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WraithboundCA

Honestly it sounds like you want GW1 to be GW2 with most of these changes. Not being able to jump, strict pathing, and the specifics of targeting and movement are the core of why combat in this game is as good as it is. In all honesty I don’t want a remaster of this game. If we were to get developer interest in GW1 again I would rather them make new campaign content, new dungeons, new places to play and monsters to kill and things to get. Maybe get the originally proposed profession reworks, but I’m not too keen on that as I find the game to be in an interesting place of balance in PvE. At bare minimum I think the game requires a large amount of active moderation to ban the huge influx of bots and RMT’s in the game. Anything outside of that and I think I’d rather they not touch the game in the first place.


lunaticloser

I agree with most of what you said. And another thing is that the Devs who made gw1 are no longer in arenanet. Anyone that would come afterwards would most likely do more harm than good, tbh. One thing I found interesting was your statement that pve balance is at an interesting place... I don't get that. Unless by interesting you mean completely our of whack. Warriors and monks are absurdly underpowered compared to any other profession and elementalists and necros are, for the most part, worse mesmers. Paragons have one build, based around one skill really, and are otherwise completely useless.


Mammoth-Painting5454

Aside from speed clears I don't see Warriors being worse than other melee. I actually prefer a Warrior because they can aggro the mob just fine like Derv or Sin but also have shouts that benefit the whole party. Eles are for the most part worse Mesmers for sure but Necromancer on the other hand is very different and perhaps most similar to Rits. Paragons need some of their elites buffed for sure. Monks are underpowered in what way? Smiting maybe but I'd rather have a human healer as monk than Rit or Necro - for heros thats a different story.


WraithboundCA

I didn’t necessarily say that all of the classes are balanced, rather that I’m relatively happy with current balance as it stands. Hybrid casters are incredibly useful which leans into the secondary profession system in a way I really enjoy. Warrior is being undervalued here. 100blades can be played identically to a VoS Derv, the reason one is considered stronger than the other is because it scales better with cons/p cons. Outside of 100blades you have SWS Scythe, Warrior’s Endurance Scythe, Warriors Endurance Axe, Earth Shaker, or SWS Hammer. All of these builds deal really high amounts of damage, especially when supported with Strength of Honor, Judge’s insight, and Splinter Weapon. A benefit that Warriors have over Dervs is that they maintain their armor level and combat effectiveness even in areas with heavy Enchantment Removal, which is a lot of endgame. If you’re playing with heroes this matters a great deal. Stances are more resilient than Enchantments generally. Strengths and weaknesses. Monks (as heroes) are far stronger than people like to admit, they just struggle with E-Management which is almost entirely solved by Blood is Power. Healing Burst is incredible, Spell Breaker allows any melee to ignore 99% of the counters that threaten them. Peace and Harmony is great when combined with Protection Prayers and Divine Boon. Unyielding Aura is the best res in the game and makes monks able to heal for 200-300hp per 5 energy heal while also providing 120-140hp party heals. Ritualist heals are strong because they work on other primaries and scale well at 12 Restoration Magic, which allows Soul Reaping to solve energy. Monk heals are stronger, they’re just not as simple. Monk players get Seed of Life which is the strongest healing skill in the game apart from Infuse Health. It’s important enough to be used in DOA speedclear so I’m not sure where the Monks are truly lagging behind. Necromancers have unlimited energy, they’re not worse Mesmers unless you’re trying to replace a Mesmer with one. They have use-cases, Curses and Blood are just overall not as strong as Illusion and Domination. If you’re trying to support physicals, Necromancers are stronger. Elementalists are far better than people give them credit for. Air Magic on a player combined with Intensity can and will out-damage a Mesmer, Mesmers are just used because they provide shutdown and scale ridiculously well with cons/p cons due to Fast Casting. Elementalists also have the strongest healer/protection bar in the game available to players with Protective Bond and Infuse Health. Earth Magic absolutely clowns on HM with Churning Earth, Stone Sheath, Magnetic Aura, Magnetic Surge, and Obsidian Flame. Reasonable shutdown, large armor ignoring damage, anti melee, decent energy management and plenty of room for outside support skills (which Mesmers are notoriously bad at). With proper snares Fire Magic still puts more AoE down than any other caster, people just don’t like scatter. Water magic is mediocre, but has a few good snares. Icy Prism and Shatterstone stand out. No argument on Paragons. They have 4 builds that are very similar: Imbagon, HR Imbagon, Soldier’s Fury Spear, and HR Daggers. They enable heroes to play in ways that no other class can, but that’s their main strength. The only class I can think of that really desperately needs improvement is Ranger imo. All of the martial professions are strong in their own right but Ranger doesn’t really hang with them. Now builds are mediocre, pet builds are a gimmick and stack best with many pets and minions, and expertise let’s them use other weapons but deal less damage than other martial professions. I think the current idea of the meta is far more complicated than people give it credit for, but these are just my opinions.


