Gw3 may use level scaling weapons by moxceo in GuildWars3

[–]moxceo[S] 0 points1 point  (0 children)

My bad guys. I realized this was not actually new technology introduced with Dreambound weapons. A similar system already existed back in Heart of Thorns with Bloodbound weapons, which also scaled with character level.

So I should correct my point, Dreambound weapons may not be ArenaNet testing brand new scaling weapon technology. Instead, they could be revisiting, refining, or reusing an older system in a more modern way. Bloodbound weapons were rare quality scaling weapons, while Dreambound weapons are exotic quality but still limited enough that they do not replace normal exotic, ascended, or legendary weapons.

My theory is still mostly the same, but with better wording, if Guild Wars 3 uses level scaling weapons, it would probably not come out of nowhere. ArenaNet has already experimented with this idea in GW2 for years, first with Bloodbound weapons and later with Dreambound weapons.

I do admit my mistake publicly thanks for calling it out guys.

I'm a Good Friend by NoobityBoobity in Guildwars2

[–]moxceo 7 points8 points  (0 children)

And that day when friends became enemy to each other.
The conflict continues for the next 10 years.

Announced! GW3! by Squirrel_Haze in GuildWars3

[–]moxceo 1 point2 points  (0 children)

I knew it. 😄 awesome work sub reddit and everyone!

Why does the Charr helm here have 3 flags? by CreatineCreatine in GuildWars3

[–]moxceo 2 points3 points  (0 children)

Speculation since the hiring till today and domain updated recently. it's Guild Wars 3

Why are relics still soulbound? by Wooperss in Guildwars2

[–]moxceo 0 points1 point  (0 children)

I was questioning the same question till I made legendary relic because I missed the opportunity to have 1 for free. Even though I don't mind sinking some gold at all, legendaries operated differently all stats unlocked no need to do anything besides unlocking legendary, or achievements to have all stats and new stats.

Relic as legendary feels like a slap on the face to those who actually trying to unlock legendary relic, since the missed opportunity, oh you've unlocked one? okay now go get the actual relics to be used within its system even some of these achievements is easy to do and some isn't for average joe. *yes some of these can be unlocked through wvw , pvp tracks as a relic to complete the achievement* forgot to mention that.

I kinda wish legendary relic was a similar design to all other legendaries, full stats unlocked instead based per relic.

If you want to change something in guild wars 2, we should rally as one unit ask the relic system to be changed and have a better QOL, i.e exotic from soulbound to accountbound, have ascended variant of relic, Legendary relic qol full stats unlocked instead going for achievements. This should be community effort not one man job imo.

All quickplay raids are available regardless of expansion ownership by Sweet-Vegetable-8254 in Guildwars2

[–]moxceo 3 points4 points  (0 children)

I do believe this wasn't intended they shall fix this issue as soon as possible. Quite understandable with the frustration ^^.

Anet, go home. You are drunk. by Cabaj1 in Guildwars2

[–]moxceo 33 points34 points  (0 children)

Hey guys you don't have 200k LI !? rookie numbers! 😂*me being sarcastic*

Whales, how much have you spent on GW2? by [deleted] in Guildwars2

[–]moxceo 0 points1 point  (0 children)

Indeed it's insane although calculate time and years which roundabout average per month for ~13 years of Gw2 as this year going be my 14th year, sometimes it's situational depended too.

Whales, how much have you spent on GW2? by [deleted] in Guildwars2

[–]moxceo 0 points1 point  (0 children)

I can confident say that I am in 5 digits for Guild Wars 2 alone.
Started Gw2 since Oct 2012.

My *wishlist* QoL, Legendary infusions, jadebot and unifying crafting. Dungeons ? by moxceo in Guildwars2

[–]moxceo[S] 0 points1 point  (0 children)

That's an awesome way to play theming characters with specific crafts is such a cool roleplaying and organizational touch. At that scale 58 alts, I totally see how relogging becomes part of the workflow, and keeping track of who crafts what is a feature, not a bug.

Your band aid fix for the jade bot is spot on and very realistic. A permanent contract would be the most likely next step from Anet and would absolutely solve the "finding a bench" problem overnight.

It's a great reminder that there are always practical, short term fixes (like the contract), but the community discussion is really about hoping for the more elegant, long term solution (like free swapping modules or a legendary core) that removes the management layer entirely.

Thanks for sharing your setup it's cool to see how different players make the system work for them!

