned. However, once again kits would contribute the complexity of weavers rotation, but in this case they would arguably make weaver rotations even more complex than before. This would introduce a rotation complexity that has never been seen before in this game, due to weaver attunement mechanics combined with engineer kits. With these new rotations it is possible that ele weapon skills would get further nerfed, which nobody here wants. This also doesn't motivate the balance team to fix the useless skills of the conjured weapons, because that would come with a major risk of power-creeping ele DPS. The biggest issue with this is that it will likely never happen due to kits being an engineer-only niche that is supposed to make up for their lack of weapon skills. > > > > > > From the above solutions I'd obviously go with the ammo mechanic, since it seems to be the easiest to implement and with the smallest amount of risk. But even that solution does not truly satisfy me. My proposal is to completely remove all of the conjured weapon skills and replace them with a new utility skill type. The new utility skill type could be anything really. Almost anything would be better than conjures at this point. However, just like with guardian tomes that were removed and then became an elite spec 2 expansions later, the same could happen with conjured weapons. So what would a conjurer elite spec look like? I haven't determined specific traits, utilities or even the weapon. The main purpose of this post was to determine what can be done about conjures, so I've only thought about the profession mechanic so far. > > > > > > ### Conjurer Elite Specialization > > > There are many ways to implement conjures as a profession mechanic of an elite spec, but this is the best version that I came up with so far. This elite spec would add access to 4 conjured weapons as a profession mechanic. These would be conjured fiery greatsword, conjured frost bow, conjured lightning hammer, and conjured earth shield. Flame axe would not return since it is redundant. Only 1 conjure of each element is truly necessary. Above the F1-F4 attunements there would be arrows just like with revenant's F1 and F2 legends. These arrows would allow the conjurer to replace any given attunement with any conjured weapon outside of combat. This way the conjurer would retain 20 weapon skills, but they would get to choose to replace as many attunements as they want with conjures. Builds could be made with full conjures, or with only 1 conjure to replace that attunement that you never want to use in your build. Swapping into a conjure would be exactly the same as swapping attunements. This basically solves all the problems with conjures, except for them not serving their original purpose as support skills. However, even that could possibly be addressed. Perhaps the conjure could be pressed again while you are wielding it so you can drop a copy with a 30 second cooldown, or maybe dropping a copy of your wielded conjure could be part of a utility skill. This copy would be useless to you as you already have the conjured weapon permanently, but it could be useful to allies, especially if the skills of the conjures were better. The skills of the conjures could easily be better with an elite spec, because they **replace** weapon skills instead of adding more skills to the pool. They also cannot be used with weaver to increase DPS more. > > > > > > I welcome feedback and more suggestions for what can be done with conjures instead of these ideas. While I currently think that my idea is solid, it is possible that there are some flaws that I have not noticed. Pointing these out if you can find them would be appreciated, so I can work on this concept a bit more. Also, if anyone would like to add weapon, utility and trait ideas for a conjurer specialization, I'd love to read those ideas as well. > > > > I think removing conjures would be the best solution. Turn the interesting ones (Shortbow and Greatsword) into weapons, and give elementalists weapon swap. Then replace them by a new set of slot skills, maybe minions, splitting them from glyphs. > > > > I know it sounds pretty drastic, but I don't think there's any way to make them work properly. I hold the same idea for [all transformation/bundle slot skills](https://wiki.guildwars2.com/wiki/Transform), I'm fine when those transformations are part of a profession mechanic (Celestial Avatar, Reaper's Shroud, Tomes, etc) but absolutely despise them when they're slot skills (Lich Form, Rampage, etc). > > > > And yes, this includes engineer kits. I think those should be turned into a profession mechanic, replacing the tool belt. Equip two kits in F1 and F2, just like ranget pets and revenant legends. > > > > Transformation/bundle profession mechanics are fine, because they will always be there, making it easy to account for balance. Once they become something you can equip or not, the whole thing becomes a mess, which leads to said transformations/bundles being overpowered, or just terrible. There's never a middle ground. > > Ya most ppl find that conjure weapons where so badly made and updated that the best chose is to delete them and comply rework them as kits or as some type of attk much like Spirit Weapon where given massive reworks from being pets to being real skills. Keep in mine there no way ele will get the same treatment as a guardian (anet favorite son). That's an interesting solution too, most people only use conjures to cast the one useful skill and then drop them anyway. > @"Lan Deathrider.5910" said: > I'll throw my 2 copper in. Conjures should function more like Engineer Kits. By that I mean there should not be a CD on them. Balance that out by not having a duplicate summoned. > > So no more ground targeted 1200 range conjures. Instead it just falls into your hand, and with no CDs to them you could juggle between them as well as your regular attunements. > > Just my thoughts on it, so take them for what they are worth. At that point, just turn them into weapons, and give elementalists weapon swap.
