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Orpheal.8263

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Posts posted by Orpheal.8263

  1. You have to see more outside of the box ... dervishs are in the first view just nothing more but dancers .... in medium armors....

    Thieves are a medium armor class and they surely can learn how to dance and to use these dances in an martial artistic way for their combats as a kind of combat style...

     

    Dervishs in themself will never become an own class and from all medium armor classes we have that fit to the armor type of the Dervish, only the Thief comes into question for an martial artistic battle dancer... additionally to this, we will never get to see scythes as own weapon,, we will have in fact scythes only as staff reskins and the Daredevil uses Staves, so would do like proposed further the Dervish, plus additionally axes, which could come then with small sickle like Mini-Scythe skins for each hand to whirl aroudn with them in both hands, better can't find a Dervish as Specialization its way into the game, trust me... if its based just only on the most essential things of the class - which is Dances and Mysticism.

     

    Mysticism is basically nothing more, but just making usage of forbidden arts and lost wisdom...and what would a sneaky thief not like to get more, than just money and treasures - lost wisdom, especially if its usage is forbidden and mystical for the simple people, cause wisdom is might and might makes you not only powerful, but also wealthy, thats why thieves are treasure/relic hunters, tomb raiders and sneaky adventurers - more than just only simple thugs.

    You limitate your view of things too much like a horse with blinkers on, always looking only straight forward.

     

    A Thief becoming a Dervish is practically just a more martial artistical version of a simple daredevil, which makes usage of the lost and forbidden wisdom he has found and gathered and learned from as a treasure hunting Tomb Raider in ancient old ruins and tombs of the past... especially if that thief has had also access to the wisdom of the order of whispers to learn more of the origins of the old dervishs 250 years ago.

     

  2. Fractals are not the same as Dungeons, only disillusioned people will believe that both are the same and Fractals can replace Dungeons, so it doesnt help anything just to call Fractals simply Dungeons, cause they are by gameplay design not exactly the same.

    However, Fractals in themself are a different topic, also a Game Mode, which is in itself still far away from making usage of its maximum game design potential. anet uses maybe eventually only 10% of what they could potentially do with Fractals so far ... thats how i do see it.

     

    I could accept them as replacement for Dungeions, if ANet would begin to make more usage of the potential they have with Fractals to make Fractals a far more outstanding interesting and fun game mode, if they would actually use Fractals by design to merge the Dungeons as Sub Content into Fractals.. with some living world changes on the maps with the dungeons entries removing the entries of the dungeons there, destroying them and using the fractal gate and LA as central entry for all dungeons then.

     

    However, as long the devs themself have no interest to improve their own game, due to them being forced to put all their ressources into projects only, which can generate more income, we can discuss here so much as we want, nothing will change. Its a pointless discussion in the end, that leads to nowhere, or at least always to the same result of us realizing, that putting ressources into old content won't be done, cause it generates no new money.

     

    Thats why I see it as a better investment of ressources, to use it for completely new dungeons, not to rework the old ones. The old ones are just that kind of fail design junk, that deserves it to be buried and be forgotten and thats I guess also, why Anet basically abandonded this part of the game and focused themself onto Fractals.

    Complete new Dungeons, which can become part of new content for expansions or living world content, thats what i personally support.

     

  3. for PvE I absolutely agree, it shoudl be part of Character Progression, that if you learn some kind of Combat Mastery for that, that you can increase the maximum amoutn of SKill Slots.

     

    for PvP/WvW it should stay the way how it is with maximum 3 Utility Skills only... but as a Pve only feature for more fun and improved Character Progression absolutely yes... PvE is about having fun, not about beign balanced and limitating the amount of your skills...

     

    Also absolutely agree to it, that this game needs to receive finally QUICK USE Slots so that you can put items from your inventory into it, so that you can use them in cobmat in PvE quickly, like Buff items, like environmental items you bought from NPCs for karma ect. to use, like Tonics ect.

     

    A big quality of life improvement Anet missed to fix for 6 years now ...

     

    Example:

     

    Combat Experience Mastery

     

    1) (1 MP) *Adept Combat Techniques*

    When you learn this mastery, your Character will unlock in PvE only another 4th Utility Skill Slot.

     

    2 (2MP) *Expert Combat Techniques*

    Decreases the Time of Weapon Swaps in Combat for you if you can swap weapons with your Class in PvE only. If your Class can't swap weapons then this Mastery increases your Endurance Regeneration in PvE only.

     

    3 (3MP) *Master Combat Techniques*

    When you learn this mastery, your Character unlocks its last 5th Utility Skill Slot

     

    4 (4MP) *Grandmaster Combat Techniques*

    You gain in in PvE only a Breakbar, making it for enemies significantly harder to stun you now.

     

    5 (5MP) *Sage Combat Techniques*

    Allows you to use for Elite Skills now either Healing or Utility Skills instead of the Elite Skill in the Slot of the Elite Skill in PvE.

     

    Just an example of how it could look like ;)

  4. The point is, revamping the dungeons, could be done also with adding new content to them ..

     

    People always do so, as if not new content could be added also at the same time, if some old content gets reworked..

    Naturally isn't new content through reworkign and redesigning old content exactly the same, as like complete new content from scratch that was never there before, but GW2 has been the first game I experienced, where developers willingly abandon their own content, cause they seem not to be convinced about their own skills, that they could make somethign better out of them as it seems.

     

    A developer, whos convinced about their own skills, which has the ressources, would never abandon parts of their own made game for an excuse like - its old content that is not worth it to improve it...

     

    Even if the initial dungeons shoudl just stay the way how they are, because they are linked also to the games story, this doesnt mean that they can't add just complete new Dungeons as part of an expansion for example... it must not be always now only Raids or Fractals.

     

    Some complete new explorable Multipath Dungeons with new Weapon Sets, Armor Sets ect as rewards for their Dungeon Tokens would be also very nice to see, by remimplementing some of the old GW1 dungeons that would be nice to revisit now 250+ years later, to see, what has become out of these ruins, caves and locations in all of this time.

  5. This is a reconception of merging certain aspects of the current Daredevil into the Core Thief, so that the Daredevil can get redesigned from a sidegrade spec more into a unique specialization that actually really changes the gameplay of the Thief and feels different, aside of usign just only a different weapon.

     

    First we begin with the Aspects of the Daredevil, which definetely should become baseline or merged part of the Thief Class:

    - Increased Indurance of 3 Bars, baselining of Physical Supremacy into the Core Thief Design to make Thief in general more different from the other not so much mobile classes.

    - The three Dodge Styles Bound, Dash & Lotus, the gameplay of these 3 gets reworked into F3 Skills, that the player can change outside of combat to change the Dodge Style of your Thief, they won't be bonded to Traits also anymore.

    - Channeled Vigor gets merged into Signet of Malice and becomes now Signet of Vigor with the reworked effect:

    - Signet of Vigor: Passive: You gain Health and Endurance with your Attacks, gain Regeneration when you deal a Critical Hit when your Endurance reaches 100% via your Attacks or the Activation of the Signet. Active: Heal yourself and regain Endurance.

    - Endurance Thief baselined into Mug

    - Escapists Absolution baselined into Swindlers Equilibrium

    - Weakening Strikes baselined into Guarded Initiation, renamed into Suppressing Initiation, lettign your critical attacks cause Weakness as long your Health is above 75%

    - Havoc Mastery merged into Executioner as Damage/Range increase for when enemies are not below the health threshold to trigger the 20% damage boost, so that the trait is a bit more useful and not a wasted slot agaisnt targets that trigger not the original effect.

    ///

    - Staff Skills will get reworked based on a Dervish Theme and Design, eventually merged into Core Thief Skills

    - Elite/Utilty Skills get reworked based on a Dervish Theme and Design, eventually merged into Core Thief Skills

     

    What will the Dervish provide as Gameplay Mechanic?

     

    - Steal will get replaced with Combat Styles

    - Physicals get replaced with Dances which work as Stances

    - Initiative gets enhanced as Dervish via Mysticism, Mysticism is required to collect via using Initive Skills, so that they can perform a weapon based Mystic Move.

     

    Staff Skills reworked under the Dervish Concept:

     

    SA1) *"Malicious" Eremite's Attack* > Deals damage to your Target and adjacent enemies of your Target. Removes a Boon from you. If a Boon has been removed by this Attack, then this attack will knockdown all hit targets for 3 seconds. When you had enough malice collected to perform a Malicious Eremite's Attack, then you gain after this Attack Might, Fury and Swiftness (if Staff is used)

    SA2 *"Malicious" Pious Assault"* > Deal damage to your target and up to 3 nearby targets. Removes a Boon from you. If a Boon has been removed, you gain Alacrity and your Target and nearby hit targets receive 30% more Damage from this attack and will burn after the attack. Had you enough Malice collected from using Stealth Assaults, you perform a malicious Pious Assault, whose Alacrity and Burn will last longer if a Boon has been removed from you by this Skill. (If no Staff us used)

    1) *Wearying Strike > Twin Moon Sweep > Wounding Strike*

    This Attack String contains 4 Hits, the first attack deals damage, removes a Boon from you and your Target. If you got a Boon removed as well, then will the lost Boon get shared with your nearby allies, when the Attack was critical. folled by two fast sweeping whirling strikes, which will also reflect incoming projectiles, finished by a last powerful thrust attack of the staff causing Vulnerability and Bleeding, which cannot be blocked.

    2) *Weakening Charge* > Whirl with the Starf towards your target, dealign damage and Weakness to all foes in line of its sight.

    3) *Crippling Victory* > Strike the foe, causing Cripple to it and evade backwards, removing debilitating Conditions self from you like Cripple, Chill and Immobilize

    4) *Dust Cloak* Whirl the Staff around quickly yourself, creating a Dust Cloak around you, which blinds nearby foes and grants you Protectition and Barrier for a brief time.

    5) *Featherfoot Grace* > Perform a forward somersault attack toward your destination, damaging upon impact. Grants you Swiftness and Vigor.

