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Posted by: Ronah.2869

Ronah.2869

Your idea of how to implement the mounts is really great but i will add this:
Keep waypoints and their costs. In this way people who don’t have money problems will not be forced to use the mounts. For those who consider the waypoint costs are too high or they just want to save the money, then they can have the mounts as an option.
In this way, we don’t force players to use mounts and we dont force players to spend all their income on waypoint travel costs.
Really your idea with mounts is the best so far but don’t eliminate the waypoint travel. There are a lot of people enjoying it and if they afford it, let them do it.
Its possible that some time they will start using the mounts if they sell more cooler skins in cash-shop

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Posted by: mojowalker.3798

mojowalker.3798

Just say no to mounts. You pretty much just have dolyaks anyway, there are no horses. There are plenty of speed increases in the game to help you go places faster as well as the waypoint system, so the need for such a system goes out the window. I’d rather them focus on a unique profession, rather than waste time figuring out how to shoe-horn mounts into a game that actively designed against them in the first place.

As for specific new weapons, skins are fine, but about the only weapons missing from the old repertoire are the scythe and javelin/throwing spear. Both could be fun to use again, though I think the javelin would be best suited for a variety of professions. I never thought much of anyone outside a Dervish/Necro using a scythe to look “right”.

Tbh, they could simply diversify the skills/elites/weapons of the current professions for each expansion, so that you could “specialize” yourself to mimic a new class. After all, a Guardian who uses a javelin and focus would play differently than a mace/shield. It’s easier to balance this way, I think, and still allows room for new flavors from the expansions.

Hey I think I could get into learning how to ride a Devourer…LOL!!!

That part was cool in EOTN — crusinig around on one of the Devourers ….

“If you can’t beat them, get a bigger stick.”
- Some random quote -
The Walkers and the Whispers, ANVIL ROCK

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Posted by: mojowalker.3798

mojowalker.3798

I agree with several that have posted in here — additional skills to choose from would be a nice add-on for an expansion. I think there were a few too many skills in GW1, but perhaps a few too few right now in GW2, so perhaps a happy in-between?

“If you can’t beat them, get a bigger stick.”
- Some random quote -
The Walkers and the Whispers, ANVIL ROCK

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Posted by: Teva.2807

Teva.2807

I want a profession with fists, and fast movement and trickery. Prolly a mixture of a Thief/mesmer. He can move around your enemy and circle around them fast and teleport and confuse the enemy, can shapeshift, and has “Fist bandages” or “gauntlets” as a weapon. So im practically thinking of a ninja w/o a sword :P

Thieftix- Crystal Desert [CLAV] Commander (Aka sexiest thief on CD >:])

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Posted by: Nurvus.2891

Nurvus.2891

Hobgoblyn, as far as Subtypes go, I only suggested Scimitar and Katana for Swords.

You didn’t see me suggesting a Chinese Sword, because they are essentially Longswords with different craftsmaship.

I can agree that maybe Sai doesn’t deserve its own Subtype, but think about Trident versus Spear. Why are they different? It’s pretty much the same thinking behind my suggestions.

Your psychoanalisys is a waste of time. You are bringing some kind of bitterness to this thread when you do not know me or how I think. You speak of exaggeration, but you seem to be putting everyone who appreciates different cultures into the same bag.

My suggestions are about flavor, variety and depth.
Anything else you try to imply only exists in your head.
I’m sorry you feel that way about differentiating cultures in an MMORPG.

(edited by Nurvus.2891)

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Posted by: Shaileya.7063

Shaileya.7063

I like some of these suggestions, but disagree on others.

Disagree/Needs more input:
I have absolutely no interest in seeing mounts implimented this way. First off, it does not fit the game. We don’t feed our Ranger pets, why would we be feeding a mount?

You are also attempting to make the mount have an artificial cost to maintain to negate the lessening of Waypoint use.. but stating that unsummoning the mount means the cost goes away? What was the purpose of making the cost, if it is avoidable? Even if I liked the idea of getting mounts in the game, this method of going about the cost difference wouldn’t make any sense. If you want to have a cost to use on the mount, then make it get hungry at set times with a level-scaling fee. Otherwise, it’s just something to sidestep around and avoid.

My mount is hungry? Well lets just unsummon it right here next to this Dynamic Event/gathering node. Then when I want to leave.. i’ll resummon it. Who needs to pay for feeding? That cost is never going to be seen.

As an aside.. having to return to where you dismissed your mount has the potential to cause your mount to be stuck somewhere for a very long time. I can certainly think of some scenerios where people would dismiss their mount in a bad spot, then die endlessly trying to get it back to ride off. Which.. wouldn’t be so fun with your Waypoint suggestion. Which brings me to..

The Waypoint change.. what would the point to this even be? People already whine they cannot get across a map fast enough (thus people wanting mounts), and try ever doing this in Orr where the Waypoints are constantly Contested and non-useable. How would you ever Waypoint to the average of 1-2 Waypoints in the entire zone that are not contested at any given time?

Reforging: Not enough explanation as to how this would benefit max level characters.