  22. > @"Trevor Boyer.6524" said: > Tbh, just make more conquest maps with newer interesting objectives. > > I'd like to see a shot at a new game mode, but historically people always like conquest better in the end. > > They could also do the 2v2 and 3v3 arenas well by redesigning auric and hall. Those maps need to be opened up a bit more. They're too small. I'm fine with Conquest, but the problem is that people play it wrong. It's been 8 years and many veterans don't even bother doing basic stuff such as decapping, rotating, and defending. Most of the players just want to kill each other and ignore the side objectives. I've lost track of the matches thrown at 450+ score by this kind of players, and the problem is the same across silver, gold, and platinum. That's why I prefer Team Deathmatch, since it's pretty straightforward, and the fights are the only thing that matter. The reduced space is great too, since it forces people to stay together, and it's harder for selfish lone players to run away from danger while selling out the rest of the team. It's not a superior game mode by any means, but it works far better with GW2's playerbase, and the end result is far more satisfying too. I also think 3v3 is better than 2v2, since team composition has far more depth, and after the first kill the losing team can still win, since 2v3 can come back easier than 1v2. Personally, I'm torn between Team Deathmatch (3v3) and a new game mode, but voted for the first just because I didn't want to turn the discussion into new game modes right from the beginning. > @"Quadox.7834" said: > suspend all work on the expansion and focus 100% of dev efforts on bringing back raid on the capricorn I think that ship sailed a long time ago, irony not intended.
  23. > @"Teratus.2859" said: > In all honesty I really want Shield for the next weapon ^^ > > Either that or a Hammer with lots of CC and one of the new tamable pets to be a Bunny.. Gw1 players will know why xD Shield lovers unite! You might like [this elite specialization idea](https://en-forum.guildwars2.com/discussion/120629/end-of-dragons-ideas-for-9-new-canthan-elite-specializations/p1) =).
  24. > @"scorekeeper.6524" said: > > @"Lonami.2987" said: > > > @"michelada.2947" said: > > > the only viable build right now for engineer is holosmith, and you know why? , because you can have a 2nd set of skill for free. Eles and engineers are the only classes that can't have a 2nd weapon set but compared to the ele that can have 20 weapon skills no matter what weapons you choose, enginners are forced to use kits that removes utility slot from your build. > > > i just got tired of trying to make this class work, i hope Anet notice that engineer class need some work to be on par with the other classes. > > > > I think the biggest design mistake with the engineer is the tool belt. How to solve it: > > > > * Remove the tool belt. Merge tool belt skills with slot skills (using sequence skills, merging their effects, etc). > > * Move kits to the mechanic bar. Let engineers choose 2 kits to equip in F1 and F2, just like ranger pets and revenant legends. > > * Rework kits and weapons to give them a primary role (direct damage, condition damage, support, etc). > > * Add weapon swap, free of restrictions. > > > > Going further: > > > > * Remove tool kit, and rework its skills into mace main-hand and mace off-hand. > > * Rework gadgets into signets, giving them a passive effect when they're not under cooldown. > > * Rework turrets so they function just like revenant spirits (based on ammo, they despawn once it runs out, but they're far more powerful). > > * Remove bomb kit and throw mine, and turn them into their own slot skill set (classifying them as either preparations or traps). > > * Remove grenade kit, and turn grenade skills into their own slot skill set (using the ammunition system). > > * Rework [thief dual wield](https://wiki.guildwars2.com/wiki/Dual_Wield) so, instead of changing the third skill depending on the off-hand, dual wield changes all five skills when you're wielding two weapons of the same type. Give engineers dual wield for pistols and maces. > > * Update Mortar Kit aesthetics so it uses the ["cannon over shoulder"](https://wiki.guildwars2.com/wiki/Stone_Cannon) model and animations. > > > > The final result would be: > > > > * **Kits:** Elixir Gun, Flamethrower, Med Kit, Mortar Kit. > > * **Main-hand weapons:** Mace, Pistol. > > * **Off-hand weapons:** Mace, Pistol, Shield. > > * **Two-handed weapons:** Dual-wielded Maces, dual-wielded Pistols, Rifle. > > * **Slot skills:** Elixir, Gadget, Grenade, Mine (Preparation/Trap), and Turret. > > > > The first step to balance kits and make them meaningful is to restrict them properly, and the best approach for that is to give everyone the same fixed amount of kits. If you think engineer is still lacking on weapon skill numbers, then give them scepter and focus as well. > > Couldn’t disagree more with everything you’ve said. We don’t need things taken away. We just need another core engineer