One thing I'm a little concerned about is that the placement of the Heart Tasks along the periphery seems to have led some new players astray in the believe that those tasks are all there is for PVE content. Better placement to make it easier for players following the Hearts to stumble accross more DEs would be better. If it's too late to change the zones that way, they need to do a better job communicating to new players that most of the content is out in the world to be found via exploration, rather than limnited to the Heart Tasks. (Even people from the professional gaming press made this mistake).
I would be estatic with the removal of Heart Tasks completely. I can see it already the bitching and complaining from the masses who say theres not enough quests or the heart tasks are just like (insert random WoW clone). Heart Tasks reward the chicken littles and unoriginals. The game is focused on exploratative rewards so it should be the only way to advance in PvE.
Other then that some minor gripes I have (or major in the case of this first one):
Let me remap my keys anyway I want to include Ctrl & Shift Modifiers for skills.
Tone down spell effects big time.
Although I disagree with the way that skills are tied to specific weapons I would still liek to see more traditional skills that can replace the weapon specific skills or some sort of Alternate Advancement system to keep me progressing post level cap.
The last couple videos Ive seen, show toned down spell effects, maybe its me, but I see a difference. Maybe Anet is listening!
I hate it when you cant see your target because of all the spell effects...lol
I would prefer more solid healing options overall. This is entirely personal preference. As a counter balance I would expect to do less overall damage.
It seems like it needs a lot of balancing work. But that is a big reason for BETA and will likely be heavily addresed in the coming months.
I would prefer a 3v3 controlled PvP option to be available on top of the 5v5 they are offering. I feel like 3v3 is the perfect amount of people to have the most fun in rated PvP. I also prefer 3v3 basketball IRL, so maybe I'm just biased.
Perhaps I'll think of more later, but for now those are my gripes. And they are relatively weak gripes and most ofthem seem to be being addressed.
I would prefer more solid healing options overall. This is entirely personal preference. As a counter balance I would expect to do less overall damage.
It seems like it needs a lot of balancing work. But that is a big reason for BETA and will likely be heavily addresed in the coming months.
I would prefer a 3v3 controlled PvP option to be available on top of the 5v5 they are offering. I feel like 3v3 is the perfect amount of people to have the most fun in rated PvP. I also prefer 3v3 basketball IRL, so maybe I'm just biased.
Perhaps I'll think of more later, but for now those are my gripes. And they are relatively weak gripes and most ofthem seem to be being addressed.
I would like to see 3 man pve groups...but that it just a preferance for me.
- Increase the effects of (event) scaling by 20-40% (mobcount, damage, health!). Most events/hearts/etc. are quite hard if you are alone. But the more players join the easier it gets. Mobs are slain under a second with more than 5 players and boss mechanics are useless under stunlock... In its current state it might feel right or logical but it actually turns out to be less fun.
- Performance issues are hopefully matters of beta only.
- Rework some of their Mob AI in terms of Crowd Behaviour. For example introduce flanking, mobs spread if you AOE a group of 4 or more mobs at once or intelligent weapon swap (for example if you see yourself in a fight with Tanky-Mob A and Ranged-Mob B joins. Now you decide to attack Mob B because he is lower on armor. Now Mob B switches to a melee weapon and the tanky mob stays at its location and uses ranged attacks)
- Make big bosses move around or script them. Like the Shatterer deciding to change his position and attack a town midfight and the playerbase then moves over to the city. Also you could add more objectives as the fight progresses.
Those are the ones that I would perform if I was responsible at ArenaNet.
Comments
The last couple videos Ive seen, show toned down spell effects, maybe its me, but I see a difference. Maybe Anet is listening!
I hate it when you cant see your target because of all the spell effects...lol
Less effects.
More telegraphing.
More diversity between classes. Rifle Warrior seems a bit too similar to Long Bow Ranger for instance. Look at the folowing builds for an example:
http://www.gw2tools.com/skills#w;aaaaa;aaaaaaaaaaaaaaa;caaa;YefbZ
http://www.gw2tools.com/skills#r;aaaaa;aaaaaaaaaaaaaaa;baaa;YYbUZ
I would prefer more solid healing options overall. This is entirely personal preference. As a counter balance I would expect to do less overall damage.
It seems like it needs a lot of balancing work. But that is a big reason for BETA and will likely be heavily addresed in the coming months.
I would prefer a 3v3 controlled PvP option to be available on top of the 5v5 they are offering. I feel like 3v3 is the perfect amount of people to have the most fun in rated PvP. I also prefer 3v3 basketball IRL, so maybe I'm just biased.
Perhaps I'll think of more later, but for now those are my gripes. And they are relatively weak gripes and most ofthem seem to be being addressed.
I would like to see 3 man pve groups...but that it just a preferance for me.
Improvements:
- Increase the effects of (event) scaling by 20-40% (mobcount, damage, health!). Most events/hearts/etc. are quite hard if you are alone. But the more players join the easier it gets. Mobs are slain under a second with more than 5 players and boss mechanics are useless under stunlock... In its current state it might feel right or logical but it actually turns out to be less fun.
- Performance issues are hopefully matters of beta only.
- Rework some of their Mob AI in terms of Crowd Behaviour. For example introduce flanking, mobs spread if you AOE a group of 4 or more mobs at once or intelligent weapon swap (for example if you see yourself in a fight with Tanky-Mob A and Ranged-Mob B joins. Now you decide to attack Mob B because he is lower on armor. Now Mob B switches to a melee weapon and the tanky mob stays at its location and uses ranged attacks)
- Make big bosses move around or script them. Like the Shatterer deciding to change his position and attack a town midfight and the playerbase then moves over to the city. Also you could add more objectives as the fight progresses.
Those are the ones that I would perform if I was responsible at ArenaNet.