That said.. I do like most of the other suggestions. When I read about the Ritualist suggestions, I saw Possession, and immediately expected it to be an ability to send one of your spirits to possess a mob to make it temporarily fight for you, however. While that would be rather fun I suspect, maybe call the ability something else since it doesn’t do that..

I do think there is room in the game for both Ritualist and Dervish in their prospective territories, as well as the return of some of the weapon types. I also think the Paragon Weaponry could still fit into the game as well. I do feel the weapons need to be used by a few more classes than suggested for proper rounding out in the loot tables, however.

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Posted by: Nurvus.2891

Nurvus.2891

Shaileya, thanks alot for your well-thought feedback.

First off, regarding the Mounts:
Feeding was a suggestion for a way to make the mounts have a maintenance cost, but since a few players complained they wouldn’t like maintenance, I offered the option of the mount finding its own food while dismissed.

Mount money sink could instead be a Harness – instead of food – that would wear out with travel and you’d need to repair everynow and then.

Requiring you to return to the same spot where you dismissed your mount, wouldn’t need to be the exact same spot. It’d be a generous area around the spot.
The goal is that the Mount would not magically appear wherever you call it.

The Waypoint change indeed would compliment the Mounts change.
In areas with alot of contested waypoints (player’s fault, to be honest ^^) you’d have to ride longer and further to go to or from a Waypoint.
So what?

Reforging – Reforging is really only meant to improve leveling characters’ use of crafted equipment.
It could also help with bringing level 75 weapons to level 80, etc – but the main objective is really keeping gear you crafted a little while ago at your level.
You’re level 35, you craft some level 30 gear, with some small amount of extra material you upgrade it to 40 (same quality).

Skill names are placeholders.
Ritualist’s F1 could be Spirituality or Herald or Avatar.
Dervish’s F1 is a mechanic called Teardown in GW1, but belongs to several different skills. I thought, however, that it might be more interesting to give each attack skill the Teardown “potential”, but only activate it when you want – since one of the iconic Teardown skills from GW1 is called Pious Assault, I thought Piety would be a good name.

I only suggested the new Weapon Types for the professions that I think absolutely would use them.

Only 2 professions can use Rifles.

(edited by Nurvus.2891)

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Posted by: Nurvus.2891

Nurvus.2891

Any further comments?

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Posted by: Schakal.6091

Schakal.6091

Two thoughts.

One, Tyria still has a ton of unexplored areas on the map (eg. Far Shiverpeaks, Steamspur Mountains, Deldrimor Front, Magus Falls). Three of those have Dragons in them. I’d think it right and sensible from a storyline perspective that these be explored and the persistent threats be dealt with before Tyrians get any ideas of wandering. Mych as I’m curious about the current state of Elona for example. Once the four Tyrian Dragons are dealt with there will come a time to wander… and encounter and fight the minions of the Deep Sea Dragon and the unknown sixth Swallower…

…who might well be found in one of those other places.

Point being, the fight against the Dragons is the overarching setting of GW2. With the possible exception of Primordus and the Deldrimor Front I’d imagine they’d want to deal with those first. On this, an observation: Ever notice any weirdly placed Waypoints in awkward corners of a map? The far northern corners of Frostgorge Sound for example? I’m pretty kitten sure they are infrastructure for a zone transition to be placed nearby in the future.

If Tengu are to be a playable race, the Dominion of Winds is a perfectly placed starting zone for them either way, with access to Kessex Hills and Gendarran Fields.

Two, weapons of any kind. Current fighting styles are in no way representative of the way a sane person would use these weapons. Arrows or thrown axes don’t bounce, spinning in place with a greatsword will only make you dizzy, flintlock pistols need to be reloaded after every shot etc.

As such, any discussion about needing new fighting styles for new weapons similar to existing ones is rather pointless. Yes, swinging a katana is way different from swinging a sword -a katana is basically a really big knife and a sword basically a really flat bar- but then neither sword nor katana wielders are known to teleport or whip up a flurry of projectiles with their weapons.

When we get sensible seeming attacks for existing weapons we can talk about stylistic differences. Until then different skins are enough. There are after all already cutlass/sabre/scimitar like sword skins out there.

Though I’d love to see both halberds/glaives/naginatas if you must and spears on land.

This isn’t to say people shouldn’t hope, dream and suggest the things they want. Just trying to counter those with what I see as being realistic.

The internet is for Norn

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Posted by: Nurvus.2891

Nurvus.2891

I disagree with point one.
The story doesn’t need to be linear like that.

They can reach Cantha in search of allies to defeat the dragons in Tyria, and at the same time discovering new dangers in Cantha.
Same deal with Elona.

This will make players less likely to get “saturated” with the same art all the time, by having mid and end game objectives in every region in each expansion.

Also, Tengu belong to both Tyria and Cantha, so introducing them with Cantha is ideal from a story perspective, as it provides plenty plot hooks.
—-

I somewhat agree with point Two.

My intention with Weapon Subtypes is variety and flavor. I don’t mean to imply anything, but I use their differences as an excuse to make different skills.

But it could be implemented differently. Equipping a Katana for the first time might give you access to new skills – Katana specific.
Same for Scimitar.
And once those are unlocked, you are able to customize your Weapon Slots by choosing between all your unlocked Sword + Katana + Scimitar skills – but this customization would only be available when wielding a Weapon for wich you have unlocked all skills.