     

    New second Weapon via Elite Spec - Axes

     

    SA1) *"Malicious" Harrier's Haste* > Leap Attack, which deals increased damage to moving enemies, removes a Boon from you. Causes Cripple and Torment, if a Boon has been removed from you. If you had enough Malice for a Malicious Harriers Haste, then you deal more damage and and you regain your lost Boon with a delay of 3s (if Dual Axes)

    SA2) *"Malicious" Harrier's Grasp* > Strike your foe and hit with it also nearby targets. You lose a Boon. If you lost a boon, all hit targets will get immobilized you lose a Condition per hit target (if only MH Axe)

    1) *Pious Fury > Banishing Strike > Tomahawk*

    Strike a foe, if the attack was hittign a foe under 50% Health, gain Fury. Followed by another attack, which will deal extra alot damage against Non Player Enemies, like Minions, followed by a short ranged throw of your axe, that bounces back to you, hitting foes between you and yout target on its way to the target and back.

    2) *Guiding Hands* > Perform two unblockable strikes that cause Bleedings. Removes a Boon, if a Boon as been removed, you cause more Bleedings and more Damage.

    3) *Mystic Twister* Whirl with both your axes around, drawing nearby targets to you as you whirl around. triggers Whirl Finishers. (Dual Axes)

    3.1) *Mystic Corruption* > You attack a target and corrupt a Boon of it. If you have more Boons than your Target at the moment of the Attack, then you deal increased damage. (OH Axe)

    3.2) *Mystic Sweep* > Perform with your axe a sweeping strike hittign multiple foes, which becomes more powerful and hits more possible foes, so more Boons you have on you. (MH Axe)

    3.3) *Fleeting Stability* > Leap Attack, which grants Stability to you and nearby Allies nearby of your attacked Target. (OH Dagger)

    3.4) *Watchful Intervention* (OH Pistol) A defensive Support Skill, which lets you shadow step to an ally in range, letting you parry and counterattack an enemy attack for your Ally, if an attack would hit that ally within the time that Watchful Intervention is active. Lets you lose a Boon, that is then given to your protected ally, if you had Boons. The Counterattack will be stronger, if you had Boons to give to your protected Ally.

    3.5) *Vow of Silence* > Strike your foe and you lose a Boon. The Boon that you have lost, will be removed and sealed away for your hit target for the next 10 seconds and can't be regained in that time, if the hit target had that Boon as well (OH Sword)

    4) *Intimidating Aura* > Intimidate your foes with your aggressiveness for some time. You lose a Boon, but your next attack that will hit will cause Fear and attacking feared foes will deal more damage while your Aura is active..

    5) *Victorious Strike* > Attack a foe with your Axe. Gain all boons, for soem time, if you kill or down a target with this Attack.The boons last longer, if you actually killed a target with this Attack.

     

    Dervish Traits under the reworked Dervish Concept

     

    *Minor Proficiency* - Battle Dancer - Grants you acces now to the Weapons Staff and Axes.

    *Minor Adept* - Combat Style Master - Gain Access to the Dance Skill Category and Combat Styles that replace Steal.

    *Major Adept* - Mystic Vigor - Regain Endurance, if you sacrifice a Boon by using your Skills and your Dodges let your nearby Allies gain Vigor.

    *Major Adept* - Vital Boon - Receiving Boons will heal you now and Vitality will give you 50% more maximum Health, than normal.

    *Major Adept* - Mystic Regeneration - Gain Regeneration on Weapon Swap and your Regenerations you gain will last 50% longer and can't become corrupted anymore.

    ///

    *Minor Master* - Driven Fortitude - Gain Health if you evade enemy attacks, activate Dance Skills or different Combat Style.

    *Major Master* - Dance Master - Increases your Staff and Axe Damage, and lets you gain Endurance, while you under under the Effects of a Dance. You regain Initiative for using Dances.

    *Major Master* - Conviction - Grants you Stability and Protection when using Dances and lets Dances recharge 20% faster.

    *Major Master* - Mystic Healing - The Healing Skill, active as liek passive effects wil lbe shared from you with your nearby allies. So if you use Signet of Vigor, all allies in your near will start to regain health with their attacks. If you use the healign skill ,that grants stealth, all nearby allies get stealthed if you use it ect. pp

    ///

    *Minor Grandmaster* - Attacker's Insight - You gain an automatical Block Chance of incoming Melee Attacks, if you wield a Staff or Dual Axes and successful dodging lets you gain Aegis.

    *Major Grandmaster* - Veil of Thorns - Successful Evades let you gain Retaliation and automatical blocked attacks become unblockable counterattacks, which cause Bleedings.

    *Major Grandmaster* - Mirage Cloak - When you sacrifice a Boon, you will automatically evade for a few seconds incoming projectile attacks. When this effect ends, you gain Swiftness and Alacrity for 3 seconds

    *Major Grandmaster* - Enchanted Haste - Swiftness you receive, will become Super Speed instead and you lose Conditions when the increased Movement Speed ends for you.

     

    Surely not yet a perfect concept, but one, that should show the direction of where I'm going with the idea of turning Dervish into a E-Spec for Thief by reworking the Daredevil for that.

    Being focused basically on the Gameplay of Boon Sacrifice for additional Effects or strenthed effects of skills, and Flash Moves when charging up enough Mysticism by using Initiative Skills.

     

    While its practically the same Mechanic then liek Malice, Malice uses Initiative Points spent, while mysticism just requires a certain amount of used Initiative Skills, regardless of how many points they cost. But this way can work both mechanics together, if we make Malice a baseline mechanic of Core Thief to which the Specs have access then too, like on Initiative that is shared between all Thief-Specs as well.

     

    **Combat Styles**

    Dervishs will have Combat Styles - Offense, Defense and Support.

    Base on which Combat Stance you use, have they different passive effects on you and your Initiative.

     

    **Offense** = Initiative Regeneration is increased, Maximum Initiative will be set to 20 IP and when you use Dance Skills, you gain Might. You lastly gain a Power/Condition Damage Bonus so more Boons you have on you.

    **Defense** = So more Initive you have, so more higher is your Toughness and Concentration Bonus, Dodges grant you Protection and you lose Conditions every 10 seconds.

    **Support** = When you attack a target, that is targeted by your Allies as well, your Attacks will heal your Allies that attack the same target and allies in your near gain increased Concentration and Healing Power. Your Initiative Regeneration is slightly decreased, but all your Initiative Skills will also cost 1 Initiative lesser.

     

    **Mystic Moves**

     

    Mystic Moves are weapon based Special Attacks basically that the Dervish can use, if you have collected enough Mysticism by using often enough Initiative Skills to fill up the Mysticism Bar.

     

    (Staff) *Mystic Sandstorm* - You whirl above your head your Staff fast enough to whirl up all the dust and dirt around you to create a Mystic Sandstorm out of it, which will push nearby targets away from you, if they are standign in its radius, until they are ouzt of its radious, while they get also blinded and damaged from all the whirling around dust and dirt.

    (Axe) *Zealous Renewal* - You gain Alacrity and for the time that this Skill is active, you regain Endurance if you get attacked by Enemies per Hit.When this Skill ends, you shadowstep to your Target Enemy.

    (Sword) *Faithful Intervention* - You parry the next incoming attacks for some time, then you shadowstep away from your Target. Was your Health below a certain Threshold and you successfully parried attacks, then you regain Health when you shadowstep away from your Target Enemy.

    (Pistol) *Staggering Force* - You shoot an unblockable bullet like a flash, so fast and powerful, that it will launch your first hit target away, pierces through it and hits up to 3 targets behind the first hit target., which might get knocked down by the launched first target if the launched target crushes into other foes. You lose a Boon for this Skill. Sacrificing a Boon lets the first hit target launch further away, increasign this way the chance that it will get launched into other enemy players eventually.

    (Dagger) *Vow of Piety* - You gain Protection and Regeneration, which renews itself, whenever you sacrifice other Boons.

    (Rifle) *Deathly Trigger* - For a short moment of time whenever you use a Rifle based Initiative Attack, cause those Attacks additionally Chill, the shots become unblockable and have increased velocity and range.

     

    **Dances**

    The six Dance Skills of the Dervish that are coming as Heal Skill, Utilities and Elite Skill, will be these:

     

    Healing Skill:

    *Dance of Agility* > Heal yourself. For a few seconds is the chance to parry attacks increased for you and when you parry an Attack, you gain Barrier.

     

    Utility Skills:

    *Dance of Blades* > When you use this Skill, your Attacks gain the chance of dealing additional Torments, especially strong stacks, when attacking crippled or knocked downed foes.

    *Dance of Shadows* > When you use this Skill, your Stealth Effects will last longer and dodging or blocking attacks successfully will grant you Stealth.

    *Dance of Dragons* > When you use this skill, will cause your critical hits Burning for a while. This Skill will sacrifice one of your Boons, but if a Boon has been sacrificed by this Skill, then you lose a damaging Condition like Burning, Poison, Confusion, Bleeding or Torment

    *Dance of Mysticism* When you use this skill, you gain temporarely more Mysticism, when using Initiative Skills and Conditions you receive, last less long.

     

    Elite Skill:

    *Flashdance* > When you strike foes, while this dance is active, you create damaging flashlights, which blind nearby foes and whenever you blind foes, while this skill is active, you gain a random boon.

     

  6. Hmm, so this time GW1 related questions ... if these maybe are allowed to be questions that can be relinked in return also to GW2, then the Questions I will aks most likely if I have not over night a change of my mind will be most likely these:

     

    * Why do we have yet not old GW1 Weapons in GW2, like the Draconic Aegis, the Bonedragon Staff or the Obsidian Edge, is there nobody anymore 250 years later in Tyria, who crafts these weapons?? One could have thought, that especially the Contest Designs should survive the 250 years all together and not just only a few of them...

     

    * When can we go reexplore old End Content Regions from GW1, like the Underworld, the Realm of Torment or the Fissure of Woe and should be the answer never, are there any plans for making complete own new Elite Regions as GW2 Endgame Content similar to those three for the game and in general, what happened in those places within the last 250 years, if anythign at all???

     

    * Originally you planned to give GW2 a compansion system, basically similar to GW1s Hero System, letting our Characters have their personal Sidekick practically.

    What where exactly the reasons to give GW2 no Hero System yet like in GW1 and can we expect somewhen eventually the return of such a similar System for GW2, one maybe which allows us to use our own made Characters as Heroes as an improvement over the old hero System of GW1 which was based only on premade NPCs??

