Your perfect patch

Your perfect patch

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Posted by: derLoko.2185

derLoko.2185

March patch sounds like another “meh”-patch, tbh.
This is what the patch I’m waiting for looks like:

PvE:
- reworked dungeons to make them more balanced & challenging while making sure that rewards are appropriate *cough*CoF*cough*
- added ascended items to dungeons
- improved loot for JP chests & small chests

WvW:
- added new objective(s) specifically for small non-zerg teams
- added all ascended items, lowered cost for exoctics

sPvP:
- added rewards that are useful for PvE

Just the first things i could think of. Anything that should be added?

edit: Keep it reasonable!
Size & scope should be similar to previous patches.
“- Added Cantha & cured cancer” would be a nice patch note, but it’s not gonna happen.

(edited by derLoko.2185)

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Posted by: RedStar.4218

RedStar.4218

With the current number of bugs that occur on a daily basis (regarding dungeons and parties), it would be nice when they are fixed.
As for any bugs that ruins the content by making it impossible to do.

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Posted by: Draehl.2681

Draehl.2681

A patch exclusively focused on refining class mechanics, weapon skills, utility skills, and traits. These systems still feel very unfinished yet we have seen minimal changes to them.

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Posted by: jazzllanna.1278

jazzllanna.1278

I would love to see lowered wvw armor :P Just posted about this because I was going to get it.

People can get a full armor set from dungeons in a few weeks… Took me months to build up the badges for the wvw set (almost since the game has been released lol) .

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Posted by: KazNaka.4718

KazNaka.4718

PvE:
-arah: all purple mobs now drop 10s and chance at bag of wonderous goods.
-condition damage buff: increased base condition dmg and made it so we don’t share stacks of bleed/burning on the same mob.

that’s all I can think of atm

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Posted by: kishter.9578

kishter.9578

PVE:
-Remove all the useless currency already implemented over the latest patch. No more trolling.
-The precursor and exotic drop table in world event is now enabled. No more trolling
-Throwing rares en the mystic forget now guarantees exotic. No more trolling.
-The guesting system is disable, now people can participate in they current server world events, This is implemented due the amount of player that cant participate in the Dragons events. N.M.T
-We remove The Manifesto Video from the web, More information in the next patch.
-Dye drop table enable, now you can GET dyes from drops and no only from laurel vendor and gem shop.

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Posted by: SadieDeAtreia.8912

SadieDeAtreia.8912

Some excellent points posted above, could maybe add:

General:
- Removed Diminishing Returns from the game. As we seem to have the botting problem under control (apart from teleport gather bots which we are actively working on) we are please to announce that players will no longer be punished for playing the game the way they want to play it.
- Updated the drop tables to be closer to what players experienced at launch.
- Added various cosmetic and service items to the Gem Store. These items were sourced from various suggestions made on the forums over the last 6 months. Keep those suggestions coming!
- Removed Magic Find from the game. Players will no longer be able to equip these items. Items can be exchanged at designated NPC throughout Tyria for items of similar quality, free of charge.
- Legendary Weapons are no longer trad-able on the TP. Items currently listed will be placed in the player’s bank and the listing fee refunded upon login.
- New Mystic Forge recipes added. Following the feedback we’ve received during the past 6 months we are pleased to announce that legendary precursor weapons can now be earned as a direct reward for specific mystic forge recipes. For example, placing 1 Pact Victory Token, 1 Gift of Mastery, 1 Gift of Energy and 250 ecto into the forge will award The Legend. (All recipes will be listed in a separate blog post). We have also decided that our development resources can be used more efficiently on class balancing and bug fixes so, with the changes these new recipes bring to the game the scavenger hunt will no longer be considered.

PvE
- Ascended items will now have a chance to drop from world event chests.
- Laurels will retroactively be awarded for achievement points. More details in our blog post.
- Ascended items are now account bound and can be exchanged for similar items at various NPC’s throughout Tyria for a fee (50 ectos) once per week. This change will allow players to experiment with multiple builds and weapon sets.
- World event chests will only spawn for your home world.
- World event chests, together with the guaranteed rare chest, will again be available, once per day, for all characters on your account.
- Overflows now share the world event timers. More information on how this works can be found in a future blog post.
- Daily achievements can now be retroactively completed. Unfinished dailies will accumulate for seven days. This change allow players to complete dailies over a weekend, for example, or if a player is unable to log into the game for whatever reason on a specific day.

WvWvW
- Ascended items will now be awarded for badges of honor. Specific details on the quantity required per item can be found in our blog post.
- Skills will now be split between PvE and WvWvW. This will enable fine tuning of balance without negative impact to PvE content. Expect a long blog post withing the next few days highlighting the specific changes made (and planned) for each class.

… and many other things, but this will do for a start.

(edited by SadieDeAtreia.8912)

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Posted by: Daroon.1736

Daroon.1736

Fixed: Targeting.
Selecting Closest target will now correctly target the closest aggressive enemy instead of a random creature in the vicinity.

