Changes For Guild Wars 2 Suggestions

I want to list now some of the needed changes that have stuck out most to me over the time I’ve played this game since beta:

Pet AI: Although I understand the issue of not being able to just tweak the pet AI as its tied to the creature AI in the game, there have been post after post outlining ways to make them or those that might use them more useful. For rangers, the ability to perma-stow a pet and instead get damage buffs, or instant commands working better, or in the case of undead minions, them ever attacking something instead of having a tea party while you die 10 feet away.

Traits: This shouldn’t even BE here. Traits were fine in the past. Instead, some random ideas were taken completely out of context and this new trait system was implemented in the most odd and painfully wrong way. Its as if the devs looked at the skill capture/questing from GW1 in a funhouse mirror and produced what we have today for traits. I wish I could enumerate the ideas that have been given for fixing this, but it was a thread 4 months in the making and at this point the only things I can see that will fix this one are either full reversion or one time trait unlocks on accounts/account wide. This was not the place to put the cheap gw2 gold. It wasn’t. Full stop.

Rewards (General): Good substantial rewards for event completion with bigger and harder events giving bigger and better rewards and NO rewards other than consolatory karma and XP for failed events. Simply put, failing an event should never generate more loot/rewards than completing it. This is just basic logic. Why there are still issues with this is beyond me. have an event that generates Champs? Great, award those champ bags in a chest after the event completes SUCCESSFULLY. Where have I seen that implemented before? Oh that’s right! YOU GUYS DID THAT! In the Pavilion. If you can do it there, then you can do that in the open word stuff too.

Dungeons (hard mode): Maybe I really don’t understand what goes into it, but why can’t there be more dev work put to dungeons to either make a new path for existing dungeons, or allow people looking for a challenge to select a dungeon and choose to make it a “hard mode” type instance where the enemies are tougher, have different fight mechanics, or even allow things like perma-wipe in them so if your party all goes down, you get bounced from the instance and have to try again. SOMETHING. Anything for those people that like running the dungeons and want a challenge for small 5-man group play.

WvW: SO many things about WvW are broken, but those of us that play it continue to do so in the hops that one day you might fix, upgrade commanding menus, PPT issues, world balance issues, hackers, maps, siege traps, stop doing tournaments until any of those prior things are even addressed, etc. Sadly, what we finally got after2 years were colors for tags and more siege mastery to sink some points into. All of those things in my list for WvW have been brought up WAY too much to continue to effectively ignore it, but that is exactly how many in the WvW community feel, and at worse they probably feel numb to it all as well since its gone on as long as it has without being addressed.

These are by no means the only things people seem to want from the game, but they are some major ones that I’ve seen complained about since launch. I’m sure others know of some more. Please Anet. Stop simply catering to the people who have left the game or who are so new to it that they will willingly just throw some money at the gem store for some keys here and there. There are plenty of us vets that have stopped encouraging people to come to the game, and in some instances discouraged people. There are plenty of us that were gleefully buying character slots, etc to build up new toons with new looks, etc that have just stopped. We stopped because we grew tired of seemingly getting nothing from our financial and time investment into the game we loved. If that isn’t an important metric, then I’m honestly not sure what is.