     

    If these kind of questions related to GW1 in return of GW2 are not allowed tomorrow, then I'll ask something completely different

     

  7. I'd pay for an expansion, which delivers content, that is worth it to pay for it:

     

    * Cantha as new explorable region with a story about the Deep Sea Dragon and its minions about which Anet is making a stupid pointless riddle and mystery about for 6 years now for absolutely no reason, they could tell us at least its name...

    * Complete Underwater Gameplay Overhaul including explorable Underwater Maps in the Unending Sea and elsewhere where lakes and seas are that we can't explore yet.

    * This includes the implementation of own Underwater Traitlines for all Classes, the merge of Rifle with Harpoon Gun, the merge of Staff with Trident, Underwater Masteries beign implemented that make Underwater gameplay a nicer gameplay experience for players while exploring the underwater maps

    * Player Instances reworked to add Player Housing and fitting Masteries to that kind of content

    * Spears becoming Hybrid Weapons, and finally useable on land, while through E-Specs we would get finally some new Weapon Types added - Chakrams and Whips

    * Missing Minigames getting finally implemented - Polymock, Bar Brawls, Return of Basketball as fully implemented Minigame and on top of that an own CCG with Cards dropping now rarely as loot from killed enemies or be found in Treasure Chests of JPs, Dungeons ect. as rewards, which can be also used as Upgrades that have the unique effect of changing our Skill Skins, if we put them into Infusion Slots, making it possible this way to change the way for example how Necromancer or Elementalist Summons look like, having this way an option to make the skilly look more impressive and nicer animated, together with s those Cards becoming also gemstore stuff, for animated card versions (GWENT sales method).

    * New Adventures being put retroactively also into the old Maps for Expansion owners, so that theres again some reasons more to go revisit older maps for once.

    * impementation of some new World bosses in older Maps, that currently have nonbe, like for example a Dragon Style Minion Boss like Jormags Claws for Primordus in the Fireheart Map, which has currently no Dragon World Boss there, only the Megadestroyer which is a boring ordinary Minion Boss, but just in huge

    * The implementation of Ascended Runes and Sigils together with finally Chef 500/Fishing and Jeweler 500/Digging to get onto the neccessary new Tier 7 Materials required to to craft under Jeweler 500 our of exotic Runes and Sigils the new ascended ones, which are then accountbound unlockers makign the next point then possible.

    * Implementation of finally an own integrated Build Template System

    * Expanding the Guild Hall with more content and features, rasing the Guild Level from currently max 69 to 100, adding two new Guild Halls - 1, A classic tropical island GW1 style, 2) A misty Forest Fortress Style GH

    * Implementation if Weapon Dyeing through a new Painter Crafting Job which can craft the required Weapon Paintworks for that, but which can craft also all other Paints, Paintings for player Housing/GHs, unique craftable Haircolors and Eye Colors ect.

    * 3 New Mount Types being added with Speedsters, Crawlers, and Sharks as underwater mounts

    * Adding retroactively to all older Maps Region Achievements like done in Season 2 with Drytop and Silver Wastes, further giving people this way again reasons as to why go revisit again some older maps for a while.

     

    Stuff like that would make me pay for it, if its put all together into a nice third big content expansion.

  8. Under the point, that I want to see Daredevil and Deadeye aspects merged into the Thief, so that it receives two new E-Specs as better replacements, which are then by design no silly sidegrades of the Core Thief, but actually real specializations with different gameplay mechanics, my redesign concept would look under my new conviction that maximum 3 Elite Specs with each adding 2 Weapons is best like this:

     

    **Spec 1: Dervish Weapons**

    - Staff

    - Axes

     

    **Spec 2: Assassin Weapons**

    - Chakram

    - Gauntlets

     

    **Spec 3: Rogue Weapons**

    - Longbow

    - Whip

     

    **Core Thief Mechanics** = Dual Weapon Skills, Stealth Assaults/Malice, Initiative & Steal

    **Dervish Mechanic** = Replaces Steal with Combat Styles/ Dances are its Utility Skills Type and count as Stances

    **Assassin Mechanic** = Enhances Initiative with Chakra and replaces Steal with Finger Signs/ Shadow Controls are its Utility Skill Type and they count as Mantras

    **Rogue Mechanics** = Enhances Initiative with Shadow Instinct, replaces Steal with Disarmaments/ Survival Skills are its Utility Skill type of Choice

     

    ----

     

    **Core Thief Skills**

     

    **Swords**

    SA1) *"Malicious" Flashing Blades* (if Dual Swords) > A long ranged Leap Attack with that you deal damage to all foes in sight of sight and cause Weakness to them.

    If you had collected from using Stealth Assaults enough Malice, then you will perform a Malicious Flashing Blades, which causes additionally Bleeding and Vulnerability Stacks to each hit foe and the dealt Damage is slightly stronger, but therefore is its range shorter.

    SA2) *"Malicious" Unsuspecting Strike* (if only MH Sword) > An attack with your sword against a target, which doesn't suspect you out from the shadows, so that you will caught it by surprise defensiveless, making this attack unblockable and cause the more damaeg to a foe, so more Health it has, letting it work basically like Heartseeker, but just the other way around. If you had enough Malice, from using enough SA's, then you will perform a Malicious Unsuspecting Strike, which grants you also additionally Might Stacks and Quickness after performing the Strike.

     

    1) *Sonic Thrust > Twing Fangs > Dark Repulser* > A 4 Hit Combo-String, beginning with a fast short leap attack, which emits a little Sonic Thrust that pierces through the hit target and can hit up to 3 Enemies behind your Target Enemy, followed by two fast unblockable strikes which steal a Boon and cause Bleeding, finishing it with a fast Shadow Step Attack into the back of your Target which causes Blindness

    2) *Jagged Strike* > Attack a foe and cause Cripple and Torment to the hit Target.

    3) *Infiltrator's Strike/Infiltrator's Return* (OH Sword) > Perform a Shadow Step Attack, that stuns foes and steals a Boon, on return you lose two Conditions. Deals more Damage and stuns longer, if the foe had no Boons

    3.1) *Flanking Strike/Larcerous Strike* (OH Dagger) > Evade around your Target and strike the foe from behind./ Moves one of your Conditions to your foe. Deals more Damage, if you had more Conditions on you, than your Target.

    3.2) *Pistol Whip/Ninetails Strike* (OH Pistol) > Stuns your target, while autoblocking attacks in its stun attack animation, followed by 9 rapid fast strikes that you can perform then while being able to move, in the stun attack phase you are rooted

    3.3) *Palm Strike (OH No Weapon) > Strike a foe and launch the foe away from you. If this Attack interrupted a foe, it will suffer from Pulmonary Impact, causing some seconds later more damage. If you interrupted your Target, you gain Vigor after this Attack.

    4) *Repeating Strikes* > Gain for a short while the ability to hit with your attacks a target always twice, or cause twice as much Condition Stacks, if attacks can deal Conditions.

    5) *Horns of the Ox* > Thrust both swords into your Target, causing a Knockdown and Bleedings for a while, while you evade backwards after the attack as you draw your swords out of yoru target.

     

    **Daggers**

    SA1) *"Malicious" Assassination* (if Dual Daggers) > Perform a Backstab Attack that is unblockable and deals double damage, if hit from behind. When you have enough Malice, you will perform a Malicious Assassination, which will deal unlike the normal version triple damage, if hit from behind and you gain some Health back, if that attack killed or downed the target, more Health, if you actually killed with it a target.

    SA 2) *"Malicious" Shadow Fang* (if only MH Dagger) > You strike a target, stealing a Boon and sealing the stolen boon for your Target away, so that your victim can't regain the stolen Boon for the next 20 seconds. if you had enough Malice to perform the malicious version of this Skill, then you will seal the Boon away for 30 seconds for your enemy

    1) *Twin Strikes > Wild Strike > Lotus Strike* > A 4hit Combo-String, beginnign with two simple strikes, followed by a wild uppercut strike, which lets you gain Vigor and Fury, finished with a final poisonous Strike, which deals more Poison Stacks, so more other Conditions the Target suffers on.

    2) *Heartseeker* > A medium ranged Leap Attack, and with that I mean now a range of 600, not 450, which deals increased Damage so lesser Health the Target has.

    3) *Death Blossom* (OH Dagger) > An evasive small AoE 3-hit Attack, causing Bleedings to each hit foe per Strike that hits them.

    3.1) *Malicious Strike*> Strike a foe and corrupt a Boon with the Attack to a Condition. Deals more damage and causes Poison, if the foe had no boons to corrupt. (OH Sword)

    3.2) *Shadow Shot* > Shoot unblockable at your target, causing Blindness and shadow step to it for a second strike. (OH Pistol)

    3.3) *Mantis Touch* > Strike at your Target and leech some of its Health based on a percentage of your dealt Damage, then evade backwards and regain some Initiative, if the evade was successfully evading an incoming attack (OH No Weapon)

    4) *Dancing Daggers* > Throw a bouncing Dagger, which cripples and torments foes which it hits

    5) *Cloak and Dagger* > Gain stealth without needing to hit a target anymore. But if you take the risk of dealing damage with this attack, you will be now rewarded with dealing more Vulnerability and Weakness to the Target. The Initiative Cost is now 6 therefore.

     

     

    As you can see so far from these two examples, what Ive done so far with my concept is:

     

    - Merging Malice into the Stealth Assault Attacks, turning malice into a general kind of Charge Up Mechanic, which gains more intensity, so more oftenly you use Stealth Assaults, making basically Malice an Upgrade of Stealth, because its, kinda say - "malicious" to attack somebody, who can't see you ... and thts kind of the current Deadeye gameplay, which I think should be part of thief in general, because its such a signature move for thieves to be malicious ;)

    This way becomes Deadeye pretty much obsolete, if Rifle would become a baselined Thief Weapon from a merge of Harpoon Gun to remove this even more so obsolete Weapon Type from the game.

    - Changed mostly Sword into more of a Hybrid Weapon, which can work good as Power, but also as Condition Weapon, instead of lettign it be only a Power Weapon by desing. In return becomes Dagger slightly better at Conditions.

    - Fixed the 6 years old issue of Pistol Whip rooting us, without that you can move freely for the damage portion of this skill, where mobility is needed, the stun part that is rottign you is only therefore that, that you make sure you use this skill only, when you are sure that you will hit and to prevent mindless skill spam.