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Posted by: CobaltSixty.1542

CobaltSixty.1542

sPvP:
- added rewards that are useful for PvE

This will never happen.

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Posted by: RebelYell.7132

RebelYell.7132

- “Instant Action” button, akin to a function in Planetside 2, that, for PvE, teleports you to an event in progress with a large number of active players contributing to it, and in WvWvW, teleports you to a map where people on your faction have scored a lot of XP in the past half hour.

- The drop rate of crafting mats automatically adjusts to market prices, addressing things like the difference in value between Berserker exotics and other gearing options.

- “Hard Mode” unlocked after reaching level 80 (or the personal story, if they make a solo version of Arah), where your alts can level up more quickly on harder versions of the maps, akin to the same mode in GW1.

User was infracted for being awesome.

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Posted by: Energumenus.5319

Energumenus.5319

Class balance and dungeon tweaking so that the game does not revolve around “Zerk or go home” trait and skill tweaking so that classes can have more than 2 specific builds that are effective. The combat system is shallow as is due to the lack of roles and the press 1 to win dungeon mechanics. The overwhelming amount of kitten traits, stats, and abilities as well as absolutely zero balance between classes only makes it worse. The game is boring because the combat is boring, the combat is boring because using anything but zerker gear is purposefully gimping yourself in exchange for taking hits that are already avoidable by dodging or using utility abilities that can all be out-classed by a single Guardian ability (Aegis)

(edited by Energumenus.5319)

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Posted by: KazNaka.4718

KazNaka.4718

Class balance and dungeon tweaking so that the game does not revolve around “Zerk or go home” trait and skill tweaking so that classes can have more than 2 specific builds that are effective. The combat system is shallow as is due to the lack of roles and the press 1 to win dungeon mechanics. The overwhelming amount of kitten traits, stats, and abilities as well as absolutely zero balance between classes only makes it worse. The game is boring because the combat is boring, the combat is boring because using anything but zerker gear is purposefully gimping yourself in exchange for taking hits that are already avoidable by dodging or using utility abilities that can all be out-classed by a single Guardian ability (Aegis)

basically, you’re saying what I’m saying. Have more viable options for a DPS build other than zerker, ie condition damage, etc.

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Posted by: Fletch.3572

Fletch.3572

-Removed many of the strange, hanging, bell looking parts off of many medium armor chest pieces, to allow the showing off of the class with the most pants to show off.

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Posted by: Dingle.2743

Dingle.2743

- Bleed stack limits removed; each character gets a personal stack of burning/poison.
- Current ascended items become available in all modes except sPvP; at least one method should not be time gated.
- PvE locker added to the home instance in which players can permanently store weapon and armor skins. Players can exchange the skins of items in their inventory with skins from the locker. A small gem fee/fine transmutation stone is required to add a skin to the collection.
- Legendary weapons can only be added to the PvE locker by the account which crafted them. Once traded, the tag which allows them to be added to the PvE locker is removed. Legendary weapon skins can only be used by level 80 or higher characters (the latter in the event that the level cap gets increased)
- Healing and buffing players during combat earns some portion of the reward that player receives from that combat (strictly, event/loot credit and experience). For example, each boon granted to a player would grant you 1% of their total credit as credit towards your own rewards, which may be the tipping point towards getting loot from a mob.

Underwater combat changes
- New weapon sets for each profession, allowing variety in builds (where previously all warriors/thieves/rangers use Harpoon Gun + Spear, all mesmers/necromancers/guardians use Trident + Spear, and Engineers and Elementalists have a single weapon each)
- New functionality added to ground-targeted AoE healing, utility and elite skills, enabling their use in some form underwater (for example, making the AoE a sphere centered on either the enemy or player character)
- Minor quality fixes to enemy AI in regards to monsters leaving combat when they shouldn’t
- Underwater major trait selection updates automatically when entering water, similar to healing, utility and elite skills
- All traits which have no functionality underwater (such as Evasive Arcana) are given new functions specific to underwater combat, or in the case of the example, now function underwater (Seriously, there’s no real reason why Evasive Arcana can’t work underwater except for the animation of the earth dodge – the hitboxes of each dodge are already spheres or cylinders around the character)

Also:
- New weapons on each profession in general
- New elite skills, rebalancing on existing ones to actually make the underused ones viable
- New zones with content equal to the zones included at launch

OK, I understand that getting all of this in one patch would be unlikely, but we’re being asked for our “perfect patch”, not a realistic one. These are all things I’d like to see happen eventually, though.

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Posted by: Sarrs.4831

Sarrs.4831

- “Hard Mode” unlocked after reaching level 80 (or the personal story, if they make a solo version of Arah), where your alts can level up more quickly on harder versions of the maps, akin to the same mode in GW1.

Could make this a level/stat dock. Reduce players’ levels 2 or 3 lower than the downlevelling system makes them currently; you wouldn’t have to do entirely new maps. Being a bit underlevelled when you do them does push up the difficulty a good bit.

