144208-improvements-of-wildstar

== Content ==
			
Hey. Spend few hours reading posts at forum, in-game chat complains and reddit cries about how game is unfair for any reason you can imagine.
 
So decided to create own topic, with QoL improvements to Wildstar. QoLs are categorized somehow to make it easier to read.
 
Waiting for additional ideas of improvements, so i can edit my post and include them into it.
 
 
 
I. Items
 
Looting materials: gathering* tradeskills should have impact on Need/Greed values too. Mining, Survivalist, Relic Hunter and Tailor should increase roll values by static amount. Reason: people complain about constant rolls of Need for all materials. Increasing roll value (ex. +5) for clothes while you are Tailor is not much, but it will help somehow with gathering precious resources.
Decor items loot: removing Need/Greed/Pass option for decors, and introduce Roll/Pass option. Reason: as above, some people are interested in Housing system. Others not and that's fine too. Simple as it. Decors are not weapons/armors/etc to need them badly - they are more like cosmetic/estethic things, so you can try to get them or pass them.
II. HUD
Text scale: option to increase text size, separately to HUD size (skillbars). Reason: by resizing HUD to - for example - 70% text is resized alongside of it, beign unreadable especially on big resolutions/TV.
Off-CD highlight: little flash/sparkles when skills are off cooldown. Reason: due to game mechanic and tons of telegraphs we need to dodge; it's hard to keep eyes on battleground, skill menu, team mates etc. Toggle on/off in menu
III. Mechanic
 
Path differences: additional profits for parties. Reason: right now Explorer is pretty useless path for raids/instances. Scientists everywhere. Simple idea to make some differences is to introduce passive aura-like effects. Movement speed for Explorers, some armor for Soldiers etc. 	
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