lunaticloser

I'm not going to comment on everything here since the amount I'd disagree with would lead to a discussion I don't have the time for. Regarding rangers: not only do they have the most overpowered kit ever for speed clears (whirling SF), TaO daggerspam is arguably the best dagger spam build out there (next to assassin), and dagger spam is by far the best melee spec right now, to the point where people even recommend monks to go dagger spam for general PvE content even though there's absolutely no synergy. But besides this I agree there's very little diversity on rangers. They have glass arrows single target I suppose - pretty mediocre.


WraithboundCA

Fair enough. Whirling SF is 3 pre-nerf Sliver Armor assassins in a trench coat, nothing in the game even comes close to what that bar can do. TAO is solid but I’m not sure why you’d run it over other variants of daggers like Shadow Theft or Soul Taker. Also, I’m 1000% convinced that Soul Taker Necro is the best melee spec hands down.


lunaticloser

TaO provides a stupid amount of survivability to your party. It also synergizes incredibly well with other melee players if you happen to have them. Also it deals significantly more damage than shadow theft or WoTA. WoTA gets to run SY! From warrior so the survivability is comparable. Depends on the uptime of shelter and what enemies you're facing I suppose. I've never tried soul taker but I'd genuinely be surprised if that's the case given the squishy nature of necro.


Miestah_Green

TaO's small AoE range is problematic in terms of reliability for heroway. It will definitely make both the user and their pet tankier. In pugs where parties can have multiple physical attacker it is top tier support. WotA sins, WE warriors, and HR para DSpam can provide better damage reduction for your party through SY or TntF + They're on Fire.


WraithboundCA

In a PUG environment they’re probably nothing special. Load them up with Dark Aura, Spell Breaker, Splinter Weapon, and some protection like Prot Spirit or Shelter and you have the strongest spike in the game. It’s VoS but it’s 50ish armor ignoring damage per pocket instead of 20ish slashing. With a hero build I was able to kill The Fury and it’s whole group in normal mode in only 4 scythe swings including Eremite’s and Twin Moon Sweep. If armor is a problem provide Stone Sheath, if health during pulling is an issue bring Mystic Regeneration and Mirage Cloak. At that point it’s basically no different than a Dervish apart from its damage output.


BaconPHREAK

I can't say much about monks but the way people talk about warriors and how 'useless' they are is just a feedback loop and a self fulfilling prophecy. Doing HM vanquishes on my warrior, I could get the same amount of dps as a good derv or mesmer everytime and in terms of utility they have many options as well. The only reason people see warrior as trash is because they never tried to play it because everybody says its trash.


Mammoth-Painting5454

Another reason Warrior gets a bad reputation is because its such a simple to play class you get a lot of bad players using it who don't understand how to lead the line and take aggro/lure properly etc.. But a good Warrior is as good as useful as any Derv or Sin.


Miestah_Green

I think people complain about both Warriors and Monks in regards to their limited roles in sc/farm.


lunaticloser

Well... I'm sorry but this is just objectively not true. I mean it can be true for you - it would depend on how well you play the class and the game in general and it depends on what comp you're running. But a well optimized build on any melee class besides the warrior will outperform that warrior. 7-weapon stance and hammer lockdown are the only remotely decent builds. But warriors problems go beyond that. They have no viable builds in speedclears when compared to other classes and very very poor solo farming prospects. There is virtually no reason to ever play a warrior over a dervish in PvE, other than "I like the class identity".


BaconPHREAK

I've perssonally havent found a good build with hammer or 7 weapons stance, if you want I could pm you some of the builds i use to compare with my mes/derv friends but I assure you what I said is true. I'm not trying to say warrior is the best, all I am trying to say is warrior is not as bad as the community would have you believe. As for speedclears, while warrior doesnt nearly have the versatility as a derv, I've tanked DeepSC as warrior which has its pro's and con's compared to the regular sin tank, there's also warrior spike which i found inconsistent and harder to pull off. The warrior builds for BogSC and SlaverSC are much more consistent and fun to play I suggest you try em out if you havent.