Participating isn’t really my thing. I’d rather complain about the process afterwards.
Nalhadia – Tarnished Coast

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Posted by: Sarrs.4831

Sarrs.4831

PvE:
-Story mode dungeons will now reward appropriate tokens for the dungeon in question at the end of the run.
A. This incentivises running story mode several times, making it much easier for newer players to complete them
-Dungeons can now have their difficulty tuned on a scale similar to Fractals, with a similar reward/difficulty scale. It is possible to elect to tune down the difficulty scaling after wiping at a boss.
A. Allows the group to place the dungeon’s difficulty at an appropriate place for them
B. Tuning the difficulty down can allow a subpar group to continue through without wasting the run
-All zones have an end boss which drop a chest; all end bosses are related to 3-5 chains across the zone like Temple of Balthazar is dependent on North/Central/South invasions.
A. Encourages participation in all zones
B. Invalidates online timers
-Magic Find, Gold Find, Karma Boosts, Experience Boosts on gear are no longer available; instead added to an account-wide level/talent system which affects drops (like those levels you get in D3 when you’re already 60). MF already on gear will be converted to an equivalent amount of +healing, except for Wayfarer’s, which will be converted to +Condition Duration. MF/GF/Karma/EXP infusions will be converted into Simple Infusions and refunded.
A. Nobody likes carrying an MF-geared player
B. Adding it to a secondary, account-wide system offers a progression system for players without directly affecting power output. May affect economy; advise.
-Ascended trinkets can now be created in the Mystic Forge using those crappy green and yellow trinkets that drop from dungeons, and from BoH gear in wuvwuv.
A. More means to get ascended goodies, possibly unique ascended goodies from particular dungeons
-Altered the DE mob calculations; the game will now favor spawning Veterans and Champions a bit earlier.
A. Moving to veterans over huge masses of normals lowers network requirements and makes it easier to tag
-Damage calculation for certain abilities and traits has been changed to normalise damage done by player characters in PvE.
A. Players in PvE content’s worth is currently measured by their outputs
B. PvE-specific so that it doesn’t affect PvP balance which can be addressed seperately
-Most dungeons have been adjusted to reduce the amount of skippable trash. TAKE THAT COF1
A. lol COF1
B. lol
-That kitten hole in the last boss of HOTW1 has been removed. The beam, too. You have to actually do the boss now suckers
A. This needs to be fixed across the entire game; there are other, similar glitches, but this is the most grievous one that I can find

Wuvwuv:
-All locations can now be upgraded to a new structure once their upgrades have been maxed. For example, Borderlands Garrisons can be upgraded into Castles. These upgrades will remain even when the structure is captured by an opposing team.
A. Games will ramp up as they run their course
-Shrines can now be constructed in certain structures on each map, at the end of upgrade paths. Shrines grant the benefits of runes to all players on that team in WvWvW and in PvE, and can be improved by gathering environmental objects around the zone. Shrines will remain even when the structure is captured by an opposing team, though can be destroyed at the discretion of the guild occupying the structure.
A. Less powerful, more granular replacement for orbs
B. Unique, more interesting effects
C. Help to make wuvwuv objectives more fuzzy than simply CAPTURE ALL THE POINTS
-The green and blue teams’ Borderland maps have been changed; they are now a coastline, Sparkfly Fen-styled area and an Ascalon-styled region respectively.
A. Variety is the spice of life! One map style is boring
B. These maps might be able to be slanted in the favor of red and blue. Arguable whether this is a good idea
-Neutral parties, such as Skritt, Centaur and Krait will carry out sieges on locations, preferring to attack targets held by the teams with the most players on the field and the most held objectives. They will automatically destroy shrines in any location they capture.
A. Help to offset the advantage an overmanned team has against its enemies
B. Give players something to do in dominated maps
C. Randomly destroy shrines to help reduce snowballing
-A new upgrade has been added to the end of each non-camp site’s upgrade tree; the Orb of Command. Any player may take control of the Orb of Command after a long cast time, granting them an overview of the immediate surroundings of the structure, allowing them to cast very powerful class-specific spells- For example, Necromancers can summon a horde of minions to defend the site.
A. Gives high-upgraded sites more survivability against quick raids, but CDs will quickly dry up if reinforcements don’t arrive quickly
B. Can’t reach Trebuchets; still reliable siege weapons to wear down highly upgraded sites
C. Cool buttons for each class to press

Participating isn’t really my thing. I’d rather complain about the process afterwards.
Nalhadia – Tarnished Coast

(edited by Sarrs.4831)

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Posted by: Sarrs.4831

Sarrs.4831

EVERYONE GETS NEW WEAPONS
Guardian – Longbow
- 1200 range, mix of bleeding attacks and fast attacks
Warrior – Offhand Pistol
- 900 range high control off-weapon to allow double MH/OH kits to be a little more punishing when kited
Ranger – Rifle
- Less mobile, more raw power than shortbow
Thief – Offhand Torch
- Condition OH with lots of FIRE
Engineer – Mortar changed to elite Kit; abilities cannot be used while moving
Mortar seems kinda useless at the moment, and Engineers could use a dedicated ranged kit; this allows them to exchange their elite slot for a ranged option which is usually out of their portfolio, and without a CD or destroyable object
Necromancer – Shortbow
- Long-range single-target power weapon, low control
- Mostly so I don’t look like a complete kitten when I use the quiver back item
Elementalist – Mainhand Axe
- Permanent version of the Flame Axe 1-3, ranged single-target power
Mesmer – Mainhand Torch
- AoE focused weapon
- You look like a juggler!