    - Fixed the 6 years old issue of Cloak and Dagger, being too risky for its cost just to get Stealth and made the skill more rewarding for the players which willingly want that risk for the cost of increased Initiative Cost by +1

    - Moved the Crippling from the Sword from AA to its second attack to replace the old AA Strign with a better more interestign one that helps making Sword a better hybrid weapon and because the now strong woudl be op, if it would keep the Cripple, so it had to move to 2 as a little nerf in how often and fast Sword can deal Cripple

    - Dagger stood the way it is mostly, because I think daggers is already in a good spot tbh. Aside of fixing CnD and DB's issues and makign the Weapon more affinitive to Condition Builds.

  9. Removing Upgrades I think is the wrong way, unless its effects get reworked into Skills and Traits, so that they are not totally lost completely.

    Upgrading the Equipment is part of Character Customization.

    And to me personally speaking, the Game has not any hyper specialization, nor too much choices and effects, except the fact that this game has way too much Boons and Conditions, but thats a different story and topic. Skills and Traits aren't the problem...Boon and Condition Spam is the root of the evil!!.

     

    Making a Trait System, where the player has no choices is bad, this will cripple massively build diversity, unless the Traits in each line cover absolutely everythign you can think off to define a certain build so good, that you absolutely need to have no choice anymore, what is something that can't be done with only 9 Traits to choose from and 3 Traits per Line to use for your Build.

    If its more like 9-12 Traits per Line and they are fix defined given effects, that are all active for you the moment you chose that Traitline for your Character, then thats somethign else, but it makes your Builds more attached to these kind of "build blocks", than to have more individual influence on your personal detailed build, if you put traits into fix blocks of effects.

    Surely would make balancing for Anet a bit easier, but playing these predefined Trait Blocks with basically no individualism anymore makes surely the builds also more boring . Standing with mixed feelings on this idea I must say.. but personally I tend to prefer rather individualism, than pregiven builds, lika playing some kind of MOBA, where everythign is given to you already with pre defined "builds", cause in the end is this game no MOBA, but a MMORPG where player individualism is written big and not that all players are much more the same.

     

    I would find it just nicer, if ANet would increase for all Classes the amount of chooseable Traitlines to make full usage of each Classes potential.

    Each class could easily have like 2-3 more Traitlines to increase this way Build Diversity. Maybe use this as a way to rework Upgrades into the new added Traitlines, instead of making each Traitline a big Trait Box with no individualism??? Then increase the amount of Traits per Line from 12 to 16, so that each Traitline Decision is a string of 4 instead of 3 Traits you want to use, what would help also a bit in removing some upgrades and turning them into class individual traits, if it really should be done to remove Upgrades. But personally spoken I'd keep Upgrades and just rebalance them, while removing useless upgrades of the game and revamp them into Masteries, for exampel these useless Slayer Sigils, which woudl be a perfect choice to get reworked into Slayer Masteries instead

  10. Reduction to 20 would be too much...

    **What do you mean with "Stats all equal for all Classes"?**

    They are already equal for all classes, as they do for each Class exactly the same effects... there is no difference in the Stats between the Classes, like that Vitality is for example more effective for a Warrior, than for example a Thief, while Precision beign for a Thief more effective, than for a Warrior.

     

    Max Armor at Start would be pointless, it would completely remove the impression of having any Character Progression of gettign yourself over time better equipment, if it would be max statted right from the start..

    If you want no gear grind, then it is just enough to remove the obsolete connection to Stats from Gear, this would solve everything, without instantly destroying completely the sense of Character Progression, like what your suggestion would do ...if there is no build up over time of getting better defense values by improving your equipment, craftign stuff of higher and better quality to raise the defense values...

    A beginner equipment of simple leather materials shouldn't simply have not the same max defense power, as like an armor made out of the finest of high quality crafted ore materials, like Mithril & Co. Thats just logical...

     

    The rest of your posting haven't I really understood, sorry, but I guess you want basically Traits as Masteries and to remove with that change E-Specs as well??

    Thats what I'd essentially would read out of this here from you:

    **"adds skills only spec system removed to put all traits as passive lvl boost no more e specs."**

     

    Masteries getting completely removed won't happen. That's for sure. They clearly did not made that system - put it even into the game via an Expansion, just to remove it again.

    Changing and extracting it out of the Expansion System from HoT like I proposed - something like that is eventually possible and more likely, than that we will see Anet completely removing the Mastery System turning with that move basically all their efforts on that system to a waste.

     

    Whats you basically suggested here is only turning GW2 more or less into a GW1 Clone with better graphics, thats all I can read out of this.

  11. What the game needs is both - Balance and new Specs over time.

    However, it should be clear to everybody, that it is not good to give this game too much E-Specs. Maximum 5 per Class, everything above that number is way too much.

     

    But even more than new Specs does this Game need Class Redesigns, cause all of the Classes of this game have issues, that are 6 years old and still got not fixed until today, which is very sad. Most of all Classes of this Game would be much better, if Anet would just merge aspects of the current two E-Specs per Class into the Core Classes to fix them and replace the merged Specs with new Specs that aren't just simple sidegrades of the Core Class, but in fact actually really Specializations, which completely change the Gameplay of the Core Class to something different...

     

    After doing that I'd give each Class maximum 3 Specs and be done with it and look for different ways to give Classes more build diversity, instead of pumping the game full with only more and more E-Specs.

     

    * Warrior with Berserker and Spellbreaker would I redesign into Warrior with Torch baseline and Greatsword being Berserker's Weapon as Spec + Legionnaire as second Spec, finally as third and last Spec then the Brawler which fights with a Staff/ Gauntlets/Weaponless (skin).

    * Guardian with Dragonhunter and Firebrand would I redesign into Guardian, with the Specs Patron (basicaly Paragon 2.0 but with better name), Warden (renamed Firebrand) and Inquisitor (renamed and redesigned Dragonhunter)

    * Revenant with Herold and Renegade would I completely redesign into a different Class as Vagabonds, with the Specs Mercenary, Renegade and Templars to let them be basically the dark version of the Guardian and its more light based specs... turning Rytlock into the PVE story based ONLY Revenant, that should exist only and makes sense.

    * Engineer with Scrapper & Holosmith would I redesign with Engineer having some parts of the former specs absorbed and the new Specs Alchemist, Saboteur which absorbs some parts of Scrapper & Technomancer which absorbs also some parts of Holosmith.

    * Thief with Deadeye and Daredevil would I redesign as Rogues, with its the specs being then Infiltrator, Assassin and Dervish (Daredevil renamed/redesign)

    * Rangers with Druids and Soulbeast woudl I redesign as Ranger, with the Specs being Druid, Hunter and Shaman.

    * Necromancers with Scourges and Reapers would I redediens as Necromancers with the 3 Specs of Ritualist, Witcher & Reaper.

    * Elementalists with Tempests and Weavers would I redesign as Elementalists with the 3 Specs Summoner, Arcanist (Renamed Weavers with absorbed Tempest elements) and Spellslinger

    * Mesmers with Chronomancers and Mirage woudl I redesign as Mesmers with the 3 Specs Chronomancer, Dreamcatcher and Minstrel.

     

    As a difference to the current Elite Specs would I let each Spec not give 1 additional, but instead 2 additional Weapons as a little compensation for putting a limit to specs to maximum 3.

     

    Berserker = Greatsword & Greataxe

    Legionnaire = Greatshield & Focus

    Brawler = Staff & Gauntlets

    ///

    Patron = Warhorn & Greatshield

    Warden = Axe & Greataxe

    Inquisitor = Longbow & Daggers

    ///

    Mercenary = Greatsword & Dagger

    Renegade = Longbow & Pistols

    Templar = Greatshield & Focus

    ///

    Alchemist = Axes & Whip

    Saboteur = Hammer & Torch

    Technomancer = Staff & Sword

    ///

    Infiltrator = Whip & Longbow

    Assassin = Chakram & Gauntlets

    Dervish = Staff & Axes

    ///

    Ritualist = Torch & Gauntlets

    Witcher = Swords & Maces

    Reaper = Greatsword & Whip

    ///

    Summoner = Warhorn & Gauntlets

    Arcanist = Swords & Shield

    Spellslinger = Longbow & Chakram

  12. After having read through the latest posts, I came up to my mind, here some changes and additional points:

     

    - Players should have to level lesser arbitrary numbers to get faster access already in the Main Game to the real deal, Masteries.

    **50** Levels are more than enough to guide some mindless noobs as to where to go, until they have learned how the game runs, no need to stretch this idiotism to 80 levels until the end of the game, when half of the game is more than enough for this!

    - The gain of Stats becomes massively simpler, no need to Grind for Gear anymore, **unless you want the Skin, Infusion Slots or its Defense Values**.

    Playing how you want becomes massively simpler, you can **change your Stat Setting now whenever you want outside of Combat**.

    No need to grind for Legendary Equipment just for this Feature just to get full freedom of Build Divisity, which shouldnt just be a legendary equipment owner's privilege!!!

    - Upgrades become significantly better and more meaningful after a big overhauling Balance Patch that put only focus on all Upgrades to be reworked into the new Character Progression System. **Rework of the 3 Tiers also, no Minor, Major, Superior Upgrades anymore, just only 2 Tiers that are now Normal & Superior, so basically the removal of Minors**

    - Elements of Character Progression like **E-Specs become fully merged into Masteries**, no need anymore to grind for Hero points just to suddenly unlock E-Specs and their Skills & Traits after that. The moment you learn the E-Spec Mastery after having reached Level 50 and owning the Expansions that adds the Specialization Masteries to the Tree, you will learn everything that belongs to the E-Spec, but learned is not mastered! As part of Character Progression 2.01 there is a difference between learning just only an Elite Specialization, and mastering it completely.

    **Have you learned a Specialization, you have directly access to all of its Skill and Traits from begin on, but you can use it only, if you use also the Traits of it in your Build.

    Have you mastered a Specialization, then this unlocks the Weapon, Healing and Utility Skills for your Core Class as well and the E-Spec will get from then only only defined, if you use it's Elite Skill and Traits, which stay from the on the only parts that are bound to the E-Spec.**

    - **PvE and WvW Character progression can get merged** together with the Rank System getting reworked for WvW, so that its reward structure becoming retroactively better, while it is currently not the case, because of its massive arbitrary high number of obsolete 10000 ranks, where a system with much better rewards under just a maximum of 1000 Ranks would make much more sense!

