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What do you miss from GW that you would like to have in GW2?


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1. Actual Minionmancer Necro

with 20+ Minions and Minion Upkeep Management (healing/resummoning) being the majority of gameplay in combat, while the minions do the dirty work.

I also want the proper GW1 Minion types/skins back.

 

4. More Skill Customisation

More Utility skills, and two or three skill choices per slot per weapon instead of one fixed skill in every slot for the entire weapon (and the ability to rearrange them). Absolutely never going to happen, but hey, would be neat to have every weapon come with ~10 skills you could slot into your bar.

 

4. Proper Story Missions.

PoF was a step in the right direction, but I miss the GW1 Cooperative Story missions.

Sure, that's hard to translate into GW2, since it's semi open world, while in GW1 the story missions where the world, but I would really like to see the open World first as long coop story missions, before then transitioning into the "explorable open world zone" where you instinctively rush from POI to Vista without really taking in the world as you would coming across it with story beats.

 

4. Dyeable weapons

I know there are some retexture weapon skins in the game by now, but that's no excuse for dyeable weapons not being a thing any more by now.

 

5. More Racial Armor and/or in terms of GW1 Profession themed prestige Armor sets.

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I agree with many things others have put, especially Heroes!

 

I was very sad at the news of the upcoming GW2, and very reluctant to try it. However, I forced myself to accept that it's part of the cycle and inevitable, so dragged myself along to GW2. I was, and am, constantly in awe of the amazing design detail and beauty of the game, and the trading system in particular is a gazillion times better than the horrendous trading experience of GW . However, having become used to being pretty much a solo player, the zerg-style really grated on me, and I found the claustrophobic and chaotic experience of dungeons unpleasant, so not long after getting my Sylvari Ranger to L80, I returned to the more relaxed pace of GW, and stayed there until only a couple of months ago. My attitude is a little different now, and knowing what to expect, I can choose the way I play. If I avoid all the crazy rushing towards gear goals, rewards, etc. and just do what I actually want to do, not feeling obliged to do things I'd rather not, I find it much more enjoyable. That said, I do miss GW and will probably go back there again, even if it is just for short visits. At least they have kept it open for us, and I see no reason for them to close it down, as there are still quite a lot of players there, and of course, there's still a trickle of income from it for anet (people buying upgrades, etc. from the store, and maybe still the game itself for HoM). The things I miss most from GW are mostly what others have already said (only read first & last pages here), but especially:

 

1. Heroes. Abso-bloomin-lutely!! :anguished:

2. The flexibility of builds/weapons/secondaries. GW2 builds are more complex than I realised, but in a totally different, and imo inferior, way to GW.

3. Following on from 2: Build Templates, of course.

4. AB & JQ (Though AB's been dead for a LONG time, and JQ would be too if it weren't for the bots..)

5. Not having so much account/soul-bound stuff!!!

6. Farming. Lol! Very weird me putting that.. never was much of a farmer except for a bit with monk and rit, but I loved 'sin solo boss green farming before SF was nerfed.

7. VQing. I like to explore everywhere (I was resistant to Titles when they came out, as it introduced 'grind'. I remember our Guild leader saying she wasn't able to do things sometimes because she 'had to' work on her elite skills title, which she hated... She went to WoW not long after she finished that.. But Carto title was what actually started me towards filling the HoM, as I actually enjoyed the carto titles) and it could be nice and relaxing to clear an area with heroes, being able to take breaks when I felt like it. After a bit of irritation at the end, trying to find that last pesky 'hider', it felt good when the shield and sound came up indicating completion :)

8. The menagerie. Aww, yeah.. Really nice concept. It's more convenient in GW2 but makes much less sense and makes pets feel almost just like another skill :(

 

> @"Heimskarl Ashfiend.9582" said:

> * Getting utterly destroyed by some content, going back to the drawing board with the help of the wiki, researching the mobs and their skills, designing a hero team build specific to the encounter and then going back and pwning it.

 

This. I especially recall spending a lot of time tweaking my ranger and heroes, researching wiki/youtube/etc. to finish the Mallyx chain quests. Felt great when we (yes, heroes are included in 'we' for me.. lol.. ) took that big ugly gorilla down! So I had to go and do it again with my Para heh

 

> @Ashantara.8731 said:

> 1. First and foremost, **continuity and consistency in the game mechanics.** (Example: Someone here said they miss that all miniatures were tradable. This is just one of many examples of GW2's chaotic inconsistency, and there are more severe ones than this minor inconvenience.)

> 6. **Tactical positioning and fighting** (a.k.a. the triangle of tank, damage dealer and healer).

> 7. **Monk, Ritualist** (and, in general, seeing new professions being added; not a fan of the elite specs concept).

 

Yep.

Bound items are a pain, and so much different 'currency' that won't go in the wallet... Is that a ploy to get us to buy more storage..?

Tactical stuff too does seem lacking in GW2. The 'Holy Trinity' was good, although my 'tank' was usually minions/spirits, but still, the concept is the same..

Elite specs.. hmm... Like Druid, love Reaper; others not fully 'fleshed out' yet, but they seem to going towards every profession being able to use every weapon eventually... :open_mouth:

 

> @Makai.3429 said:

> ... I love GW2, but it doesn't hold a candle to the original in my opinion.