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Posted by: Jabronee.9465

Jabronee.9465

I dont ask for much.. i adept to every mmos that i’ve played.
But as a Ranger in this game i really would love to see the patch which will give Rangers the choice to be a Ranger or Beastmaster.
Currently all Rangers in GW2 are Beastmaster even without any points in BM as pets suppose to be doing the other 30% of the Ranger’s dps.
So yea a choice to just be a Ranger. Total dps solely from the Ranger without any pets.
Thats bout it.

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Posted by: Red Falcon.8257

Red Falcon.8257

- Add skill runes (like D3) that change the way your weapon skills work
- Double the amount of traits and make every trait useful
- Add Hardmodes for all content including maps and make it rewarding
- Add Arenas in PvE where people can fight each other and bet on the outcomes, also Olympiads like Lineage 2
- Give Eles a T3 trait that allows them to specialize (i.e. PyroMaster: Your fire spells have 6% increased critical chance for every minute attuned to fire, up to 5. Ends on attunement swap.) instead of failing to balance the class all the times

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Posted by: bighaben.5890

bighaben.5890

Guilds

  • Added 5 Guild Halls that are semi-customizable.
  • Reworked Guild UI to be able to track members more easily.
  • Added Guild Alliance System

Guild Missions

  • Increased Merit Rewards across all levels by 5
  • Refined scaling for bounty missions to reflect the number of players active at the time the guild bounty was activated.

Dungeons

  • Added unique armor and weapon skins to all dungeon loot tables. You now have a small chance at acquiring these during boss fights.
  • Reworked some dungeon balancing

Laurel System

  • Laurels are now character bound, and can be accumulated once per day, per character.
  • Earning an achievement title now grants a laurel, and will be retroactive
  • Added new mini-pets, and various other goodies to Laurel Vendors, check them out!

Dragons

  • Added Tier 6 mats to loot table, you can now get 0-5 of any T6 mat, with 5 being extremely rare.
  • Added a new Dragon minion
  • Added new skills to dragons that make it much more difficult to remain standing still.

Fractals

  • Added 2 new fractal levels
  • Added a guaranteed rare drop from Jade Maw chest

General

  • Removed Diminishing Returns
  • Increased the drop rates of Lodestones by a significant percentage.
  • Increased cost of Icy Runestones to 2g
  • Precursors should drop much more frequently now, and have been added to many loot tables around the game.
  • A precursor scavenger hunt has been added, talk to NPC to get started!
  • Added 20 new mystic forge recipes for unique weapon skins
  • Greatly increased the chance to salvage T6 mats from low quality weapons and armor.

And of course, class balance changes that go on for 6 pages.

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Posted by: bigtime.7410

bigtime.7410

Open up trade by removing account bound soul bound restrictions on ALL items.

Add a trade window so players can deal with each other on a one on one basis.

Add the ability to pick up or drop items.

These changes would improve immersion and make one feel like they’re in a living world (not a living story) where you can deal with real people, pick up real things, drop real things, sell real things for whatever you want. No amount of lore or words can mask the unnatural feel these restrictions impose on the game.

Add 100 more skills for each profession, unlock the skill bar restrictions. Let the players create their own skill bar.

Beetle racing.

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Posted by: Riaky.8965

Riaky.8965

I just want Anet add more effects to Legendaries

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Posted by: Zaviel.1245

Zaviel.1245

- Bleed stack limits removed; each character gets a personal stack of burning/poison.
- New weapons on each profession in general
- New elite skills, rebalancing on existing ones to actually make the underused ones viable

Yes. Please.

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Posted by: Nuka Cola.8520

Nuka Cola.8520

FoW/UW added, 300 new utilities added for every profession, at least one 1 handed and one 2 handed weapon added for all professions, give us free allocation of traits (as it was in the beta). This is what my perfect patch would be but what i’ll get is “fix” x thing and broke another waiting for another fix that will break ANOTHER thing…

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Posted by: Conncept.7638

Conncept.7638

Elementalist
-Staff Air has been revamped to be more high single-target damage based, staff earth has been revamped to with extra CC effects at close range.
-Scepter has been buffed just about everywhere, Dragon’s claw is now ground targeted.
-Cantrip skills durations have been slightly reduced because of their bunker power.
-A new masterwork trait in the fire/water/earth/air trees which lowers the CD and damage of that specific tree. Does not stack with the arcane tree.
-Elemental AI greatly improved, elementals can attack while moving.
-New boon ‘intangible’ applied to tornado form
-Ele weapons ‘replace’ whichever attunement you have out when you equip them for the duration.
-Glyph of Renewals recharge has been nearly halved, the cast times have been slightly reduced. And the skill now works with ground targeting or nearest downed ally. Will no longer go on full CD if there is no target in range.