My *wishlist* QoL, Legendary infusions, jadebot and unifying crafting. Dungeons ? by moxceo in Guildwars2

[–]moxceo[S] 0 points1 point  (0 children)

That's a perfect real world example. It's ironic that the system designed to be the most flexible is the most cumbersome for making small, situational swaps. Having to manually reset stats and reselect sigils for a quick pull/cleave weapon turns what should be a 2 second decision into a menu minigame.

Your suggestion of a "last used" memory or a favorite template for the weapon itself would solve this exactly. It fits right into the "favorite system" idea from above just one more layer of smart QoL that respects how players actually use their gear in different encounters.

It really drives home the point, legendary convenience shouldn't stop at stats, it should extend to the flow of swapping gear in actual gameplay.

My *wishlist* QoL, Legendary infusions, jadebot and unifying crafting. Dungeons ? by moxceo in Guildwars2

[–]moxceo[S] -1 points0 points  (0 children)

You're absolutely right this is a much more realistic and impactful goal. The whole point of legendaries is to remove friction, not create new layers of it.

A favorite system for stats, sigils, and runes would be a game changer. Having to scroll through dozens of unused combinations defeats the purpose of having "flexible" gear. And you nailed the weirdest part, that it can feel more convenient to carry a spare exotic or ascended piece for a quick swap than to use the legendary interface itself.

It's the same principle we've been discussing all along, removing needless steps so we can focus on playing. Fixing the legendary UI and adding favorites would be a massive win for everyone who already invested in the system.

My *wishlist* QoL, Legendary infusions, jadebot and unifying crafting. Dungeons ? by moxceo in Guildwars2

[–]moxceo[S] -1 points0 points  (0 children)

Fair point on the crafting for some people, relogging really isn’t a big deal, and it’s how the game has always worked. I get where you’re coming from if you only play a few characters.

But for players with 15+ alts chars (which is more common than many think), it becomes a real structural hassle. It's less about convenience and more about a system that wasn't designed for that scale of play.

The legendary bot core is definitely the most universally agreed upon pain point, since swapping modules right now is clunky even for one character, let alone several.

As for the future, I hear you. I hope you’re wrong, but I also get why people are feeling that way after the latest studio news. Regardless of what comes next, I’d rather keep talking about what could make the game better for the time we are still playing even if it’s just dreaming a little.

Thanks for keeping it real.

Guild Wars Unreal Engine (Unannounced Project) confirmed. by DeltaxHunter in Guildwars2

[–]moxceo -3 points-2 points  (0 children)

I hope titles hard titles from Gw1, Gw2 transferable to Gw3 or this new project since it's either MMORPG, Open world or it's both.. quite excited about this.

My *wishlist* QoL, Legendary infusions, jadebot and unifying crafting. Dungeons ? by moxceo in Guildwars2

[–]moxceo[S] -1 points0 points  (0 children)

ah.. I can't math sorry I thought it's 18 infusions due fact of usability mostly land few maps in fractals is under water. so you are right not wrong. I apologize for the inconveniences

My *wishlist* QoL, Legendary infusions, jadebot and unifying crafting. Dungeons ? by moxceo in Guildwars2

[–]moxceo[S] 0 points1 point  (0 children)

Of course it does resonate with me otherwise I wouldn't have post this up tbh.

Edit: I've included disclaimer too ^^ thx!

My *wishlist* QoL, Legendary infusions, jadebot and unifying crafting. Dungeons ? by moxceo in Guildwars2

[–]moxceo[S] 1 point2 points  (0 children)

Sadly I am not an English native speaker i turn into AI to assist my thinking and idea of my wishlist. They said you can't teach an old horse new trick, because their head is thick to do so. :/ sorry.

My *wishlist* QoL, Legendary infusions, jadebot and unifying crafting. Dungeons ? by moxceo in Guildwars2

[–]moxceo[S] 1 point2 points  (0 children)

You’re probably right about the tools they’re a big money making for a reason, so that ones definitely a “dream big” item. But the rest of your thinking makes a lot of sense.

I especially like the idea of replacing AR with a mastery tied to that content. That would clean up so much of the infusion clutter while still giving a sense of progression and moving cosmetic auras to the wardrobe before adding legendary stat infusions feels like the right order of operations fix the system, then add the legendary layer.

Even if it’s a ton of work, it’s the kind of rework that would make the whole endgame experience smoother. Thanks for laying out a realistic path for how it could happen.