 

Just wanted to end with this lovely comment. Perfectly expressed Makai :)

 

 

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Where do we start? This is a list of what I miss.

 

Interrupts are not blockable or able to be los'ed only projectiles not spells.

Casting Bars

Less damage/gameplay speed to make shutdown/interrupts more viable (like lowering the amulets max power a little)

Magebane/Psychic instability/Psychic distraction/Punishing shot/Diversion

Team areanas, Codex, Random Arenas, GvG

Save/Load builds

Zkeys and PvP quests

Dom Mesmer

Monk

Custom UI

Capes

Hexes

Build diversity

Being able to change all 8 skills with mass combinations

Ressing from range instead of right there on the corpse for aoe (things like illusion of life need massive cooldown buffs to be good)

The long clear skirt armor I had on my ele

Bone Dragon Staff

Deep wound which is an original condition for gw1 from what I know

Vocal combat tactics

Combat positioning

Japanese and other languages symbols in guild tags

Recurve bow

Frozen Soil which was rarely used but I seen it end some games

![](https://i.imgur.com/N935sdB.jpg "")

 

 

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1. More tactic, less action (remove dodges/invulnerability, decrease amount of instant casts, add mana system, fewer running and casting skills, etc.)

2. More build diversity (remove traits and attributes, improve skills by leveling different "trait"-lines so you can use skills without selecting them in power/condi/heal attributes)

3. More counters (Make interrupting great again, longer casttimes, fewer instant casts, fewer good against everything skills, show the skills when enemy activate it)

4. More groupplay (Storymissions made for groups, spells targeting allies instead of targeting at floor, fewer spells targeting near allies so we don't need to stack whole group on one point)

 

Or in short: give me the build-, fighting-gameplay and mission design of gw1 back

 

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When i was thinking of a story that would have made POF better i came across the minnions of menzies, imagine if in the next s4 and expansion they add enemies with gw1 style skill effects, like

Signet of Humility, disables elite skill

Diversion, increase recharge of next used skill

Energy Surge, draisn endurance (was called energy in begining) and deal damage for endurance lost.

Signet of Binding, takes control of enemy summons, like ranger spirits and necro minions.

Mark of Pain, when you take damage deal aoe damage around you

Cry of Frustration

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> @"Amanda Whitemoon.6173" said:

> When i was thinking of a story that would have made POF better i came across the minnions of menzies, imagine if in the next s4 and expansion they add enemies with gw1 style skill effects, like

> Signet of Humility, disables elite skill

> Diversion, increase recharge of next used skill

> Energy Surge, draisn endurance (was called energy in begining) and deal damage for endurance lost.

> Signet of Binding, takes control of enemy summons, like ranger spirits and necro minions.

> Mark of Pain, when you take damage deal aoe damage around you

> Cry of Frustration

 

A lot of dead player chars with no counters to those skills.

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1. Well, i miss having more freedom with the skill system. Beeing able to choose your weapon skills.

 

2. Also, elite skills are a bit underwhelming in GW2. In GW1 many builds would be born based on the elite skills. In GW2 they are a bit of an afterthought. Also miss having that gold border for them.

 

3. Also, monks (and ritualists), aka healing and tanking elite specs. I don't think that moving away from the trinity was a good idea. The solution to end the trinity is to give several professions the ability to play the roles. GW2 has been moving into that, but i still don't understand how Rangers and Revenant are now the healers. It's a bit crazy. The game ends up relying in OP buffs like 100% mitigation block or immunity.

 

So, I would like to see the combat revamped. I know it's not likely to happen, but it's what i wish happened. The elite spec system is a good idea and instead of revamping, those can be used to implement these archtypes while nerfing the OP buffs that are beeing used to circunvent their need.

 

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For me it's a fail condition in story. Since you can instantly respawn, and in most cases bosses don't reset, you can literally throw you're body at the boss until he dies.

That, and the fact escort missions are foolproof. I never bother/care about protecting during escorts because i can just kill whatever is relevant and then resurrect the escortee

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Heroes/henchmen - I'm more of a solo person when it comes to things like dungeons and other instance areas. I would love to be able to have/build a competent team like in GW1 without needing other players!

 

Build templates - switching out skills/traits would be so much faster and easier!

 

Some other stuff too, but those are definitely my 2 main things!

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1. I would love to see more of the old armor skins brought to GW2 somehow.

2. Cantha had most of my favorite zones in GW1, and I'd like to see what became of it.

3. Henchman or NPCs would be a cool addition to make running dungeons easier, and would be greatly appreciated.

4. Build templates are absolutely needed at this point for both PvP and PvE.

5. The ritualist class is something I'd like to see return. I thought thats what they were trying to do with the scourge when it was announced, but I wound up being disappointed when I got to play that elite spec.

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1. Build Templates. Yes I have to put this one up front.

2. Leather pants for female mesmers - with velvet boleros.

3. All other mesmer armour.

4. Ritualists.

5. Mesmer illusion "stop hitting yourself" (ineptitude) builds. Yeah I know these will never happen.

6. Paragons.

7. Casting backfire on a hydra.

8. UW, FoW, DoA - large instanced quest hubs that you had to do everything and then get a final boss fight. I'd really hate to see these return as a "raid".

9. Protect Monks.

10. Mercenaries - being able to make my other characters henchmen was great.

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