Mesmer
-Invisibility has been removed from the utility skills and replaced with a shuffle ability, which randomly switches you and your clones placement. A trait is available to heal clones upon shuffling.
-Clones now mimic your weapon abilities and movements, even weapon swapping.

Necromancer
-Minion AI greatly improved
-Flesh Golem now has an underwater form
-New boon ‘intangible’ applied to plague form, additionally plague form now applies ‘plague’, a condition which causes other conditions to persist and spread to nearby allies.
-Power scaling on life blast greatly increased
-Staff auto-attack now homes on its target
-Different pet skins for each race

Engineer
-The devs have finally come to there senses and given the engineer weapon swapping, which never made any bleeding sense in the first place.
-Different Turret skins for each race.
-Engineers can now use hammers
-Grenades are now only thrown one at a time, but their damage and AoE size is greater, equaling out, now throws two while traited.
-The Elixir guns healing has been tuned down slightly, but all of it’s conditions are now applied for a much greater amount of time.
-Flamethrowers Air Blast is replaced with Explosive Exhaust, a charge attack which leaves a burning trail. Additionally, Flame Jet can now damage up to five targets and it’s cone size has been increased.
-The tool kit now has a trait which places and picks up a rifle turret when equipped and unequipped. The cooldown is the same as the actual rifle turret and can be seen as an icon on the boon/cond bar.
-The rocket turret now fires more frequently and the projectile is faster the farther away it’s target is. It prioritizes the most distant target unless it’s owner has a current target.

Ranger
-Longbow firing rate slightly increased
-Pet AI greatly improved
-Pets now have an on-command dodge

Thief
- Revealed now works differently (see below)
- Thieves have a masterwork trait which causes inflicting blind to remove revealed.
- Thieves can now use maces

Warrior
- Banners may now be traited to cause a combo field when placed with a 45 second cooldown. Banner of defense causes ice, banner of discipline causes lightning, banner of strength causes fire, and banner of tactics causes water.
- Signet of might grants Power and Condition Damage
- Condition scaling on the sword slightly improved
- Dual shot may now be traited to triple shot

Guardian
- Blocks now work differently
- Sanctuary is no longer a light field, shield of absorption is no longer a light field. Symbols are only light fields if traited.
- Many of the bunker guardian nerfs since released have been reversed because of the changes to blocking and condition removal.

Other
-Condition caps have been removed.
-All conditions now deal some damage, depending on their utility
-Intangible is a new boon used on many transformation elites. Each time a damage source deals damage to the intangible character more than once, a stack of intangible is gained, reducing damage per stack for the duration of the transformation.
-Revealed now lasts until line of sight is broken.
-ALL classes now have dual wield skills
-The precision on Berserker gear has been tuned down just slightly
-BL kits now separate an item into sigil/runes, a certain percentage of raw materials, and a skin which can be reapplied.
- Added build slots to the hero screen, allowing you to switch between three sets of armor, weapons, and traits. More slots can be purchased in the gem store.
- Blocks can now be interrupted by control effects, but the damage from the interrupting skill will still be blocked.

(edited by Conncept.7638)

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Posted by: emikochan.8504

emikochan.8504

“Scouts will now show you the nearest event, regardless of how far away it is”

Would give them a use after the heart is done, and let people more easily find events without it turning into interface wars.

Welcome to my world – http://emikochan13.wordpress.com

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Posted by: Louveepine.7630

Louveepine.7630

Adding hairstyles and faces Asuras and sylvari.

adding mini-games

adding new dungeons

Adding Housing.

Adding guild halls

Adding Puzzle Jump (x2 asura lab, plant sylvari, norn mountain …)

additions T0, T4, T5, T6 racial armor.

Dozens of new Water zones added with improvements to underwater combat, including underwater versions of all class skills.

More GW1 skins imported to gem store.

Release of Cantha expansion.

happy!

(edited by Louveepine.7630)

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Posted by: Olba.5376

Olba.5376

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Posted by: Venirto.4208

Venirto.4208

I like how most of these suggestions would COMPLETELY destroy the economy or balance in the game…

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Posted by: Razor.6392

Razor.6392

Straight to the point, what I would like to have over other stuff:

1. Dueling implemented (right click -> duel)

2. Public arenas in certain main cities (mass clusterkitten)

3. Custom PvP arenas

4. two new fractals

5. Dragons, and most world events completely reworked so they are actually hard to complete (by implementing challenging mechanics, not lolspawn20championsaroundyou)

That would be more than enough to make me very, very happy.

Level 60 pvp
Ele & thief main (full ascended)
Down with the braindead faceroll classes.

(edited by Razor.6392)

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Posted by: SadieDeAtreia.8912

SadieDeAtreia.8912

I like how most of these suggestions would COMPLETELY destroy the economy or balance in the game…

…most meaning, more than halve?
…destroy the economy or balance? Which is it?