(Speaking of Main Hand only) let’s say you unlocked all 3 sword skills, but only 2 Katana and 1 Scimitar.
When wielding a Katana or Scimitar, you cannot customize the weapon slots, and only see the currently unlocked skills of that particular weapon subtype.
When wielding a Sword, you can customize the weapon slots and choose from your unlocked 3 sword, 2 katana and 1 scimitar skills.

Plenty alternatives on how to mix flavor with variety.

(edited by Nurvus.2891)

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Posted by: Nurvus.2891

Nurvus.2891

I want a profession with fists, and fast movement and trickery. Prolly a mixture of a Thief/mesmer. He can move around your enemy and circle around them fast and teleport and confuse the enemy, can shapeshift, and has “Fist bandages” or “gauntlets” as a weapon. So im practically thinking of a ninja w/o a sword :P

There could be a Monk (with a different name) added.
I’m totally up for Fist Weapons, etc.

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Posted by: Remix.5019

Remix.5019

Loving the idea of Katana and Nodachi in the game

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Posted by: Nurvus.2891

Nurvus.2891

Removed the Hunger suggestion for Mounts. Harness wearing out makes more sense.
Added some clarity to the concept of Weapon Subtype and Extra Weapon Skills

(edited by Nurvus.2891)

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Posted by: Nurvus.2891

Nurvus.2891

Added some extra Weapon Types, and gave up on Paragon Profession, instead focusing on suggesting that ANet adds Paragon’s former gameplay to the Guardian profession, including Spears, Lightning-themed attacks and Shout/Chant/Echo gameplay; as well as suggesting the same to be done for Thieves regarding Assassins and their awesome Lead→Offhand→Dual Strike sequences (and variants).

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Posted by: Nurvus.2891

Nurvus.2891

I think Kama feels more like a One handed Scythe than an Axe Subtype.
So I separated it into a different weapon type.

Added Greataxe and Kama to Weapon Types.

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Posted by: Shuntensatsu.9056

Shuntensatsu.9056

I would like some japanese weapons like Katana, Nodachi, Kodachi, Wakizashi etc.

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Posted by: Nurvus.2891

Nurvus.2891

Let’s hope for the best.

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Posted by: Nurvus.2891

Nurvus.2891

I would like some japanese weapons like Katana, Nodachi, Kodachi, Wakizashi etc.

What other weapons might fit Cantha or Elona?
Well Spear can have Naginata for Cantha, but not sure about Elona.
No clue on Greataxe.
Staves and Scepters had loads of different names in GW1, Anet can make use of them.

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Posted by: Duke Darkwood.4237

Duke Darkwood.4237

GW1’s own Factions expansion did indeed have both Sai and Katana – among other real Oriental weapons (may or may not be exclusively Japanese). A Katana was still a sword, just a specific skin, no different than a longsword, or a flamberge (inexplicably 1handed, because all GW1 swords were), or any other sword skin.

I fully expect such weapons to appear if GW2 takes us back to Cantha – but as skins only, no special skills. I actually think the weapon skill system, as it exists, works. If they wish to expand on it, then they should do so with new weapon classes (as long as balance is preserved – GW1 had problems with new professions and skills wrecking balance until several fixes came down).

And as has been said above, there ARE people who can appreciate a culture without taking it to… I believe your term was “fetishized”… degrees? The fact that GW:F actually had these weapons makes it far from an unrealistic request.

New weapon skills would be good. Honestly, I mastered all weapons for my class way too quickly. It is kind of a let-down that one cannot continue to train in their weapon and truly specialize in it.

Well, there is that. Hrm. The problem is, the only solution I can think of – after a given level (let’s say 40), being able to “upgrade” the skills (wither with SP or kills) – again falls prey to balance issues. Big time.

Makes me glad I’m not one of the devs; as much as I appreciate their work, I do not envy them their headaches.

On Tengu:
I would love to see them added when GW2 goes to Cantha, but the things I have heard of the changes to Cantha in the interim seem to hurt its chances – there is a reason Canthan tengu have fled to join their Tyrian brethren, forming their new nation.

On the “Druid” suggestion:
Norn can do those transforms already, so you’d basically be giving limited versions of Norn racials to everybody, and aren’t giving any other ideas on what this profession would offer that makes it unique.

On mounts:
I said this in the other thread (the merged mount thread), but between the terrain issues many areas in GW2 has, and the fact that level scaling ensures everything is hostile forever, mounts would not be as practical as many would like.

Teva:
You’d be looking for a martial-artist type of character (I hesitate to say “monk”, because GW1 associates that term with the western breed of monk, not the oriental kind many games use). Although, I’d drop the “trickery” aspect; that’s horning in on Thief territory.

I could see such a thing working, though – three pinches/strikes, and two kicks. Faster attacks than most classes, with lower damage for balance (even the best martial artist will do less damage with his fist, than a high-grade weaponmaster will with the weapon they’ve trained in equally as long). Another balance/drawback would be limited range – even a dagger offers SOME reach, after all.