    Make reaching higher ranks just more difficult over time as a little compensation to make it not too easy for all players.

     

    The red line I have in mind for Character Progression 2.01, should be like this:

     

    > - NPE becomes now integrated into the Mastery System with Masteries being split up into Abilities and Talents, where the NPE is based mostly on classical Beginner Talents to explain the player how to play the Game and iwll be literalyl everbodies first Masteries that Characters in the Tutorial will automatically learn and master after ending the Tutorial. to give the player its first sum of Mastery Points to use for later, once Level 50 is reached to get access to Endgame Masteries which make usage on Mastery Points to learn and master them.

    > - Reach Level 50 and receive all Stats from those Levels alone, able to change your Stat Sets now whenever you want outside of Combat

    > - Get Ascended Gear for Highest Gear Defense/Slots/ Get Upgrades for your Equipment.

    Instead of Gear Stats does provide Gear now more Upgrade Slots. Weapons have 1-2 Sigil Slots more at Endgame based on if 1H or 2H Weapon, Gear has at Endgame a Rune/Gemstone Slot more than now. (if mastered fitting Upgrade Masteries first)

    > - Learn Masteries under the new restructured Mastery Tree System (E-Specs among the Mastery Paths of that Tree, if you own the Expansions)

    > - Gain Mastery Points from learning Masteries automatically

    > - Use Mastery Points to either learn a new unlocked Mastery from the Tree, that has become accessible from learning the last one before.

    > - Or use Mastery Points as currency for new Grandmaster NPCs findable now all over Tyria, which will teach you how you can truly master your learned Masteries, after you have done all of their Trials & Tests successfully, which require a Grandmaster Teacher, to completely master them, that are masteries which you can't master by yourself alone.

  13. For the game it would be just best, if the Thief gets a complete redesign.

    Daredevil was from begin on just a direct sidegrade of the Agility Core Thief, which got partwise dumbed down, just so that Daredevil receives a reason for existance.

    This dumbdown needs to get reverted and DE is just another offensive ranged sidegrade ..

    Why should have the Thief 2 offensive sidegrade E-Specs, when it would have been much better for the game, if the second E-Spec would be rather a supportive ranged class, so that Thief gets finally better a group support, to have a spec, that fills up finally this gap for the Thief Class.

     

    Staff, Rifle (as Merge with Harpoon Gun) and Offhand Sword should be all baseline Weapons rather for Core Thief. The Specs should be based on Longbow and Torch.

    DE is nothign atm but just a wannabe sniper, that should have found tbh never its way into the game - but now its there , now it needs to be integrated so that it fits to the identity of the thief and that is something, that the current DE doesn't do for me , because it feels like a bad combination of just a simple gunslinger and a stalker/shadow mage kind of gameplay, that doen't fit together... snipers using black magic as utility skills..yeah--right, very immersive - not

  14. @"ysnake.3619"

     

    Sorry, I ve no clue, what you wanted to try to tell me with your posting, other than that you made a comparison to WoW, which made no sense to me, because the Classes in GW2 all have their clear definitions as well too.

    The point of my post was only to focus for PvE primarely first on FUN. PvE needs absolutely not the same kind of balance attention, that is neccessary for competitive gameplay modes like PvP and WvW.

     

    In PvE its only important for Dungeons and Raids - instanced PvE content, where it is important for all playable classes, that none of them is so bad, that players see no reasons as to why they should take them into the groups.

    Clearly has every class in this game its own roles, strenths and weaknesses, but within these strenths and weaknesses should no class massively outshine in the strenths all other classes so much, that only that one class is meta choice, while all others practically have no chance to be considered to be taken into groups.

     

    Thats especially the case, when a class either has extremely better DPS potential than other classes, or

    Thats especially the case, when a class has extreme more or better access to group support functions, than other classes, or

    Is a mixture of above together, while all others are only good at one thing and are due to this are then in a massive disadvantage over the class, which has both functionalities at the same time, what disturbs especially, of that hybrid class performs then even at both functionialities same as good, or even better, than the class, which is good at only one functionality...

     

    In PvE could be made skilsl and traits significantly much more powerful, to ensure that all classes provide builds, with that you can be useful and helpful with your class evrerywhere in GW2, but thats so far sadly not the case. For to make thsi hapen, would have anet to split much stronger the PVE versions of skilsl and traits from all the rest of the game to make this way sure, that all classes can be everywhere in PvE viable as either Attacker, Supporter or Controler and regardless of which choice you take, your choice shouldnt be outshined by other classes so much, that people ask you to change your Character to Class X, only because it is in a certain role like double to trile as much better, than your class - which are strong signals for it, that something in class design needs to be changed to balance in this case the classes better.

  15. @"maddoctor.2738"

     

    Everything that the player needs to know, can the player learn already in the tutorial areas of this game to learn there the basic skills and gameplay aspects for your weapons ect, before you start the actual real game and get to the starter maps. Thats essentially what also GW1 did. so where is the problem to fix that with GW2s tutorials and expand the tutorials a bit?

    So why force us to unlock the basics within 80 levels after the tutorials, if everything of that can be learned already in the tutorial area to prepare the player to what awaits him after that?

    And your comparison is flawed, because it depends of how high Anet would scale up the enemies in the end, it would be correct only, if they don't scale up the equipment we receive as well, because if they scale up our equipment as well, then there would be no neccessarity even more to have white, blue, green, orange rarity grades of equipment anymore, and the effectiveness of our equipment after going out of the tutorial would be directly of that of level 80 equipment, not that of uneffective beginner stuff.

    So starting a Character after my proposal woudl feel more like playing a Lvl 80 character with fitting Level 80 quipment if both sides get appropriately balanced and rescaled, so that battles feel good and balanced and no side either way too strogn, nor way too weak, but there should be occasionally naturally more challenging monsters to find, that are togher, if you try to fight them solo naturally still, as if you go agaisnt them with multiple players together.

    Like said, I'm for it, that fights shoudl become a bit more challening and high classy to the way how GW1 was, because compared to GW1 feels GW2 like being a shadow of its prequel in regard of challenging pve combats and its NPE design/difficulty.. gw2 got dumbed down too much tbh. But thats a different topic now.

     

    A player with great progress in Combat Mastery, but low progress in Attribute Masteries, will be a formidable fighter, but just a weak one, which will have tougher longer lasting fights, than maybe someone, whos not so goot in Combat Masteires progressed, but is significantly stronger in Attributes. Its just only a shift of combat pace, but but can potentially overcome the challenge, what matters the most in the end is player skill. Thats how GW1 was, thats how GW2 should be too and in GW1 you were always able to reset your Character Setting, the same should be possible then in GW2 to for when you think, you have with your current build too much problems, then you reset your Character and rebuild it from a new. **That would be doable anywhere outside of combat with Stats.. with Masteries this woudl be doable in Towns.**

    100% Character Build Freedom basicalyl anytime. That is key for a restructured Mastery System where everythign is based only on Masteries. This proposed system can't work well, if GW2 doesn#t receive like GW1 had it its 100% build freedom back and the option to reset your settings anytime, if neccessary, so that plsayers can't manouver themself into dead ends, and if they should do, that its then only a matter of a few clicks, to change their builds to one, that will bring them further - completely free of any gear grind!.

  16. @"MachineManXX.9746"

     

    I don't just play suddenly, I play since the begin of GW2.. ive leveled multiple characters from 1 to 80 without using a single leveling tome...all by dpoing only story, exploration, kills ,dungeons ect. so normally playing the game like it shoudl be done.

    With the paragraph you quoted there from me I do mean only, that under the current system, we need to reach first Level 80, before we have practically our Base Stats and before we become even able to use Masteries, which is somethign in regard of Character Progression, I do find wrong by now...

    Years ago, I wouldn't even thought, I would ever post somethign like this now.. several years ago, I was even more at the opinion, before Masteries existed, that the right way to give this game more and better character progression is by raising the level cap to 100 and be done with it ... oh boy, how wrong I was - I do now realize... it woudl have been a simpler soltion, but by far not one, with that kind of detail and depth, than what I propose now, and how I do see things now with the Mastery System back in my mind, seeing how much more potential lies behind that for a much better and more depthful character progression - one that could easily surpass everything we know and have ever seen before in other older games... if it just gets extracted out of the expansion model and becomes a geneal integrated system to use for everybody right from the start when you created a new character, not first after beign forced to still undergo the outdated leveling process first.

    Thats why I came up with the idea, of how the game would be, if everything, and with this I really mean everything would be based just only on Masteries in its truest form as a feature that is absolutely connected to all sub elements of character progression as its real main system.

     

    @"PzTnT.7198"

     

    Ascended/Legendary Equipment would become just Fashion and Materials to be used to craft Legendary Equipment, turnign basically Ascended Stuff kind of a new additional part required to craft Precursors.

    Like mentioned, Gear would provide no Stats anymore, so Ascended stuff would provide not anymore its higher Stat bonus over Exotics, if you want that Stat Bonus, you'd have to learn then Masteries to receive these Stat Points. This would help rebalancing especially a bit again WvW and close the gap between poorer and richer players, which can't affort getting themself complete ascended equipment sets for all their characters you want to play actively and all of their various builds

    Agony Resistance doesn't get affected. its part of the equipments upgrade system that comes together with Infusion Slots.. so basicalyl Ascended/legendary Equipment stays unique for their infusion Slots and in case of AR for Fractals, so that essentially Ascended Equipment stays needed gameplay technically only for fractals and if you want to have visual fluff from Auras. No min-maxings anymore form Stat point infusions.. points you will get now only via Masteries then.