weapon. And turrets fixed. As long as two engineers with the same gear and traits can each wield either zero or five kits at once, balance will never be possible. The only possible answer is to guarantee all engineers under the same specialization have the same exact amount of kits. > @"Opopanax.1803" said: > > @"scorekeeper.6524" said: > > > @"Lonami.2987" said: > > > > @"michelada.2947" said: > > > > the only viable build right now for engineer is holosmith, and you know why? , because you can have a 2nd set of skill for free. Eles and engineers are the only classes that can't have a 2nd weapon set but compared to the ele that can have 20 weapon skills no matter what weapons you choose, enginners are forced to use kits that removes utility slot from your build. > > > > i just got tired of trying to make this class work, i hope Anet notice that engineer class need some work to be on par with the other classes. > > > > > > I think the biggest design mistake with the engineer is the tool belt. How to solve it: > > > > > > * Remove the tool belt. Merge tool belt skills with slot skills (using sequence skills, merging their effects, etc). > > > * Move kits to the mechanic bar. Let engineers choose 2 kits to equip in F1 and F2, just like ranger pets and revenant legends. > > > * Rework kits and weapons to give them a primary role (direct damage, condition damage, support, etc). > > > * Add weapon swap, free of restrictions. > > > > > > Going further: > > > > > > * Remove tool kit, and rework its skills into mace main-hand and mace off-hand. > > > * Rework gadgets into signets, giving them a passive effect when they're not under cooldown. > > > * Rework turrets so they function just like revenant spirits (based on ammo, they despawn once it runs out, but they're far more powerful). > > > * Remove bomb kit and throw mine, and turn them into their own slot skill set (classifying them as either preparations or traps). > > > * Remove grenade kit, and turn grenade skills into their own slot skill set (using the ammunition system). > > > * Rework [thief dual wield](https://wiki.guildwars2.com/wiki/Dual_Wield) so, instead of changing the third skill depending on the off-hand, dual wield changes all five skills when you're wielding two weapons of the same type. Give engineers dual wield for pistols and maces. > > > * Update Mortar Kit aesthetics so it uses the ["cannon over shoulder"](https://wiki.guildwars2.com/wiki/Stone_Cannon) model and animations. > > > > > > The final result would be: > > > > > > * **Kits:** Elixir Gun, Flamethrower, Med Kit, Mortar Kit. > > > * **Main-hand weapons:** Mace, Pistol. > > > * **Off-hand weapons:** Mace, Pistol, Shield. > > > * **Two-handed weapons:** Dual-wielded Maces, dual-wielded Pistols, Rifle. > > > * **Slot skills:** Elixir, Gadget, Grenade, Mine (Preparation/Trap), and Turret. > > > > > > The first step to balance kits and make them meaningful is to restrict them properly, and the best approach for that is to give everyone the same fixed amount of kits. If you think engineer is still lacking on weapon skill numbers, then give them scepter and focus as well. > > > > Couldn’t disagree more with everything you’ve said. We don’t need things taken away. We just need another core engineer weapon. And turrets fixed. > > Kits really do make it hard to balance engineer, and also almost make it mandatory to do Piano style for Max theoretical dps. I think this does limit the class and the devs. Like you, I do not think that anything should be taken away, but here is how I would change the class to make it more "balance-able". > 1. Take kits, and make them slotable in the F1-4 slots. Perhaps limit the number that can be equipped, ie you could do only F1 and F2 making people pick only 2 of all the kits. > 2. Because of this, toolbelt skills would become a new family of utilities to choose from. Pick the 7 best and make heal, 4 utilities, and elite toolikit. > This would allow the devs to unlink all kits working together from core, which imo is what is holding core back. It would also allow them to more readily restrict kits in Elites because they would be in the F skill category. > > I still think Engineer would need a MH power weapon of some sort. Good to see someone else understands it too. Still, most tool belt skills can be merged with their parent slot skills, using [sequence skills](https://wiki.guildwars2.com/wiki/Sequence_skill), so no need to turn them into their own slot skills. Kits will never be good as long as they are slot skills. Move them to the mechanic bar, restrict usage to two at a time, and make them an integral part for all builds.
  25. > @"mes.4607" said: > Is it because people probably wouldn't 5v5? 2s is fun... > > My suggestion would be to give Unranked a dropdown where you select if you want to 2v2, 3v3, or 5v5 Just remove unranked and replace it with 3v3 ranked all year long. Nowdays the unranked/ranked split is pointless, specially when there isn't any season going on.
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