The main obstacle, however, is that this seems less like a “profession”, and more like a “weapon type” (claw/gloves, if one must attach equipment to it). Because building a class wholly around one combat style will SEVERELY limit them, plus it would be making these claws/gloves exclusive to only one class, period – anyone else who gets one is getting something they can’t use.

So, if it becomes a weapon class, who would get it? Hrm.

I say Thief’s a shoe-in; they can get close and fight dirty, after all. Warriors might be good, but have plenty of weapons as it is; let’s say Guardian instead. It could fit their role in that getting up close like that DOES protect others from attack. I’m kind of having trouble working it in with any others. It could offer Elementalists some new spells (remember when you could cast spells with hand gestures?), but they have even more combat skills than a Warrior!

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Posted by: Nurvus.2891

Nurvus.2891

Duke Darkwood.4237, you have the wrong idea about Weapon Subtypes.
They would simply have unique STARTING skills.
But once unlocked, you could use ANY sword skill on ANY sword.

So you could end up with wielding a Sword, but using 1 sword + 1 katana + 1 scimitar skill.
Essentially, they’d start different, but their skills would belong to the Sword type and would be available to the subtype sword.

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Posted by: Nappychappy.7046

Nappychappy.7046

2 months into the game, and this thread… I agree!

More to the point, the game needs 3 to 5 level 80 zones, needs to emphasize guilds, guild only events and endgame, a reason to be apart of a guild and loyal to a guild.

Less small meaningless event system, more in depth large scale events.

The game just needs more everything – except for bugs, bots, and exploits.

You are using 21 of 100 infractions ermm, PMs.

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Posted by: Nurvus.2891

Nurvus.2891

Duke Darkwood.4237, continuing to answer your post, I didn’t suggest Druid or… Teva, whatever that is.

I did suggest Dervish and Ritualist.

You have to consider equipment types.
In GW1, Warrior and Paragon had the “Heavy” armor.
Dervish, Assassin and Ranger had the “Medium” armor.
Ritualist, Elementalist, Monk, Mesmer and Necromancer had the “Light” armor.

I suggest Dervish because its gameplay is very different from other professions in GW2, and doesn’t belong to Engineer, Thief or Ranger.
I suggest Ritualist because its gameplay is considerably different from other professions, although you can argue it’s remotely similar to Necromancer.

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Posted by: Nurvus.2891

Nurvus.2891

2 months into the game, and this thread… I agree!

More to the point, the game needs 3 to 5 level 80 zones, needs to emphasize guilds, guild only events and endgame, a reason to be apart of a guild and loyal to a guild.

Less small meaningless event system, more in depth large scale events.

The game just needs more everything – except for bugs, bots, and exploits.

Guilds need to have permanent bonuses to Guildmates.
However, in order to benefit from those bonuses, a Guildmate needs to earn the Guild enough Influence.
Each time the required Influence is met, the Guildmate gains the benefit for X days, while representing that guild, stacking up to Y days.

The permanent bonuses should have an Influence cost to keep up, but would be available guild-wide and require contribution to benefit from.

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Posted by: Nurvus.2891

Nurvus.2891

On mounts:
I said this in the other thread (the merged mount thread), but between the terrain issues many areas in GW2 has, and the fact that level scaling ensures everything is hostile forever, mounts would not be as practical as many would like.

That’s precicely why mounts are safe to implement in GW2 – because the ability to skip or trivialize content is inexistant.

Teva:
You’d be looking for a martial-artist type of character (I hesitate to say “monk”, because GW1 associates that term with the western breed of monk, not the oriental kind many games use). Although, I’d drop the “trickery” aspect; that’s horning in on Thief territory.

I could see such a thing working, though – three pinches/strikes, and two kicks. Faster attacks than most classes, with lower damage for balance (even the best martial artist will do less damage with his fist, than a high-grade weaponmaster will with the weapon they’ve trained in equally as long). Another balance/drawback would be limited range – even a dagger offers SOME reach, after all.

The main obstacle, however, is that this seems less like a “profession”, and more like a “weapon type” (claw/gloves, if one must attach equipment to it). Because building a class wholly around one combat style will SEVERELY limit them, plus it would be making these claws/gloves exclusive to only one class, period – anyone else who gets one is getting something they can’t use.

So, if it becomes a weapon class, who would get it? Hrm.

I say Thief’s a shoe-in; they can get close and fight dirty, after all. Warriors might be good, but have plenty of weapons as it is; let’s say Guardian instead. It could fit their role in that getting up close like that DOES protect others from attack. I’m kind of having trouble working it in with any others. It could offer Elementalists some new spells (remember when you could cast spells with hand gestures?), but they have even more combat skills than a Warrior!

Monks do not need to revolve around 1 weapon.
They could have fist weapon, staff, kama and sword. Yes, sword.
Possibly fist weapon and claws might be 2 different types of weapons.
Fist weapons could include knuckles, handwraps, Cestus, etc.

The interesting thing is that they’d be Light armored, squishier than Thieves.

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Posted by: castlemanic.3198

castlemanic.3198

Weapon Changes
- Staff replaces Trident
- Trident becomes an Spear Subtype (Elona)

you never mentions what would happen to staffs. Do they become usable on land and in water?

Also the trident should stay an underwater item, since the trident was made as a weapon for poseidon, the ancient greek god of the sea. Not sticking to that seems a bit off in my opinion.