I like how people come to the forums to spew blanket statements without any further reasoning or justification, WHATSOEVER. (Yeah, I like it even more if caps lock is used strategically to try and validate said statement)

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Posted by: Leo Paul.1659

Leo Paul.1659

My ideal patch is that Ascended items will remain only as trinkets.. Armors and weapons will get infusion slots but retain their exotic stats. Update to The Minstrel. And the upcoming wvw update. That’s all I need to be completely happy with the game.

Queen Of The Moors (Blackgate)
Youre Out Of The Guild [KICK] / The Hardcore Caravan [HC]
Forum Warrior: Black Belt in Ninja Edits

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Posted by: LordByron.8369

LordByron.8369

-more content like new dungeons, new skins, new fractals etc etc

-NO new false content like tiers and ascended stuff.

-PvE balance

-some easy content for casuals opposite to what they did to AC

-fix for vision of the mists

“We want to avoid “whack-a-mole” style balance.”
“Want to bring down cantrip Ele without affecting lesser used builds”
“We don’t make grindy games” ArenaNerf

(edited by LordByron.8369)

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Posted by: kokiman.2364

kokiman.2364

-added the Hall of Heroes

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Posted by: Lalangamena.3694

Lalangamena.3694

- precision scaling toned down, maximal crit rating available is 30%, (50% with fury)
- conditions and heals allowed to crit according to precision rating.
- all base duration of CC conditions increased:

cripple, chill, immobilize to 10 seconds
daze, stun, blind to 5 seconds

-defiant mechanic reworked: when all stacks of defiant are removed the boss vulnerable to CC for 10 seconds (not unshakable).

- all open world mega boss events reworked.
the bosses are no longer a ‘building’ but mobile creature with threat table and strategy (to make them on par with the Orr temple encounters).

- new fractals added.

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Posted by: CeNedro.7560

CeNedro.7560

Unique looking skins. The armors look too similar. F.e. Human-Male-Medium: Coats and long trousers. ~That’s it.

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Posted by: Sinergy.6374

Sinergy.6374

2h weapons can hold two sigils, and off hand weapon auto attack. Scavenger hunter. Better loot.

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Posted by: JPSnow.8296

JPSnow.8296

The exact opposite of the lost shores patch

JPSnow (main) – Necro, Sir Mezalot – Mesmer
Lieutenant Stabs – Thief
Night Vision (NV) – Blackgate

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Posted by: amax.8034

amax.8034

- 2 new WvW maps with objectives for small 3-4 man teams and other spvp things like capture the orb, on screen messages like killing spree, user roles like scouts where they can mark enemy targets and they appear on the map so everybody can see them
- new weapons and armors for low levels cause most armor till u reach lvl 80 looks the same
- more epic lvl 80 weapons and armors since gw2 doesn’t have trully epic weapons or armors compared to games like Aion, Wow, Tera, etc
- more daggers with particle effects and more daggers cause its clear Anet has no love for this, currently daggers are the fewest weapons out there
- scavenger hunt with epic background story, possibly linked to one of the dungeons depending on the required gift that would help tell the story or maybe participate in epic events that happened in the past and lead to the forging of that precursor/legendary this should be presented to the user as you are dreaming or your a ghost
- more legendary weapons and equal amounts of them…so for example if there are 4 legendary great swords then all other weapons should have 4 legendary equivalents
- more back pieces that look good and don’t require 500ectos to get…like in the case of the beta fractal capacitator… don’t know what was in Anet head when they added this, it’s clearly a grind aimed to hide the lack of gearing
- arenas or dueling in WvW and PvE just want to backstab my friends
- nerf warriors cause they keep considering the best class and elitist thus ruining the game… leaving games if there is a thief in the party,trolling thiefs that everything they can do is better then thiefs…. and don’t know how Anet can let a class have 25-30k dps and let the rest of the classes suffer and still nerf thiefs and mug for having too much dps
- new dyes like metallic ones or chameleon like the car ones and dyes that during the day you have a color for example celestial and at night it’s abyss
- new dungeons/raids
- new gemstore items that aren’t cute or town clothes …why would I buy them? Town clothes are a waste of time/dev time since nobody uses them and there’s no purpose to use them like maybe a speed buff or something
- more pvp games like the ones from winters day and Halloween
- increase mini pets size and the distance they are when I run..they keep falling behind and I can’t see them so why bother summoning them
- stacking of dungeon tokens and they shouldn’t stay in the inventory

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Posted by: Grizm.4560

Grizm.4560

- All Orr events now execute flawlessly. No more escort groups hanging up, all Temple events running as intended, all invasion points working properly.

Tarnished Coast
My characters think I’m crazy.

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Posted by: Doggie.3184

Doggie.3184

Here’s some things I’d like most.