     

    You ask me, what will get dropped still from enenmies, if not gear ? Really ? Theres more than enough that can drop from enemies. Gold (Junk), Karma, Exp Boosts, Materials and stuff to salvage for materials, upgrades (Sigils/Runes) directly eventually, after being reworked and rebalanced, so that they provide also no stats anymore. Or maybe other interesting and rarer things, like rarely minipets, like some kind of monster cards for a new ingame cardgame, which can be also used as some kind of new upgrade item as wlel too similar like in Ragnarok Online, they could drop tradeable items, that cou can return in for rewards at Trophy Collector NPCs, so called Monster Trophies..with a bit of brainstormign you find more than enough thigns that killed enemies can dropp, dropped gear items are not everything, only because gear stats got remove,d but yes, they could naturally also drop "gear skins" then, or craftign recipes kind of for that kind of stuff so that you can craft you your skins, so that there is again some demand embedded that requires certain materials which may have lost their demands, due to lots of recipes getting removed, cause theyd be not needed anymore, if gear stats gets removed. to replace those removed recipes and keep the demand for certain materials up.

  17. > @"maddoctor.2738" said:

    > > @"Orpheal.8263" said:

    > > The difference is, that there is no start up phase anymore, just to get the Base Stats... which is what finds place currently within Level 1 to 80.

    >

    > Characters will begin the game with base health and stats and then in order to get more stats (that we currently get from gear) they will have to level up their mastery instead. This would make the starting zones the hardest zones in the game wouldn't it? In order to avoid this they'd have to re-balance them -again- making lower tier zones easier than harder level zones. But, which number would they use to balance the zones?

    >

    > Instead of having ONE number to denote if you are capable of playing in a zone (your level), you will now have 13 (all the mastery abilities). Provided that you can increase only one mastery at a time (or you are gonna change that too?) this means players will have to stay in the lower level zones for a much longer period of time in order to increase all of their mastery abilities. Plus, there will be no way for a player to know when to go to the next zone. Is rank 3 Attribute Mastery + rank 4 Combat Mastery + 2 Mobility Mastery + 5 Specialization Mastery, enough to go to Gendarran Fields?

     

    Good questions, simple answers

     

    Anet would have to rebalance the Maps that currently are not Lvl 80 to be like Level 80 maps, so they woudl have to upscale the enemies, making in fact the content in those maps more challenging, so that the content fits to our Startin Characters, that has then also the maximum Base Stats at this point, so that we''d noit start with lousy 650-900 HP, but with 11000 to 15000 HP instead.

    It would make startign zones definetely not the hardest zones in the game, but combats surely would only feel after the change a bitt different, if enemies would become now upscaled in those maps, instead of us gettign mostly all downscaled in those maps, unless we play a complete fresh new character.

    Battles woudl become a slightly bit more challenging before, because compared to now, we's have not the stats from gear anymore to compensate the lack of player skill.

    The main game maps were for my taste anyways always way too easy, even at times when i was self an unexperienced GW2 newbie with newbie equip, it felt all too easy, there was even GW1 in its maps until you reached the endgame maps more challenging than GW2, so I don't think that makign the game a tiny bit more challenging again, might not hurt, to raise this games niveau again to make it again a bit more equal to GW1's standards and reward player skill and playing together in parties more.

     

    How the game would tell the player, what is enough to go to specific maps?

    How about maybe good old trial and error? Why must everything be nowadays in games be indicated with numbers, so that players might get an idea of what they are doing or when they should do something in the game?

    When you fight a monster and you see, that it mows you through the mud with your face first, then I guess you will know, that you were not ready for that kind of enemy and you have to grow stronger, train more, learn something new that might be helpful for you to overcome that challenge..thats character progression, not staring at numbers!!

    However as a kind of guiding red line could be taken the Personal Story - if you follow it successfully, you will know that by doing its story sequences, that you are ready for the zone you are in at the moment or for where the story progress leads you to. If you can't beat a certain story milestone, then you will know, that everything that is to follow right after this, might cause eventually problems for you, or wil lturn battles for you into somethign more challenghing, than it needs to be for you, if you woudl have learned already some masteries more to have a higher progression on your Stats, thus making everythign again easier for you, until you maybee hit somewhen again a spot in the power curve, where enemies are stronger, than you.

     

    Like seriously, when do you ever meet in this game enemies, that are by design stronger than you, unless they got upscaled by the game, which aren#t by design some kind of HP sponges, ergo Elite/Champions/Legendary foes/monsters? People don't even realize this, if there isn't some kind of red/purple level number above them, that shows you, that their attacks might really hurt, if they hit you. But I think that is something, that numbers shouldnt tell players.. players should experience this by thesmelf, without that colored numbers already show you before the battle begins, that the enemy is physically superior agaisnt you and that you have a tough fight in front of you , if you underestimate your foe, just only because it looks like generic foe/monster number 12 quadrillion that you have easily killed already before. A bit enemy knowledge is important to spice battles up, so that you learn better to estimate your enemies to get not surprised by them due to abysmally underestimating them, only because you could see some kind of warnign red signal number that told you, that its better not to fight agaisnt that monster in front of you, unless you want to learn it by the hard tour.

    Buut people will learn from such situations and which will feel more rewarding to the player, if they see that they overcome such enemies later, which have beaten them some time ago maybe to a pulp first, due to underestimating them first.

     

    Learning by doing, thats natural character progression, free from any form of signal numbers that distract only from the things, that are really important, without having to look permanently onto numbers which should tell the player, when they are "ready"

    You are just ready, when your player skills have sharpened enough to overcome the trial and before you reach this point, its trial and error and if thats not enough, then you play together with more people to overcome thigns, you can#t do alone with the help of others, this automatically improves the social aspect of this **MMO**RPG.

  18. GW2 has always been fashion based.. so was also too GW1, where getting bis equipment was even much faster, than what is possible here in GW2 and from that moment on it was also all about gear skins only...

    The economy wont suffer, for demand that will decline here n there maybe, can easily get inhtroduced new thigns, which will generate new demand.. its everything just in fatc an exchange of demands.. and exchange of demands is neccessary for a good economy, so tjhat things, which have been longtime worthless get the chance to become more valuable, while thigns, which have had all this time high demands, can have some time where the demands shrink, so that the offer can build up for a time, when also these things will increase somewhen again in their demand. Change is neccessary and good for economy.

    If everyhting in a game economy would always stay the exact same, how it has been years ago, this in fact would be bad for a game economy, if there wouldnt exist never any changes in demands and offers, so that the economy in the game can fluctuate.

     

    I'm not wanting to gut mechanics, I want to make only Masteries as the Main System of all Character progression, because it is simpler, if there is just only 1 single system resposnible for all of that, as when the resposibilities are splitted up between like 5 to 6 smaller sub systems that aren't at all really connected to each other, because if everythign runs under 1 big main system, thigns become simpler, quicker, more structured, more overviewable and this move can be used to add alot of great new character progression based content to the game in form of many useful new and interesting masteries, which didn't existed before, to expand this way significantly this games endgame content on the long run as well..

    You can't know, if something that was proposed is equal (or worser) as you say, if you don't give new things a chance first to see, what they actually do bring to the game.

     

    If there would be no stats attached to gear, I definetely would stil lget myself more equipment sets thn, one, just for the fashion of the equipment skins, to not have to use for every style change always transmutation stones.

    With no gear grind in the game, it would become also alot easier for Anet to implement an own official Build Template System, because the game would have to consider then only your Skills, Traits and your Attribute Setting, which isnät then anymore bonded to any equipment. at all.

    ANet could turn Accessoires & Upgrades into something much more interesting, than just only Stat Givers. Just thinking about these possibilities, all not possible with the current bad mastery system and the bonding of Stats to gear grind, which makes everythign only more unneccessarly complicated, especially with legendary equipment which already allows stat swapping outside of combat.

     

     

    @"Rasimir.6239"

    Theres nothing hard anymore, if the game allows you, just like in GW1 to reset anytime your Stat Build, so that if you are a newbie and you think, you made some kind of mistake for your build, that you can then make changes.

    In regard of this would become PvE basicaly then only a bit closer to how PvP works, where you are instantly max statted and where you can freely change everythign, before you start a battle. This same freedom would allow PvE for unexperienced players alot more freedom to experimentate around, make their mistakes, learn from them, restat if needed reaslly and try again with a different stat build - with the difference, that they'd not to grind for those stats then any specific gear first, just to get the stat combinations, that you want to have.

  19. > @"maddoctor.2738" said:

    > Is there a difference between leveling from 1-80 and leveling your attribute mastery? The game already rewards you with little boosts to your attributes every time you level up so why change it to give attributes when you level up a mastery instead?

    > For a system built to "simplify" things, it does the exact opposite and over-complicate things.

     

    The difference is, that there is no start up phase anymore, just to get the Base Stats... which is what finds place currently within Level 1 to 80.

    With my system can be rebalanced the gaming experience of all beginning maps, as if we would be basically all from begin on Lvl 80 and by doing the Masteries, we earn our selves then the Attributes, that we would gett additionally normally at the moment via gear grind.

    So, this change will make essentially all low level maps better, the Scaling System of this game can get also symblipice, because players don't need to get downscaled anymore then...

     

    Instead of starting as Lvl 1 with like under 1000 HP you start then without any level anymore and the maximum Base Health that your Class has and everything in the that that was of Low level, will get scaled up to Max Values as well as if everything would be basically Level 80 in the whole game.

    Thats the simplification I'm speaking about.. no need to grind for levels and gear anymore in first place. character progression comes from the things, that your character learns and masters, not from Level Numbers.

    The Stat Boosts from Level Upping woudl become unneccessary the moment levelign gets removed. By removing that process, there needs to exist a simplified replacement for that removed mechanism and that simplified mechanism just is merging the old mechanism into the Mastery System, adding those Stat Boosts to for when

     

    The simplification I'm following here comes mostly from focusing old mechanics into the Mastery System, to turn the Mastery System basically into the Main System of Character progression, which is from begin on the only character progression system of this game , instead of what we have now - a splitted up system like a cake with multiple small pieces where none of its pieces is connected to each other and where the mastery system plays first a role for you, once you have reached level 80 first, and before you haven't reached it, you can't make usage of its profitable effects - which is nonsense to me.. a system like the Mastery system should be useable from the very first moment on when you create your character.. and not first after being forced to reach level 80, to become first then able to make usage of it.

     

    Character Progression and learning masteries shouldn't begin first from Lvl 80 on.. it should begin right after Character Creation ..