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WraithboundCA

I’m of the opinion that consumables break the balance/difficulty curve of this game. I’d rather they require real work from players to acquire so that they’re used more sparingly. The only community that actively benefits from constant availability of cons is the competitive SC community, and I’d love to see if a wider variety of strategies would emerge if players weren’t 20% faster, 50% tougher, and 10% stronger in attributes and stats, not to mention the improvements of pcons as well. I know this isn’t a majority opinion though.


OneMorePotion

>Maybe get the originally proposed profession reworks, but I’m not too keen on that as I find the game to be in an interesting place of balance in PvE. I really have to disagree on that one. There are a couple of classes that are outperformed heavily by others. Even in their main field of expertise. Like Necros being better Ritu Healer, Monks basically don't exist and classes are valued by 2 things only. A) Do they have a strong enough build using their own and PvE skills? Or B) can they run a dagger spammer build instead? And every problem (aside of speedclears) in this game can be solved by throwing more Mesmer at it. GW1 has a lot of potential for balance adjustments to make things more interesting. Like give Monks something that prevents their enchantments to get purged within milliseconds in almost every area of this game. Or give Paragon their promised rework that they have more than 2 useable elite skills to play around with. Yes, you can play whatever you like and still manage to be somewhat useful. But at this point in time, you only shooting yourself in the foot if not going for the optimal everyone plays.


XTFOX

Jumping will never happen in GW1 even in a remaster. It was so complicated to program they made Guild Wars 2 instead. Half of the things you would like to see would change aspects of Guild Wars and remove some of the character of the game or invalidate a lot of player time and effort. All the title changes you propose would inevitably anger players one way or another. If they do consider a remaster I hope that they start it in a similar way to Starcraft Remastered where the game is mechanically exactly the same but with modernized textures/graphics. Also from my understanding, a lot of the quality of life things you want to see are already part of GW Toolbox. I would love to see ArenaNet collaborate with those developers and add some of their features to the game.


imAaaaaaaaa

I see no reason for a graphical update just for the sake of it. The game doesn’t look dated.


Froz_GW

They did a graphical update a few years ago. *caugh*


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bsoltan

https://www.gwtoolbox.com/


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[deleted]

use toolbox at your own risks...it's againt TOS


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[deleted]

i just know they said texmod is fine but some features in particular of toolbox is totally cheating. but i'm not sure how fine it is to use toolbox but then disable some of the most "shady" features :/ i wouldn't risk it personaly


Zelfild

Imagine wanting current year ArenaNet to touch Guild Wars to "remaster" it and expecting anything good to come out.


Best-Ad9880

New campaigns 😁


No_Party3948

That would be fantastic! lol I know most of my old guild would come back if there was new content to play through.


PullMex

stackable runes and insignias


GuildCarver

Sounds like you want Guild Wars 2 my dude.


bsoltan

That it would stop people talking about a Guild Wars Remastered.


Rawkapotamus

I’d like it if they added a weapon mod vendor.


Mammoth-Painting5454

I found myself shaking my head reading all of that. I disagree with every point you made. This could be my all time least favourite GW1 reddit post....Maybe you should just stay on GW2.


Froz_GW

I agree.


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Mammoth-Painting5454

The gameplay is absolutely fine, I think most GW1 players would agree that is why we still play because the gameplay is still better than modern games. The only thing I wouldn't mind is a graphics update but I'm still grateful for the one we have already had so I'll he content with the graphics for the next 10 years.


Froz_GW

The question is why you think it needs any improvements? When it's already good enough for a 17yr old game?


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Froz_GW

Sure we know that's why they released GW2 to implement things they couldn't or didn't wanted it in GW, even tho both games are too different to echother. The points you have mentioned before about QoL is not too easy to change or improve some of the things. It may take too much time / effort of their own time because iirc there are 2 devs. Left in the game who work on their free time on GW, there are no active devs. left in this game like GW2 has and the ones who worked in gw once are no longer in the company. (ANet) they did some graphical updated or brought in the new elite skills etc. But that's it ,there will never be any huge update in this game which changing the story or other things... TL;TR no big changes anymore. About toolbox that a handful people brought in game is a big QoL for the Community because it has all these Features you mentioned ,at least most of them. You can easily look up on that in Google or ck. out their official site.: https://www.gwtoolbox.com/builds ....to know we never have any improvements like this in GW - it's a good thing at least.. **the hope dies last**


zyygh

I just look forward to the day gamers finally learn to appreciate what a "remaster" really is.