Misc;
Release of Cantha expansion.
Dozens of new Water zones added with improvements to underwater combat, including underwater versions of all class skills.
Added unique animations for Sylvari and Norn.
Added more than 100 new head/helm/hat skins hidden around Tyria and Cantha.
Multiple new hair styles for each race added to Hair style kit in gem store.
More GW1 skins imported to gem store.
Trahearne backpack and stuffed Trahearne doll weapon skins added to gem store.
Added Guild Halls.
Added Fishing profession. (doesn’t effect the 2 craft only limit)
Added Polymock and 150 Digimon to collect.
Added several new medium armor sets based on Assassin design.
Added several additional heavy armor skins that only cover 10% of your body on both genders.

PvP:
Added Team Death matches to SPVP as well as a Capture the flag-type SPVP arena based on Fort Aspenwood in GW1.

Classes:
Added Ritualist that can summon powerful Spirits to unleash special attacks and abilities. (similar to FF summoners.)

Thief: Added Claw weapons.
Added F2 skill “Throw” which randomly throws a Stone, Glass Bottle, Shuriken or Firecracker for low to moderate amounts of damage, and high entertainment.
Thieves can now use Rifles, Shields, off-hand Sword and Focus (which uses elemental related dual attacks like setting sword ablaze.)
Spike Trap damage increased by 300% to make it more physical than condition.
Shadow Protector now stacks duration like normal regeneration boons do.
Pistols pierce.

Guardian: Can now Main-hand Shields.
Added 2 handed Shields.

Ranger: Can now Tame Karkas and Bunnies.
Added Crossbows.

Necro: Added Shambling Horrors utility from GW1, lowered CD and casting time of pets and increased their HP and defense. AI nolonger derps.

Ele: Improved visual effects of water skills. Changed Freezing Gust to a giant Tsunami nuke. Comet is 10x bigger and explodes.
Can now Main-hand Focus, which reverses a lot of element mechanics, such as prioritizing damage for water and support for fire.

Warriors: Added 2 handed Axes.

Engineers: Added Shotguns.

New Legendarys including Slingshot, 2H Axe, Crossbow, Claw, 2H Shield, Shotgun, Laser Pew Pistol.

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Posted by: Rio.9730

Rio.9730

EVERYONE GETS NEW WEAPONS
Guardian – Longbow
- 1200 range, mix of bleeding attacks and fast attacks
Warrior – Offhand Pistol
- 900 range high control off-weapon to allow double MH/OH kits to be a little more punishing when kited
Ranger – Rifle
- Less mobile, more raw power than shortbow
Thief – Offhand Torch
- Condition OH with lots of FIRE
Engineer – Mortar changed to elite Kit; abilities cannot be used while moving
Mortar seems kinda useless at the moment, and Engineers could use a dedicated ranged kit; this allows them to exchange their elite slot for a ranged option which is usually out of their portfolio, and without a CD or destroyable object
Necromancer – Shortbow
- Long-range single-target power weapon, low control
- Mostly so I don’t look like a complete kitten when I use the quiver back item
Elementalist – Mainhand Axe
- Permanent version of the Flame Axe 1-3, ranged single-target power
Mesmer – Mainhand Torch
- AoE focused weapon
- You look like a juggler!

I TOTALLY AGREE!!!! I sometimes wonder why a Guardian can’t use a bow and why a Ranger doesn’t use a rifle.

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Posted by: eXs.6210

eXs.6210

I really like the idea of adding crossbows and shotguns

Necro and guardian will use a crossbow and engineer will use shotguns… also rangers should be able to use rifles… really seems like a no brainer here

What I personally would like…
- Guild halls that a guild can purchase that will show up on the map and the look of them can be upgraded
-guilds will have an economy system that will be able to collect resources and craft items based on where the guild hall is located (placing guild halls in some of mid level areas should attract more people there)
-mobile mini dragons… not guaranteed rare drop but possibly 15 silver plus bag of wondrous goods plus an item that has 10% chance to be rare and 1% exotic?
This would create dragon hunting teams that would go all around the map hunting dragons for loot
-dragons will grow in size with time and loot will be greater

Just some of my suggestions… Seems far fetched but we can dream, right?

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Posted by: Stego.3148

Stego.3148

Runes:

- 6 runes can be mystic forged into a super rune which can be placed in a new equipment slot which can be equiped and swapped when out of combat like other gear. Thse take priority over your equiped runes in your armor and temporarily disables your armor’s runes while they are equipped. ( Mystic forge randomly increased to 6 item input when applicable )

Transmutation:

- Armor and weapon skins are loaded into a menu like dyes with the use of a fine transmute stone and can then be infinitely applied to your armor and weapons.

Style:

- Your undergarments are now dyeable.

- T-shirts and jeans have been added to the gem shop for town clothes.

- The starting town clothes can now be repurchased from a vendor in your races main city

Combat:
Defiance has been removed from the game and instead we designed encounters that encourage players to equip and use cc abilities on bosses.

Interface:

- Skill management has been added to easily swap utilities and trait hexagons with one click when out of combat, possibly armor sets also.

- Weapons can be changed in combat on a 2 minute cooldown and 5 second global lockdown on abilities when swapped.

Skills:

- 100s of new questable skills have been added similar to guild wars 1. A subjob system has been put in place which on top of the new global questable skills allows players to choose a restricted number from a specific class which they earn through unique story mode esque quest lines, the subjob class is changeable similar to respecing and retains the abilities you have already quested for when swapping.