New Races

  • Tengu

This is more nitpicking details than anything. All the tengu of the world are already on tyria, they all migrated to the dominion of winds, except for lapsed tengu who came in late and weren’t allowed in. So the tengu clans are in harmony already.

But i certainly expect tengu to be playable when cantha comes out.

New Weapon Subtypes

i have to agree with the person who said that naming the same weapons differently is not a great idea at all.

New Weapon Types (A = aquatic; M = main; O = off; L = land)

  • Claw (L, One handed)
  • Kama (L, One handed)
  • Orb (L, Two handed)
  • Greataxe (L)
  • Spear (L, A, Two handed)

Claw, yes. Kamas, okay. Two handed orbs would be awkward, but a doable suggestion. Greataxe is definitely missing.

New Professions

  • Ritualist
    - One handed Weapons: Scepter (M), Dagger (M), Focus (O)
    - Two handed Weapons: Staff, Spear, Orb
    - Aquatic Weapons: Staff, Spear
    - Armor: Light
    - Main Mechanic (F1) – Apotheosis – 60 sec cd – Become one with the Spirits for 15 seconds, gaining bonuses from each of your Spirits within range.

ennnnhhhh, not too special, especially considering what im gonna say next.

You (re)gain a Spirit’s bonus while it is summoned and within range.

ranger spirits already do this.

- Spirits – Stationary Spirits that periodically perform an ability (such as attack or AoE). Single target Spirit attacks may take preference upon targets that meet specific criteria (distance, Conditions, Boons, etc).

mesmers already have phantasms that do this similarly.

You can teleport the spirit to your location every X seconds as secondary skill.

there is a necromancer teleport that does this while sacrificing their pet.

- Certain skills are amplified or have additional effects based on the presence of Spirits.

Probably the only unique thing that you’ve mentioned as of yet.

- Item Spells – Conjured Spiritual Items that replace your Weapon Skills.

We need more of these types of spells tbh.

but as a whole, the ritualist has been split across multiple classes already. There’s no unique slot for them anymore.

Profession Changes

  • Thief – Assassin Style

Unless you can come up with a better mechanic than stealing, don’t change the thief profession.

+

New Weapon Types+

  • Javelin (L, 1-H)
  • Whip (L, 1-H)
  • Scythe (L, A, 2-H)

Javelin, yes. whip, my initial reaction was “dear god no”, but then i remembered the nightmare court using whips. I’d love to see what you can come up with. Scythe, yes yes yes yes yes.

New Professions

  • Dervish
    - One handed Weapons: Axe (M, O), Sword (M, O), Kama (M, O), Whip (M, O)
    - Two handed Weapons: Scythe, Staff, Greatsword, Greataxe, Longbow
    - Aquatic Weapons: Scythe, Staff
    - Armor: Medium

ahh, this answered my staff question.

- Main Mechanic (F1) – Piety – 1 second cooldown – Your next Attack will Teardown 1 of your Shrouds to gain an additional effect if a Shroud is removed this way.

its not uniquely different from mesmer shatters, but different enough considering the guardian and engineer mechanics.

Note #1: The additional effect is specific to each Skill.

way too much balancing problems. Make it unique to each weapon maybe and you’re good.

Note #2: Piety can be used during other abilities and stacks up to 3 times, causing up to 3 Attacks to Teardown 1 Shroud.

- Shroud – Temporary buffs that always have Initial effect (such as dealing damage around you) and End effect (such as Burning foes around you) amd may also have an effect while active (such as melee attacks causing Vulnerability). End effects are triggered whenever the Shroud ends or is removed by effects such as Piety.

exactly how many shrouds would there be? I’d give a maximum of three or four personally.

Profession Changes

  • Guardian – Paragon Style

i think you’re going more for the enchantment things than boon things. Arena Net have specifically moved away from that to keep combat simple. Adding these things means adding them to every class, which then turns it into a much more than needed complicated mess of balance.

also no idea what you mean by new element: lightning.

(edited by castlemanic.3198)

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Posted by: castlemanic.3198

castlemanic.3198

Extra Weapon Skills
Would be nice to have some degree of customizability in the Weapon Skills.

overly complicated for no reason. besides, it would mess up with the carefully planned balance of already existing weapons.

Weapon Subtypes

as above.

Crafting
New Recipe Types:

  • Reforging
    Reforging would be a way for leveling players to improve their crafted items.
    - Reforging (Improved) – Recipes obtained through Discovery that use an already crafted Item (such as Mighty Bronze Dagger), adding 2 levels to the item (also increases level requirement).
    - Reforging (Perfected) – Recipes obtained through Discovery that use an already Improved Item (such as Improved Mighty Bronze Dagger), adding 2 levels to the item (also increases level requirement).

gear is easy enough to obtain and to upgrade as it is. I dont see a need for this.

