126170-adding-variety-through-lesser-used-mechanics

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So I'm pretty bad at starting threads but thought I'd give this a go. I wanted to put forward a suggestion for the game as a whole to push a bit more f it's lesser used mechanics into the future development of the game.I see many great and wonderful suggestions tossed out there by various posters, but I don't see much discussion on using mechanics we have currently to add variety in the game.
 
While I love what we have, it feels to me that the variety and the available tools Wildstar is capable of using isn't really pushed to it's potential.
 
Paths
A great example is the path system we have. I loved how having people of different paths made my experience in Malgrave trail such different based on how out path composition was and it could either be a simple run where resources are easier when you're heavy on settlers OR you're internally screaming at how fast the convoy is going because you somehow have 5 explorers. I really wish that paths were pushed more into the game like that where it doesn't have a dramatic effect(making certain comp a cookie cutter/best  options), but can alter the experience in a positive way.
 
Quests
There are a lot of kill X, trigger Y, gather Z type quests which I personally don't have much issue with. However I LOVED the bombing quest in blighthaven, it was a refreshing and surprising quest to do adding a much needed break to the usual type of quests. The little quests where you control creatures and devices/vehicles always just manage to make me smile. I wish that more of those were integrated as we go forward.
 
PvE Combat
I feel too that the combat system is lovely, but there seems to be a heavy amount of it hinging off MoO to an extent I'd dare say that it can be a bit unhealthy. Personally I'd like a few boss fights or even "Trash" that best way to handle them is using environmental hazards or other nifty mechanics outside of interrupts, or even mixing up how interrupts function and benefit you during a fight(or hurt you). I'm not saying that these don't exist as you have instances like the adds on the first STL boss that you can use their lightning telegraph to perform better as example, but it seems a bit more rare to me.
 
PvP Combat
I think the one thing that ultimately disappointed me with Wildstars PvP more so after Protogames was that there didn't seem to be a "ball game" type battleground. I feel as though this is a missed opportunity to use the ay telegraphed abilities and such work in Wildstar to  create unique game modes. I can easily see the game pulling off something similar to bombing run from Unreal.
 
I guess what I'm trying to say is that while Wildstar is wonderful, there seems to be under utilized mechanics that could really push Wildstars potential so much further.	
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			These are all awesome suggestions. Especially the use of environmental hazards and whatnot in PvE encounters! I really like the mechanic in the first boss of STL where you have to drop the telegraphs on the adds to help kill them.	
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These are all awesome suggestions. Especially the use of environmental hazards and whatnot in PvE encounters! I really like the mechanic in the first boss of STL where you have to drop the telegraphs on the adds to help kill them.
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