- Players have the option at 80 to level the same character as a different class. The class can be switched at an NPC in every major city. Players are confined to the class they have selected and this offers no player advantage besides sharing equipment. This could in the future be tied in to unlocking other classes abilities in a restricted method. (This costs 300 SP per class to unlock and Gems could be charged here to not cut into slot sales)

World:

- Precursors and tier 6 have had their drop rates increased significantly so after we nerf cof people will still be able to make progress on these things without using their credit card.

- A new cross server zone has been added to the open world with pvp enabled. And an all out free for all pvp zone has also been added. These are not required for 100% world completion but have events focused around fighting other players in a more casual way then world vs world for those that would rather farm in pvp.

- Advancing your story quest far enough gives you access to not just your own faction’s equipment but all the faction’s equipment.

- Oh and purely aesthetic mounts have been added also

Items

All Legendary’s have been made account bound on creation instead of soul bound on equip.

All ascended gear purchased with Laurels has been made account bound instead of soul bound on equip.

Dungeons:

- More dungeon paths have been made shorter and the encounters more reasonable to encourage one path for a quick casual group and if it’s enjoyable and people have time they can do a 2nd or even 3rd path. Cut scenes and waiting around have been toned down for repeatable content. We attempted to consider the totality of all 3 paths to be the entirety of a series dungeon run taking around 1.5 hours in a sucessful group with each individual path being roughly 20-30 minutes.

- Hard modes have been added for each dungeon with enhanced drops on a quantity level. They can be undertaken with between 2 and 5 players and scale in difficulty depending on how many people are present.

- Story mode Dungeons now give the same rewards as explorable and can be conscidered the same as any other path for rewards.

- Yeti Bunny Char Girl encounter has been removed from the Uncatagorized fractal as we decided fighting a harmless yeti for 10 minutes is not enjoyable.

- All the longer fractals have been put on par with the shorter one’s so people can complete a round in 1-1.5 hours.

- Fractal Weapon skins can be purchased for 3000 relics.

- FoTM chests have been restored to their previous loot chance so you can make more then 40 silver in what can be up to 3 hours of FoTM.

Trading Post:

- Items listed to sell expire after 2 days. So the TP becomes a buyers market and not monopolized by a handful of people who are border line exploiting.

- With the changes to drop rates and dungeons we now hope people can achieve their goals in other efficient ways besides only playing the trading post game to achieve any reasonable amount of gold to purchase things.

WvW

- Every kill awards a Mark of Honor and finishing wvw events gives 1-5 mark of honor depending on the task because we felt wvw marks shouldn’t be earned just by doing jumping puzzles.

(edited by Stego.3148)

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Posted by: Leo Paul.1659

Leo Paul.1659

Oh yea I forgot about the ritualist. Scratch every other suggestion. I only need the ritualist to make me forever happy in gw2.

Queen Of The Moors (Blackgate)
Youre Out Of The Guild [KICK] / The Hardcore Caravan [HC]
Forum Warrior: Black Belt in Ninja Edits

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Posted by: eXs.6210

eXs.6210

Oh yea I would also love to have a checkbox in the options that would allow us to skip cinematics that have already been viewed in a dungeon (not just skipping but so the cinematic won’t pop up at all)… so the run isn’t interrupted…

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Posted by: Viking Jorun.5413

Viking Jorun.5413

I like this thread. It’s like the suggestion forum without the trolls and you can get a generalization of what the players want.

I only would like to see one thing.

- more skins (armor, weapon, BACKPIECES)

Ranger tPvP Channel
Highest TeamQ Leaderboard Rank Achieved: 64

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Posted by: Venirto.4208

Venirto.4208

I like how most of these suggestions would COMPLETELY destroy the economy or balance in the game…

…most meaning, more than halve?
…destroy the economy or balance? Which is it?

I like how people come to the forums to spew blanket statements without any further reasoning or justification, WHATSOEVER. (Yeah, I like it even more if caps lock is used strategically to try and validate said statement)

Let me guess, you have only read my post because it’s the shortest, I am right? And capslock was used as a highlight, so that some people would think again before posting more stuff which will never be added to the game.

Now use your gray cells and tell me how:
-removing condition stack limits
-adding ascended gear to loot table from world bosses
-upgrading all WvW sturcutres to castles
-giving 30% more crit damage for ele
-more guaranteed rares from activities
-removing/breaking stealth mechanics
and other similar stuff would NOT affect the class balance and trading post?

Some people are just selfish or don’t realize the consequences which would come with these changes. Im not saying that all suggestions are bad, im just speaking about these which would negatively affect the gameplay.

(edited by Venirto.4208)

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Posted by: Nuka Cola.8520

Nuka Cola.8520

2handed weapons holding two sigils is a pretty good idea, i mean why can’t you but can have two sigils when holding two 1handed weps?

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Posted by: Quick Mouse.7635

Quick Mouse.7635

scavenger hunt. that is all.