    The way how the system works currently, is as if I'd tell you, than you can learn first, how to ride a horse, once you have become first 80 years old and not a single second earlier?? Would you find this ok? I doubt not... but thats exactly how the current not well thought out Mastery System sadly works, it limitaes us from Character progression and forces us first to get 80 arbitrately level ups, just so that we can begin to learn somethign new that has nothign to do with leveling up then anymore, because we have reached the games limit of how much Anet wants to let us "level up", until our characters have reached the power cap that they allow us to have in the game in regard of Stats.

     

    My System is the difference, with my system you have from the very moment after Character Creation 100% free choice, of how you develop your character, what you teach them in which row and playing pace, as you want, its not linear, like how it is now with the Leveling System from 1 to 80.

    It is in fact non-linear and completely driven by the player's choices only, what reflects in my eyes true character progression, especially if there are right from the start far more than enough choices to make of how you want to progress freely with your character..

     

    This makes battles also more challenging again, because player skill will receive again more focus, not the linear stats you receive via gear grind and the levelign process equipment first, that you have mostly also all to craft, just so that you get more building freedom for your character. And should you fail with your current Stat Setting, the ability to reset your Stat Setting like in GW1 will become handy, making it possible for you to quickly change your build how you like, to try it again with a different build setting, without that you need to grind first ages long for BIS stat equipment that you need, just to play the build you want. Even in regard of this was GW1 a big step further, than what ANet turned GW2 into about this, here it feeels more, like they made a huge step backwards with all this unneccessary gear grind for Stats.

     

    If everythign woudl be based around Masteries, there would be no gear grind anymore, players could play the game as they want, because all they need to do is just play the game how they want.. everything gives exp and you will learn masteries as you play normally the game under my system, without beign forced to grind extra Mastery Points, no ,you just receive them then automatically as you learn masteries and use them then as key element to learn and unlock for your character even more potential new learnable masteries for your character.

    OCmpared to the current system works my proposal more like a classical SKill Tree, but just with Masteries to leanr, not just simple Skills and so further you progress in it, so more branches of new possible things to learn will you find in it, while under the current system, it stays stagnant and linear, while beign constantly forced to grind for mastery points, to grind for stats, ect..

    Under my system is everythign you need just only collectign EXP to learn masteries, which is compared to the current version also simpler.

     

    Simplify things is relative. Its important from which kind of angle of view you look at things. When you look at my proposal only from the angle of view, that I want to increase the amount of masteries sgnificantly,, then Id agree with you, this surely gives not the impression of making things simpler.

    But from the perspective of wanting to merge things together and let everything just run under 1 main system for Character Progresssion - everything under the flag of Masteries and removing unneccessary, or not needed anymore older processes that are standing in it's way - then it definetely does make things simpler and more straightlined - **more structured!** So to say.

     

  20. @"Laila Lightness.8742"

     

    That is something that ReaverKane.7598 complained about and was against about. I am too against a restructured Mastery System that makes it possible to make instant maxed alts when you have learned certain masteries, which is why I say, to make my proposal work must exist then accountbound as like also too characterbound masteries, so that players can still have the gaming experience with freshly new created characters of having with them Character Progression the same way, how you had it with your very first Main Character. (**Only characterbound masteries would give Stat Boosts, not accountbound ones, just for I know this question would come up surely next**..)

    The removal of Classes is indiscutable, Classes are required to give Characters roles, professions which stand for those roles and themes. Secondary Professions/mixing everythign together as you like are a terrible nightmare and the reason for why GW1 couldn't become ever balanced.

    Classes are something with that players can personify themself with, what is important.

    To speed up the process of maxing your Alts shouldn't be used an accountbased Mastery System for it. That would make things way too easy and boring, if you could max by playing 1 character automatically everything for all your follow up alts without having them played for a single time...

    For that it would be better to have just more Weekend Specials, which reward players for playing their alts with increased speed on learning their characterbound masteries.

    It was already wrong in my opinion to flood the game with all these instant level up scrolls , giving this way essentially players no reasons anymore to actually play their alts, when all you had to do from that moment on after creation to pop only a birthday scroll and some douzens of level up boosters to get instantly a max level alt character... Thats poor gameplay which shouldnt have been ever supported this way tbh.

  21. umh no, what has the Gem Store to do with all this now?

    The progression rewards for Stats would not be locked to specific Masteries..

    So if there is a Mastery in the line, you don't care for, there would be then more than enough other ones you could aim for to do.

    If it would take for example a player to learn 50 Masteries to gain as rewards through them all the maximum possible Stat Points you can get by now with level 80 wearing ascended equipment.. and the game would provide like tripple as much learnable Masteries to begin with, then I'm pretty sure, that no player in GW2 would ever come into the situation of having not any kind of enough masteries there to learn, to feel like being forced to do something you don't like, only to get maximum stats, playing the game as you want all the time, what will be possible only, as long it is guaranteed, that players have always enough CHOICES.

     

    Currently doesn't provide this unstructured Mastery System as of now not really much choices, because the system makes so far only usage of 1% of its maximum potential with a very static design that forces players to grind for mastery points, just to progress with your character, forcing players this way to do content, they don't like eventually, just to earn the Mastery Points.

    With my proposal would feel learning new masteries and gaining Mastery points alot easier and more natural as you play the game, how you want.

    You wouldn't need to do Achievement X anymore and kill a Raid Boss or somethign like that, just so that you can learn a specific Mastery.

    All you would need to do as a Player under my system is, chosse the Mastery that you want to learn, fulfill the Experience Task that is described under the Mastery to do to learn the Mastery and earn Mastery Points then automaticalyl for learning a Mastery, with that you can then unlock another new Mastery of your choice you want to learn next, if you have earned enough Mastery points for one to unlock a new Mastery.

    On the other hand, you could under my system potentially learn new masteries also, by just doing somethign unsuspectetly in the game... like taking up a Fishing Rod which you find somewhere randomly on the ground near a lake, and you start learning this way automatically the Basics as mastery for Fishing - learnign the Basics leads you to earn Mastery Point,s with that you can then start the more advanced masteries for Fishign and so on and so forth - so it could be also just such a simple automatism like this, which rewards the player for exploring the game and tryign just things out, that you just found somewhere ....

     

    Thats why I'm saying, that the Mastery System currently makes only usage of 1% of its potential. Add the missing 99% to that and players would have then alot more choices. Just think of it alone, what could be expanded with Mounts only to increase the amount of possible learnable Masteries.. alot more choices, which naturally also mean alot more new content, but just not story driven content - feature driven content instead which shoudl receive once in a while also a stronger focus by Anet - and that not only via expansions, but via feature packs.

     

    Not just adding only new Mount Types, but also for PvE for example Masteries based around Mounted Combat, Masteries based around Mount Abilities, Mount Features like Mount Breeding for Mount Races, adding the feature to give your Mounts own NAMES, own crafted MOUNT SADDLES with that players could enhance their inventories for example and masteries for more individual Mount Customization, than only colors ....making mounts truly in every possible aspect unique in GW2 in ways, other games most likely never thought about ever, could be possible to do with a feature like Mounts to provide character progression this way, that has nothigj to do at all with levelign your own character anymore, but just givign your character new abilities and talents, that unlock for your character tons of new possibilities of what you can do with your character in this game, what you weren#t able to do before you had learned Mastery "X"

     

    My small list of Mastery Categories above wasn't complete in how much more the system could get expanded, get better structurized and reworked and reformatted into more outstanding awesome endgame content that truly reflects good Character Progression in as many ways as possible to keep players for years busy and not just only for like a month, until all kinds of masteries there exist are already learned and peopel wait just eagerly for new story content, because theres nothign more to do in the game otherwise, with that you can progress with your character in the meanwhile as you wait on the story to progress until the next living world chapter comes or another expansion for more story.

     

    Aside of that mentioned list could be added also too Fashion Style Masteries, the mentioned by me already Class Masteries, Trade Masteries and also too fittingly to the Replacement Feature - Housing Masteries as own Mastery Categories (will edit that in now).

    There is more than enough potential to easily come up with hundreds of masteries to learn to give players more than enough choices to have among them something you like and care for, without forcing a player to do ever anything you don't like to do, just to get the required amount of mastery points, so that you can finally learn a mastery then and Anet doesn#t need then to add constantly more and more MP somewhere into the game and pointless numbers, like mastery rank points could then get removed as well.

  22. > @"Raizel.8175" said:

    > You know... the thing about Scourge in PvP... it's perfectly balanced there actually. The reason you get condi-nuked in PvP is because of boon corruption and this games massive boon-spam.

     

    Which is why I say all the time, that this game needs a massive overhaul of its complete condition and boon system, reducing the total amount of spammable effects down from 28 to 16 with maximum 8 Conditions and Boons only, instead like 14 on both sides ...

     

    Alot of Boons and Conditions are totally obsolete in this game and should get better reworked into class unique trait effects, as skill effects, or become secondary Attribute Effects, or turned directly better into an attribute, like for example Resistance, which should be turned from a Boon into an Attribute that reduces received Condition Damage, like Toughness reduces Direct Damage and should give as secondary Effect Condition Immunity Time for when you remove Conditions, that the removed Conditions can#t get instantly reapplied to yiu, unless your Immunity Time from your Resistance Attribute is over.

     

    This way would get Condi Spam alot better balanced, because players would have then finally a way to reduce Condition Damage by increasign their Ressitance Attribute and the effect of becoming immune to Conditions would get balanced this way better too by making you not instantly immune for soem time to all conditions, but actually only those which you removed by a Condition removal Skill/Trait Effect/Rune/Sigil Effect, makign this way naturally Condition Spam alot lesser effective, without that you become instantly immune to absolutely all Conditions, like it is now the case with Resistance as Boon..plus you also can't instantly lose the effetc then anymore, because it got corrupted, stolen or removed from you, before you get hit by a condi nuke bomb AoE that kind of 100>0s you in a matter of seconds, before you have even the chance to react quick enough.. cause its still humans with reaction times of several seconds that are playing this game, not robots with inhuman reaction speeds in the milli seconds

     

  23. DE in itself is the problem.. it should have never become an Elite Spec.. the gameplay aspects of it shoudl have been used for a Redesign of the Thief Class with Rifle becoming baseline for the Thief together with Offhand Sword and the Utility Skills of DE replacing Venoms, with Venoms getting redesigned into a F3-Skil lSlot, so that every Thief woudl have from then on always 1 out of 5 possible Venoms with them.