Collectors

  • There would be Collector NPCs spread across the entire map, some in villages or cities, others out in the wild
  • These Collectors will trade you useful stuff such as Fine Crafting Materials, Tools, equipment upgrades or even equipment for a set amount of specific types of Trophies
  • Each Collector collects 1 or 2 fixed Trophy types.
  • The Collector have multiple Tiers of reward, based on the amount you’ve brought him thus far. Example:
  • 5 – Copper Tool or Fine Crafting Material
  • 10 (+ 5) – Iron Tool, etc
  • 20 (+ 10) – Steel Tool, etc
  • 35 (+ 15) – Darksteel Tool, etc
  • 60 (+ 25) – Mithril Tool, etc
  • 100 (+ 40) – Orichalcum Tool, etc
  • Collectors do not necessarily offer Tools, or may not offer Tools at all reward Tiers.
  • Each Week, the progression is reset and the Rewards change
  • Progression is individual for each Item the Collector collects, so if he collects Bones and Skulls, he will give you a reward for 5 Bones, and another for 5 Skulls.
  • Collectors also have an extra Reward for when you complete a specific Tier for all of his collected items. In the above example, he’d also give you a reward for bringing him 5 Bones AND 5 Skulls.

ennhhh, doable, but you’d need to be careful about it.

Mounts

  • Would have a decent initial cost
  • Would have Health

why the need for health?

- Vulnerable to attacks and Conditions
- Drop you off when below 50% Health
- Downed when it reaches 0% Health – Revivable.

why make something as simple as mounts this complicated?

  • Stay wherever you Dismiss them

oh the number of people who would lose their mounts.

- When you dismount, it walks beside you and can be attacked.
- You can dismiss it – it wanders off and fades into the background.

quite a contradiction from the above.

- Minimap Icon lets you know where you dismissed your Mount.
- Must be called from where it was dismissed (They do not magically follow you everywhere) – it wanders and fades in from the background.

This is getting waaaayyyyy too complicated.

- Whether it is mounted or not, as long as it is not dismissed, it will travel with you through Waypoints and Asura Gates.

  • Harness Durability
    - The player is able to track if the mount’s harness is Intact, Damaged or Broken
    - A broken Harness causes the Mount to work like a downed Pet and become unuseable until the Harness is repaired.
    - Harness only wears out based on travel distance, not time.

seriously, guild wars 2’s armour durability is nowhere near as complicated as this. Why?

  • Has a Stamina Gauge
    - Gauge recovers 10% per second when above 50%, 5% per second when below 50%.
    - Mount “Walk” exhausts 3% per second.
    If you Walk at or above 50%, you are gaining 7% Stamina per second; and below you are gaining 2% Stamina per second
    - Mount “Run” exhausts 7% per second, cannot Run below 10% Stamina.
    If you Run at or above 50%, you are gaining 3% Stamina per second; but below you are losing 2% Stamina per second
    - Mount “Sprint” exhausts 15% per second, cannot Sprint below 35% Stamina.
    If you Sprint at or above 50%, you are losing 5% Stamina per second; but below you are losing 10% Stamina per second
    - This allows you some small burst of speed, at the cost of requiring you to slow down for a while to rest the mount
    - Enforces an acceptable average travel speed

honestly, what a horrible idea for a mount. All of this for realism? there is simply no need for realism, not to this extent, considering that nothing else in the game is nearly this realistic. Most things in GW2 are based around ease of access, and removing all of that, including waypoints, for the sake of an overly complicated mount mechanic would drive away a lot of players.

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Posted by: Nurvus.2891

Nurvus.2891

It’s ANet’s Lore. They can do whatever they want.
Tengu came from both Cantha and Tyria, so ANet can very well decide that there were some Tengu left in Cantha afterall.

As long as they build the proper background to support it.
—-
Subtypes are just a way to introduce new skills in a smooth and flavoured way.
A katana would still be a sword, and once you unlock all sword and katana skills you can mix them together, so you would lose absolutely nothing.
—-
Ritualist – Is very unique due to the way spells and spirits interact.
You misread half of what I write, it seems…
You teleport the spirit TO YOU. Almost like “resummoning” the spirit where you are.
—-
Thief – I don’t mean to change Thief. I mean to add Assassin skill-style to Thief arsenal.
Guardian – Same as Thief
—-
Dervish Mechanic – Piety
You’re complicating things.
Not all Dervish weapon skills have to be attacks.
Only attacks are modified by Piety.

Most likely, Dervish will have 3 attacks and 2 shrouds with any combination of weapons.
Some of the extra effects can be shared between different attacks. What I meant is that it’s the attack that determines the effect.

Plus, Piety has absolutely nothing to do with Mesmer. It ends your Shroud, triggering its End effect, and then makes your next attack do something extra (not too strong).

Shrouds would be like the Dervish enchantments in GW1
Aura of Thorns – cooldown 10;
- Initial effect: Bleeding AoE;
- No effect for 20 seconds;
- End effect: Crippling AoE
Heart of Holy Flame – cooldown 10;
- Initial effect: AoE damage;
- No effect for 20 seconds;
- End effect: Burn AoE
—-
Guardian: Lightning element means skills themed around Lightning, wich Paragon had (Lightning Spear, etc).
—-
Weapons aren’t balanced right now, and GW2 will never last without adding more weapon skills – my opinion, ofcourse.
—-
Mounts:
Health, Durability and Stamina are suggestions meant to avoid:
- Lowering the danger (skipping mobs, etc)
- Trivializing waypoint costs (avoiding gold sink)
- Making the World feel too small due to excessive travel speed.