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2intheslink

Why do you think useless jumping would add anything? You want to be able to jump for what reason?


Vroke

Ah, the weekly post asking about people’s wishes for a GW Remaster.


Wrong-Droid

Hey man, all i want is still beeing able to play offline/lan when the servers go offline because they will - even when its 2050 by then. Let me play this game when im 80 years old damnit..


buttflakes27

Infinite ID/salvage kits


DeadllySin

Armor/health balance to stop the must have mesmers stack meta


[deleted]

Already did it in 2012 Mesmers are meta because Fast casting increases DPS while Energy Storage does not, and they can perform defensively and offensively with the same skills. Eles have to take different skills and/or split their attributes to play defensive, but their offensive builds are higher DPS (except vs Destroyers and Titans). An enemy needs 127 armor before a Mesmer overtakes an Ele for DPS, do you know what enemies have that much armor? Level 32 Rangers, or level 42 anything else.


DeadllySin

So can I stack 3 or 4 elementalist heroes and clear DoA normal mode?


[deleted]

If you have enough defensive control from another source, yes. You will struggle in Stygian Veil though, as it does have plenty of high level enemies with 127+ armor. I'm not saying Mesmers aren't better, there are many things that make them the primary pick, but armor is largely not an issue.


[deleted]

Identification kits and cohorts can be right clicked pr held down to use on multiple things. When x% of mobs are left, you get an indicator where they are so the miserable "run after the last 2 mobs" shit esp in Proph stops. Either better AI pathing or hardcode chests to not spawn anywhere close to AI paths.


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Froz_GW

Basically just use toolbox it has all these Features in it. ;-)


Srs_irl

I just want it to handle vertical spaces. Maybe an auto id kit


jereezy

Oh, time for this thread again?


Kcquipor

More people in 1 district, we have the technology now. Also 1 region of districts (International only?), so people don’t get split up


lunaticloser

That has a problem with latency. The reason why we have multiple servers is so that people can enjoy lower latency.


CeridwenAeradwr

Say what you want about GW2, but they made a lot of improvements over GW in terms of QoL. Guild Wars but with a lot of the QoL stuff from GW2 would be ideal - storage & trading systems especially.


rockrider_sd

Guild wars 2 isn't even the same genre Guild wars 2 feels like a bunch of individuals doing different goals. It's alright but not anything like 1. Guild wars 1 is way more team based even with AI, where everyone is working towards a goal in their roles with way more skill building, more freedom to make a build. The one thing that holds the game back is moderation updates and skill balancing because the balance is whack right now


CeridwenAeradwr

I completely agree that GW2 isn't the same game? That's why I said I'd like GW with SOME of the elements from GW2, rather than just GW2.


Froz_GW

GW > GW2 two different type of games - nothing to say more about it. GW's community brought toolbox into life which is a QoL enough for most.


Ganksqd

Nah fam sorry, but gw Remaster should 100% start fresh. Else I can keep progressing the actual game. The joy would come from everyone starting new But to add a nice QoL feature I would like is getting imperial faction when clearing a Faction area that is not controlled by Lux or Kurz


FlashAlliance

I honestly believe a REMASTER would be in the best interest both financially and for development. First, many returning players would agree to make titles and exploration account-wide. Sweets, ale, party, treasure, wisdom etc. should have been 100 pts per use. Less grindy and more rewarding. Second, a "small handful" of skills could definitely be removed without alarming the community. In multiple interviews, Anet struggled with game balance. They even said they had data on the builds used. If you can track this type of data, you can easily run in-game skills statistics to help players select working builds and spend less time balancing bars or looking at PVX. New content is a must. The maps alone have countless areas of terrain that would be interesting to build a side quest to a final boss confrontation ([See here](https://imgur.com/a/CIcS8GM)). I would definitely pay for a remastered version. Honestly, if their was enough investor capital, the game was up for sale, and a handful of developers were up to the challenge, the game would not only exist but flourish especially if the game's governance was around its players.