     

    DE as E-Spec should get replaced with the Longbow using Rogue, so that the Class has then two longrange weapons, one thats baseline (by merging Rifles together with Harpoon Guns to gte rid as well of an obsolete underwater weapon, doing the same with Staff and Trident, replacing Daredevil as well too with an other E-Spec after that overall Thief Redesign) and an alternative through the Elite Spec Rogue, which would be the needed counter spec which this game needs for Traps, (Trap Control via Ability to see and remove traps) Banners (Stat Debuffs through Disarms), immunity to Stealth by being able to see stralthed foes, if you go as Rogue into stealth as well, being thentogether in the same realm of shadows basically. plus additionalyl having as Rogue the specialization of being better in Boon Steal and Boon Sharing, so that you can be as Rogue significantly better as Thief in the role as Group Supporter in this game, kind of Robid Hood style.. take something from somebody and share it with everybody who needs it more...

     

    Both Thief Specs fell not like being good E-Specs, but more liek diorect sidegrades of the core class with features, that the core class should have to be in fact a convincign Thief of what you expect a Thief to be in a game like GW2... instead the core thief feels like gettign constantly dumbed down by Anet, just so that the stuff the s-pecs of the thief provide get this way a reason for their existance, which is a shame... just like Daredevil massively dumbed down the Agility Traitline of the Thief, just so that Dearedevil feels like beign an specialized and improved version of that, like an enhancement of Agility, where one thign without the other feels like being useless and incomplete to give the player the impresison of having a fast and very mobile thief which can hardly be stopped moving by anything, which we already had before DD got added and for what Agility got dumbed down for then to give those elements that got removed from agility basicalyl to the traits of Daredevil...

     

    The thief class needs a complete full redesign including its specs, making sweeping changes only on one of its specs, while ignorign all the rest of the thief class is only a massive waste of time!!

  24. PvE needs no balance...

     

    pvE needs to be in first place only FUN for everybody, interestign to play and provide for all of its classes diversive playstyles, so that all classes are in PvE useful, due to having strenths and weaknesses in their roles of how you can play the classes, as either Damage Dealer, Supporter or Defender/Crowd Controler in which no class should extremely outperform in any of those 3 categories the other classes so much, that players think of Class X being "useless", only because Class Y, Z and A are like tripple as much effective in doing somethign specific, that Class X has absolutely no chance to be considered at all to be taken with you into instanced group content, like Dungeons, or specifically Raids, which are Sub Pve Content, which are the only areas where PvE needs to be "balanced".

     

    Aside of these instanced ares doesn't pvE need balance at all and the game would be much more fun and interesting, if we would have in PvE as part of our character progression somethign similar again, like PvE Only Skills, where just fun, style and effectivity stand in focus first in regard of skil ldesign, to make pvE an awesome gamign experience with the strongest goal of creating fun for the player.. because thats what players actualyl want to have in first tine, when playing PvE.

    Balance is solely somethign for PvP and WvW and any kind of form of player competition, which are Dungeons and Raids in PvE - competition to be taken into the group, unless you create your own group

     

    Scourges need to be nerfed hard, yes, but only for PvP and WvW.. in PvE they can stay how they are.. because 10 NPC monsters won't ever complain ,if they get killed from their ridiculous super cancerous huge AOE Condition Spam of a Scourge using its massively overpowered skills

    But players in fact will do complain about something like that, when you die in seconds, without a chance to avoid this garbage, because the whoel screen gets clustered full in seconds with their way too huge AoE condi bombs, forcing you to fight therm from wide range, if you can, just to stay safe from getting condi nuked to death instantly. **No class in this game should ever have in competitive game modes the ability to somehow instant kill other players!!**

    This is an absolute no go and games, which have this kind of problems that there are instant kill builds in the game, just show, that the people responsible for it have seemingly no clues of how to balance their classes/games - most likely due to not really playing their own game self to realize, what nonsense they added to the game and that they should get rid of it ASAP again.

    Stuff like this happens only, when 99% of the games combat system gets ignored for 6 years to be adjusted, doing permanently only number changes on skills and traits and calling the results of that then "balance".

  25. Hmm, convince you Aliam...

     

    Then I will begin first with the big difference between Leveling 1-80 and my proposed restructure of the Mastery System.

     

    **In the current System, you are forced to undergo the process of leveling a Character from 1-80, just to get your maximum Base Stats and to become able to wear this way the best equipment in the game, so that you can start grinding for your BIS equipment for more Stats, just so that you can finaly play after ages of gear grind the build, that you want.**

    With my reconstructured Mastery System, you wouldnt need to have to level Characters anymore to 80, just to get your Base Stats maxed, the number is completely arbitrarely, since ANet introduced the Mastery System. Think about it, how the game would be, if the game would reward you instead with little Boosts to your Attributes, whenever you learn a new Mastery instead, until a certain Maximum has been reached. Would feel alot more rewarding and would put these two systems together under just 1 needed only system - Masteries - like proposed

     

    **In the current system, you are forced to grind for Mastery points, just to be able to learn the Masteries, putting Anet constantly under the pressure to add more new Mastery Points into the game, that people have to grind for, or do things for, they don't like, just to be able tp progress with their characters.**

    My reconstructured Mastery System doesn't force Anet to have to add constantly new Mastery Points into the game, and forces people not to do things, they don't like. Under my system everybody can do, what they want, and gain automatically with every learned Mastery some Mastery points, that can be then used to unlock new Masteries to learn.. its a far more rewarding system, if the whole thing works like an automatic Skill Tree, where the options of how you can progress with your character grow automatically over time, so more you play the game, leading this way to more unique characters, have have chosen different paths of progression and are not all the same, despite having eventually played for the same time the game.

     

    **In the current system, you are forced to grind for Hero Points, just to be able to unlock your Elite Specializations, which feels grindy and unimmersive and it limitates the Elite Specializations down to its Traits, which are are forced to use, just to be able to use the Weapon and Skills of the Specialization. The current system givres no real build diversity freedom for Elite Specs and the system makes the Specs feel like outsiders from the Core Class, when they should feel in fact more like beign actually part of the Core Class, without that the Core Class becomes kind of underpowered and useless through them, like now.**

    With my reconstructured Mastery System would we have less grindy and more immersive acquisitions of Elite Specs, because then we would have to do somethign for them, that actually feels like learning the specializations, and not just grindign for some points and et voila, you now are suddenly Specialization X, without having proven, that you have specialized your Character really in anything at all and when E Specs get merged into the Mastery System as expanded feature of it, then theres also no need anymore to grind for silly Hero Points either in PvE or WvW, just to unlock this way the skills and traits

     

    **In the current form has the Mastery System no real structure, no categories, Anet lists them up just only after regions of Tyria and their expansions and after that they are wildly listed up without any sense.**

    With my proposal, would receive the Mastery System a clear structure and categories under which each Mastery - be it accoundbound ones, characterbound ones, landbased ones, underwaterbased ones would get sortated and categorized, to make the whole thing more overviewable - what is a neccessarity, if you want to add into the Mastery System alot more character progression content in form of alot of new masteries. For that needs the UI ander the mastery System a restructuring, like proposed above with categories, like Combat Masteries, Exploration Masteries, Mobility Masteries and so on ...which makes it also clearer then, where you will find the Mastery that you want to learn, if there is fist once the moment, when there woudl be significantly much more masteries in the game, than what we have so far.

     

    **The current form of the mastery System makes maybe so far only 1% usage of the potential it has to become this games greates endgame content that can keep players busy for a long time, cause so far we have only Mounts and some HoT region based Masteries, that are only useful there and a hand full of general little QoL Masteries. Do you believe, the system was worth adding, for just only that, when there is sooo much more, that could be done with it?**

    Under my proposal would be the door opened, to prepare the Mastery System to become the games greatest endgame content on the long run, because if Anet wouldnt make out of that system on the long run the best endgame content, then would have been adding the whole system from begin on just a waste of time, because things like Mounts could have been added otherwise also as a Feature without being linked at all to Masteries.

    The current form of the Mastery System just isn't well thought out to the end and it needs tweakings and improvements - and like said, only because it is currently expansion content, shouldn't make it immune from receiving improvements and getting eventually unbinded from the expansion model, for a replacement feature like Housing, which is also one of the biggest wished features of this community, which could anytime replace the Mastery System as a HoT feature for the sake of this game, due to Guild Halls providing with Decorations nearly already everything that is needed to replace Masteries as HoT feature with Player Housing - adding this way even more new content by just reworking and improving existing content instead of ignoring it, only because it got added via an expansion first

     

    **The current system floods the game with Level Boosters and Birthday Scrolls for Instant leveling, which kind of quickly become useless for a player, once you have everythign you need. It is also not good, if players can get their characters to max way too quickly because this leads only to certain maps dieing out quickly**

    My proposal would change those more or less useless boosters into more rewarding Gold and Laurel giving items, which are always useful to a player, regardless how many characters you have, or how far progressed they are, or how ld they are and so on and the map design under map proposal could get reworked a bit, so that beginner maps become a bit closer maps of the endgame, if you don't have to grind for base stats anymore so long, than before, due to receivign via learned masteries faster your base stats, than by leveling from 1-80

     

    **The current system provides no masteries, that are designed around characterbased things, social elements, class based mechanics and so on, that can further give your specific character the impression of gaining character progression.**

    My proposal would add all this, giving this way the Mastery System alot more design depth, than what it has currently, with its only focus of Mounts and HoT regional stuff, makign the character progression in this game under the Mastery System kind of disappointign so far, when you realize, for what it all could be used to give the game alot more an immersive impression of progressing with your character, without needign to have Levels anymore at all and it wouzdl become more overviewable, when those kind of masteries get splitted up into active and passive ones, under different terms (Abilities / Talents), so that you can better realize, what a mastery exactly does for you, if it requires some kind of player activity (Ability), or if it is something, that will be automatically always be there for you, once learned (Talent)

    Think about a Social Mastery, like Music Arts, which is fully focused on improving the gameplay aspects of playing music with instruments for example, or one for improved Emotes and Chat Options/Commands ect. pp

     

    I could potentially find some positive arguments more that would speak for it for making this proposal become real, but I think this are already enough reasons, which should convince people, that reworking and tweaking the current iteration of the Mastery System is on the long run only profitable for the whole game.

     

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