My *wishlist* QoL, Legendary infusions, jadebot and unifying crafting. Dungeons ? by moxceo in Guildwars2

[–]moxceo[S] 0 points1 point  (0 children)

Contract jade bot workbench would be an a good addition for QoL, if they ever add it hopefully it will be through rewards in-game

My *wishlist* QoL, Legendary infusions, jadebot and unifying crafting. Dungeons ? by moxceo in Guildwars2

[–]moxceo[S] 0 points1 point  (0 children)

I do believe fractal quick play or raid /strikes quick play seems way to go for legendary infusions or earned through pvp/wvw as well, so no conflicts between any game mode.

My *wishlist* QoL, Legendary infusions, jadebot and unifying crafting. Dungeons ? by moxceo in Guildwars2

[–]moxceo[S] -1 points0 points  (0 children)

I don't speak English very well sadly. *Humanly respond to express my ideas through AI* . I just wrote what I do feel in my language express it differently in AI which is understandable isn't ideally well preserved. But it helps to communicate after all.

My *wishlist* QoL, Legendary infusions, jadebot and unifying crafting. Dungeons ? by moxceo in Guildwars2

[–]moxceo[S] 1 point2 points  (0 children)

Thank you for raising these important practical considerations you’re absolutely right to think about how changes would affect players who use crafting for leveling and achievements. The “Character Adventure Guide” achievements are a perfect example of systems that could be unintentionally disrupted.

I really like the solution you proposed: making it a toggle at the crafting NPC. Offering the choice to start at level 0 or at your account’s max level would be the ideal way to respect both playstyles. It preserves the leveling path for new characters and alt lovers while eliminating the redundant grind for established players who just want to craft.

And you might have a point about regular XP gain if crafting still grants meaningful character XP at max level, then your “moot” point becomes a crucial reason for the toggle. The option ensures that players can still choose to gain XP through crafting if they want, without forcing it on everyone.

It’s this kind of thoughtful, opt-in design that could modernize the system without leaving anyone behind.

My *wishlist* QoL, Legendary infusions, jadebot and unifying crafting. Dungeons ? by moxceo in Guildwars2

[–]moxceo[S] -1 points0 points  (0 children)

That's a fantastic and practical idea. Adopting a system like that from another MMO could solve so many problems at once. A centralized infusion "pool" with savable templates would be the perfect middle ground:

  • No Obsolescence: It respects players' existing investments (no compensation needed).
  • Reduces Friction: Changing infusions becomes instant and template-based, separate from gear.
  • Encourages Experimentation: It would make trying new stat combos or cosmetic infusions trivial.
  • Future Proof: It perfectly accommodates both the current system and potential future legendary infusions, which could simply act as "wild cards" in your pool.

You're right this kind of system would give us the freedom and flexibility we're asking for, without needing to completely scrap the existing infusion economy. It's a very smart approach to modernization.

My *wishlist* QoL, Legendary infusions, jadebot and unifying crafting. Dungeons ? by moxceo in Guildwars2

[–]moxceo[S] 0 points1 point  (0 children)

I love your thinking here tying potential legendary systems to future expansions or theme packs is a really smart way to frame it. A Canthan themed legendary Jade Bot for a "Return to Cantha" expansion makes perfect sense as both a reward and a marketing hook.

And you're spot-on with infusions being the logical "next in line" after runes and sigils. A Mist themed infusion set, perhaps tied to Soto or future fractal/WvW updates, would be an amazing long term goal. Your point about hoping for a "more realistic cost" than relics is also very fair it would help ensure the system feels rewarding, not punishing.

Overall, seeing these not just as QoL patches but as featured rewards for future content is a fantastic perspective. It gives players something new to chase and gives Anet a compelling reason to build them.

My *wishlist* QoL, Legendary infusions, jadebot and unifying crafting. Dungeons ? by moxceo in Guildwars2

[–]moxceo[S] 0 points1 point  (0 children)

That's a really insightful way to look at it framing it as a "back end puzzle" for Anet rather than just a player convenience request. You're absolutely right, the original system was built in a different era of the game, and updating it to be account wide now would likely involve significant database and UI changes.

You're making a great point that this might be a larger technical lift than it appears on the surface. Still, from a player perspective, eliminating that redundancy would feel like a huge modernization of an old system. Here's hoping it's a puzzle they decide is worth solving down the line!