Suggestion: Favorite builds button

#1 - June 5, 2014, 7:38 a.m.
Blizzard Post

What do you think about adding favorite builds in Traits option?
That could be a button.

When ours build is finished, we click to: add to favorite.
Next: We go to builds tab.
Finally: We can easily choose build in 1 s.

That could be expanded to choose weapons, sigils and runes too.

Limitations: Cannot be employed when the solo arena or team arena clock is over.

#8 - June 5, 2014, 12:08 p.m.
Blizzard Post

We absolutely want to make build templates. They could work similar to GW1, but there are more components to a build now. Using the old string-code method may prove to be unwieldy.

Things that must be in a template:

  • Weapons
  • Sigils
  • Rune
  • Amulet
  • Skills
  • Traits

What could be in a template:

  • Skins
  • Dyes
  • Outfit
  • Finisher

Things to consider:

  • Sharing (chat links? codes? urls?)
  • Viewing (seeing some else’s vs. seeing your own)
  • Saving (notepad vs. local vs. account vs. web)
  • Building (one spot in UI vs. multiple spots)
  • Websites (third-party sites should work with in-game)
  • APIs (Could expose an API to third-parties)
  • PvP vs PvE vs WvW (each mode requires different configuration options)

How would you like to see any/all of these work?

#53 - June 5, 2014, 3:02 p.m.
Blizzard Post

You are all recognizing the problem with PvP templates versus PvE templates:

PvP builds can be constructed regardless of what items you own. The templates can even save weapon type and give you a free level 1 item if you don’t have a weapon in your inventory already because PvP has normalized attributes.

PvE/WvW builds must include actual items. This mean sharing non-PvP builds becomes very complicated. Either you simply can’t do it, or templates save out exact items for reapplication AND save out item type/level/rarity/prefix/suffix/etc for sharing.

Another aspect you guys are hitting on is the need for template ‘chunks’. This means templates are not an all-or-nothing application, but can be pieced together from various parts. For instance, you could have an ‘appearance’ template that consists only of wardrobe skins, dyes, and a finisher that you can apply and save separately from a ‘functional’ template that may contain skills, traits, and amulet.

This is quite an intricate detail, but you may even want to leave individual skill/trait slot empty in a template you’re sharing like a wildcard.

#57 - June 5, 2014, 3:12 p.m.
Blizzard Post

Start small, man. Basic template it still better than no template.

Why not discuss the best possible system? Scheduling and phasing feature releases is our deal :P Plus, there’s no way we can avoid remaking the entire feature later unless we are good about scoping all possibilities.

#73 - June 5, 2014, 4:02 p.m.
Blizzard Post

Add a small indicator for gear that is used in a template (much like the rarity border).

Would be very helpful if templates used actual gear.

I guess the problem really is how do you make an all encompassing system for PVP and PVE?

The answer is you can’t there will have to be two systems as long as you want an economy in this game.

Skill and trait templates could absolutely be shared. They would just be two compatible components in the larger template system with other non-compatible parts.

The problem is making the feature approachable and easy to use when there could be SO many potential parts.

#150 - June 6, 2014, 1:09 p.m.
Blizzard Post

Lots of good feedback here:

  • Templates should be flexible on what they contain. Everyone wants something a little different from this feature.
  • Template switching can be abused in WvW, between dungeon bosses, etc.
  • Tiered release approach (I feel this feedback is because people want this feature RIGHT MEOW)
  • UI suggestions are pretty diverse. There are a lot of ways it could be handled, and it touches a LOT of systems in the game.
  • Fear of inspect / gear-checking by others.
  • Using real items is more of a ‘load-out’ than a ‘template’. Possibly different systems.