GW2 has alot of poor features right now, understandable since it’s a new game.
That’s what suggestion forums exist for.

(edited by Nurvus.2891)

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Posted by: castlemanic.3198

castlemanic.3198

It’s ANet’s Lore. They can do whatever they want.
Tengu came from both Cantha and Tyria, so ANet can very well decide that there were some Tengu left in Cantha afterall.

As long as they build the proper background to support it.

while true, there’s nothing to indicate that there are any tengu left, since all the tengu were essentially chased out of cantha, turning the continent into a human only regime, the entire basis of introducing the ministry of purity in guild wars beyond.

Subtypes are just a way to introduce new skills in a smooth and flavoured way.
A katana would still be a sword, and once you unlock all sword and katana skills you can mix them together, so you would lose absolutely nothing.

Mixing and matching weapon skills is asking a bit much, since they’ll run into the problem that they had in GW, which was the overwhelming number of skills and how there could be well over thousands of combinations just for a single class.

Ritualist – Is very unique due to the way spells and spirits interact.
You misread half of what I write, it seems…
You teleport the spirit TO YOU. Almost like “resummoning” the spirit where you are.

i admit, i misread the teleport to you, good thought on that. But when it comes to the ritualist, the archetype for it is spread out over several classes already. and explain what you mean about spells and spirits interacting so that i can understand you better.

Thief – I don’t mean to change Thief. I mean to add Assassin skill-style to Thief arsenal.
Guardian – Same as Thief

ahh, i see. that makes sense.

Dervish Mechanic – Piety
You’re complicating things.
Not all Dervish weapon skills have to be attacks.
Only attacks are modified by Piety.

Most likely, Dervish will have 3 attacks and 2 shrouds with any combination of weapons.
Some of the extra effects can be shared between different attacks. What I meant is that it’s the attack that determines the effect.

Plus, Piety has absolutely nothing to do with Mesmer. It ends your Shroud, triggering its End effect, and then makes your next attack do something extra (not too strong).

actually, that sounds very much like the mesmer shatter. It destroys the illusions, creating an end effect. You’ve simply made it buff based instead of illusion based and added an extra feature on it.

Shrouds would be like the Dervish enchantments in GW1
Aura of Thorns – cooldown 10;
- Initial effect: Bleeding AoE;
- No effect for 20 seconds;
- End effect: Crippling AoE
Heart of Holy Flame – cooldown 10;
- Initial effect: AoE damage;
- No effect for 20 seconds;
- End effect: Burn AoE

sounds much less like mesmers and their illusions, but the mechanics are still close.

Guardian: Lightning element means skills themed around Lightning, wich Paragon had (Lightning Spear, etc).

Not too sure if i agree with this, but that’s much more of a personal opinion than what would work, and lightning based skills certainly can work, considering a couple of guardian skills already have the lightning based kill effect.

Weapons aren’t balanced right now, and GW2 will never last without adding more weapon skills – my opinion, ofcourse.

and the best way of adding more weapon skills is to introduce new weapon sets for classes. There doesnt even need to be new weapons introduced since there are plenty of weapons to work with.

Mounts:
Health, Durability and Stamina are suggestions meant to avoid:
- Lowering the danger (skipping mobs, etc)
- Trivializing waypoint costs (avoiding gold sink)
- Making the World feel too small due to excessive travel speed.

having both waypoints and speed inducing mounts is counter productive. Either have one or the other. Waypoints would make mounts very obsolete very quickly.

GW2 has alot of poor features right now, understandable since it’s a new game.
That’s what suggestion forums exist for.

A lot of poor features? like what?

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Posted by: Nurvus.2891

Nurvus.2891

Er, waypoints and mounts is not counter productive at all.
Did you miss the part where dismissed mounts stay where you left them?
Dismounted = follows you on foot.
Dismissed = fades into background until called.
For long distances you’d use waypoints.
Mounts would pretty much only get used between Waypoints and wilderness.

Poor features, or incomplete:

  • Alot of the pve content, dungeons included.
  • Alot of the story telling is extremely awful.
    Example:
    You and 5 more “important” NPCs are fighting waves upon waves of risen, moving everywhere in the battlefield.
    Suddenly, a risen “lieutenant” shows up out of nowhere, and starts fighting against NPC A for like 10 seconds.
    NPC B saves NPC A with a burst of awesomeness, then fights the lieutenant for 20 seconds while shouting corny stuff, and gets killed.
    All the while, you and the other 3 NPCs were… watching. No enemies at all left to fight except the lieutenant, and no one helps NPC A or B.
    In other situations, you just see NPCs getting one-shot out of the blue. Just because.
  • Some random NPCs have downed states, but the Heroes like Logan are defeated immediately.
  • The definition of PvE challenge in GW2 seems to be huge health pools and abilities that kill you in 2 seconds.
  • The definition of challenging encounter in PvE seems to revolve around dying, using waypoint, getting back to the fight, and repeating the process.
  • How long do you think players will endure using the 5-7 skills of any given weapon over and over again?
    I am not suggesting to mutiply weapon skills by 5.
    Katana and Scimitar might only have 2 new skills each = 4 new skills total.
    So you’d have a total of 9 sword skills to mix and choose 5 from.
    The idea is to add a couple skills to each weapon, and I suggested ways to add them smoothly.
    The other way is creating NPCs that teach you new weapon skills.
  • Crafting has a nice base concept, but it’s extremely lackluster.
    GW2 equipment system is a downgrade from GW1, as far as fun goes.
    It gained complexity without gaining any depth or fun.

