Jul 07, 2005, 10:35 AM // 10:35
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#1
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Ascalonian Squire
Join Date: Jul 2005
Profession: W/E
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What I'd like to see addressed in GW
Here's what I'd like to see addressed:
-Attribute points: Perhaps after lvl20, each round of lvl should give 1 attribute as well as the 1 skill point.
-Less reliance on monks: No offence to monk characters intended, but we all know the drudgery of recruiting...no, make that mad scramble...for 2 monks for any high level mission/quests. It'd be nice for merchants to also sell godly protection items/upgrades so there's not such a heavy reliance on the monks, so players and parties can have more flexibility and freedom.
-Merchants: Please, more stuff to buy and more variety. Not everyone likes to have to constantly deal with the profiteers that seem to have taken over the towns.
-Henchmen: Give them options you can control like Neverwinter Nights. Again, this will give players more flexibility in how to approach the game.
-Elite skills: How about more than 1 at a time; say, 3. Again, more flexiblity is better. Right now they seem a bit pointless.
That's it for now. Hope the game developers read this and give consideration. Others please add to this.
Thanks.
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Jul 07, 2005, 10:52 AM // 10:52
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#2
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Frost Gate Guardian
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Quote:
-Attribute points: Perhaps after lvl20, each round of lvl should give 1 attribute as well as the 1 skill point.
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Doesn't fit to the 'it doesn't matter how long you play'-principle. And I really like that principle. Giving attribute points - no matter how few - would just end up with everyone having maxed attributes at one day.
Quote:
-Less reliance on monks: No offence to monk characters intended, but we all know the drudgery of recruiting...no, make that mad scramble...for 2 monks for any high level mission/quests. It'd be nice for merchants to also sell godly protection items/upgrades so there's not such a heavy reliance on the monks, so players and parties can have more flexibility and freedom.
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Monks are of the same importance as Warriors and Elementalists (in their respective main roles as tank and nuker). It's just that less people play monks, compared to Warriors and Elementalists. That said, you can play very well with only one Monk (even in high-lvl-areas), just as you can play with only one Warrior, or one Elementalists. There is alot of group setups that work great - as long as ppl think of what they're doing as a team, not as a badass-solo-warrior/ele/whatever.
Quote:
-Merchants: Please, more stuff to buy and more variety. Not everyone likes to have to constantly deal with the profiteers that seem to have taken over the towns.
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It's true that some ppl want ridiculous amounts of money for their items. But most of the time, those items are only marginally better than other items that are much easier to get, so you really don't have to bother with greedy people. I've never bought a weapon, focus, or anything apart from materials from another player.
Quote:
-Henchmen: Give them options you can control like Neverwinter Nights. Again, this will give players more flexibility in how to approach the game.
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100% /agree
Quote:
-Elite skills: How about more than 1 at a time; say, 3. Again, more flexiblity is better. Right now they seem a bit pointless.
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I dream very often about having more than 1 Elite skill at a time - but they way it is, is good, because combinations of almost any 2 Elites can get so overpowered that it becomes way too easy to do any PvE-mission. And I can imagine PvP becoming comparably boring. 1 Elite at a time is a good thing, because it forces you to make decisions and prevents players from becoming to powerful.
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Jul 07, 2005, 03:46 PM // 15:46
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#3
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Ascalonian Squire
Join Date: Jun 2005
Guild: KL
Profession: W/R
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Quote:
Originally Posted by AlfredW
Here's what I'd like to see addressed:
[-Less reliance on monks: No offence to monk characters intended, but we all know the drudgery of recruiting...no, make that mad scramble...for 2 monks for any high level mission/quests. It'd be nice for merchants to also sell godly protection items/upgrades so there's not such a heavy reliance on the monks, so players and parties can have more flexibility and freedom.
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I think the reliance on monks, although I also find it fustrating at times... is an important part of the game that adds complexity. Also on a funny side note: After constantly running into the same problem as you with lack of monks in higher area mission areas... or not having the 1 or 2 plat that the monks were charging to join your party....
I made a monk... apparently EVERY SINGLE ONE of you is also in the process of building a monk... cuz for the pre to post-searing PVP battle.... it was 4 level 3 monks on blue vs 3 level 3 monks and a level 2 R/Mo on red.... LOL
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Jul 07, 2005, 03:53 PM // 15:53
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#4
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The Humanoid Typhoon
Join Date: May 2005
Location: UK
Guild: Servants of Fortuna [SoF]
Profession: R/
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On a side note there is no such thing as a Godly item in this game
This isn't Diablo 2 where there are uber weapons!
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Jul 07, 2005, 04:26 PM // 16:26
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#5
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Wilds Pathfinder
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Quote:
Originally Posted by AlfredW
-Elite skills: How about more than 1 at a time; say, 3. Again, more flexiblity is better. Right now they seem a bit pointless.
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This would make a lot of ridiculously overpowered combinations. You get one Elite because each one is more powerful than the average skill, any more would be terribly unbalancing.
Two would be awful, three is absurd.
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Jul 07, 2005, 05:28 PM // 17:28
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#6
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Krytan Explorer
Join Date: Jun 2005
Location: The Great Southwest
Guild: Shadowstorm Mercenaries
Profession: E/
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I'm afraid I have to disagree with all of the OP's recommendations except for the henchmen controls. I've been wishing for some kind of basic commands for henchies since the day I started playing. :/
-More elites would just be horribly abused, as other posters have mentioned.
-More attribute points would unbalance the game, making max attribute builds possible (ie. maxing ALL your characters stats).
-We don't need more variety in item merchants, what we need is a Weapon Mod Merchant, someone who buys/sells weapon mods. This would really cut down on the overpriced spam in the trade channel.
-Monks may be hard to come by later in the game, but they are no more or less needed than any other class, there simply are fewer of them because less people choose that play style. Playing higher end missions without a good elementalist or a good tank would be just as hard as doing it without a good healing monk. Everyone has a role in Guild Wars.
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Jul 07, 2005, 09:49 PM // 21:49
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#7
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Ascalonian Squire
Join Date: Jun 2005
Profession: W/Me
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Henchmen controls would be fantastic.
What's that? Alesia, you want to rush them? You think you and your staff can "pwn dem nubs"? Where the heck did you learn such language? Oh no wonder, I had your AI set to "leet fairy tank".
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Jul 07, 2005, 10:08 PM // 22:08
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#8
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Furnace Stoker
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
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Even a "Hold Ground" type of hench command would be nice. Tough for a ranger to pull the bad guys into your traps when the henches go frollicking into the group you're pulling.
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Jul 08, 2005, 07:22 PM // 19:22
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#9
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Wilds Pathfinder
Join Date: Jun 2005
Profession: Me/E
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Quote:
Originally Posted by Hakaido
I think the reliance on monks, although I also find it fustrating at times... is an important part of the game that adds complexity. Also on a funny side note: After constantly running into the same problem as you with lack of monks in higher area mission areas... or not having the 1 or 2 plat that the monks were charging to join your party....
I made a monk... apparently EVERY SINGLE ONE of you is also in the process of building a monk... cuz for the pre to post-searing PVP battle.... it was 4 level 3 monks on blue vs 3 level 3 monks and a level 2 R/Mo on red.... LOL
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Dang skippy I made one when I saw the shortage of them. It's just like the balancing act of the economy. Another group will become rare and then a shift will take place and so on.
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