GW1 was not about power creep (higher and higher tiers of gear).
Instead, it was about making your build.
Equipment bonuses, runes, insignias and weapon parts were interesting.
Now the Set bonuses are way too predetermined because they put a bunch of bonuses together.

(edited by Nurvus.2891)

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Posted by: castlemanic.3198

castlemanic.3198

Er, waypoints and mounts is not counter productive at all.
Did you miss the part where dismissed mounts stay where you left them?
Dismounted = follows you on foot.
Dismissed = fades into background until called.
For long distances you’d use waypoints.
Mounts would pretty much only get used between Waypoints and wilderness.

It is counter productive, because once someone has waypoints, they’re going to use those to travel back and forth, mounts or no mounts. Getting to new waypoints is almost always filled with tons of enemies in between and maybe events as well. And once someone has gotten all the waypoints in the world, mounts suddenly have no real game use because waypoints have small enough distances to get to most places without a mount relatively quickly.

Poor features, or incomplete:

  • Alot of the pve content, dungeons included.

If you’re simply talking about bugs, lots of games have them, and maybe thats why you’re saying it’s expected for a game within 2 months of release. For the PvE content they’ve done an incredible job, i dont see how you could think that it’s incomplete. For dungeons, they’ve done an incredible job here as well. A bug was extremely annoying for one dungeon i ran, but other than that, i’ve had a wonderful time in them.

  • How long do you think players will endure using the 5-7 skills of any given weapon over and over again?

That’s why there are several different weapon sets already, and with the possibility of new weapon sets, regardless of the oncoming of new weapons, would expand the number of skills available to people.

I am not suggesting to mutiply weapon skills by 5.
Katana and Scimitar might share 1 or 2 skills with Sword – as far as subtypes go – the idea is to add a couple skills to each weapon, and I suggested ways to add them smoothly.

adding them smoothly is not the problem. It’s the fact that weapon skills can be swapped out for another. It’s especially because of their short cooldowns that any variations within the current weapon set system could be disastrous for balancing purposes.

  • Crafting has a nice base concept, but it’s extremely lackluster.
    GW2 equipment system is a downgrade from GW1, as far as fun goes.
    It gained complexity without gaining any depth or fun.

I havent done crafting so i can’t comment. As for gear, i dont see where there is complexity. You have armour you can get, it can be transmuted onto future armour for both looks and stats and you don’t have to worry about changing your style.

GW1 was not about power creep (higher and higher tiers of gear).
Instead, it was about making your build.
Equipment bonuses, runes, insignias and weapon parts were interesting.
Now the Set bonuses are way too predetermined because they put a bunch of bonuses together.

as you may recall, GW1 only had 20 levels, where as GW2 has 80 of them, so a power creep is going to be very noticeable over that many levels. And the set bonuses can be exchanged, considering that the set bonuses are purely from sigils, making them very unpredictable and gives a LOT of room for exploration stats wise.

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Posted by: Nurvus.2891

Nurvus.2891

Having different weapon sets isn’t an excuse.
If I want to play – for example – dual dagger with the thief. I want ANet to make it so that I have customizability WITHIN it to make it a lasting, replayable experience.

You’re talking of “disastrous” as if currently the balance is hanging by a thread.
Balance isn’t a line. It’s a web. it’s an ever evolving concept.
Adding a couple similar skills as alternatives is controlable.

You’re thinking in extremes.
Either ANet is competent, or they’re not. Make up you’re mind.

Crafting is horrid. It’s a way to gain experience. That’s it. It’s boring.
Equipment system is clunky.
GW1 was better.
You could extract upgrades from gear without destroying it.
You could take from A and put on B, at the cost of 1 perfect salvage kit charge.

In GW2 you have predetermined “groups” of stats.

In GW1 you had customizability.
In GW2 you have something closer to puzzles. You just have to find the 1 perfect sollution.

You miss the point of the 20 levels in GW entirely.
You could wear the best gear in the game at level 1.
You could make full use of that gear by level 10 or less.
There was no “normal, fine, masterwork, rare, exotic, legendary”.
Beating a boss was hard nevertheless, and it took coordination and skill.

Level 1 to 20 was a tutorial – and extremely fast.
90% of each campaign was played at lv20, and it was fine like that.
Players didn’t get bored.

With leveling, players DO get bored.

(edited by Nurvus.2891)

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Posted by: castlemanic.3198

castlemanic.3198

Having different weapon sets isn’t an excuse.
If I want to play – for example – dual dagger with the thief. I want ANet to make it so that I have customizability WITHIN it to make it a lasting, replayable experience.

Then what would you suggest for dual dagger thieves?

Crafting is horrid. It’s a way to gain experience. That’s it. It’s boring.
Equipment system is clunky.
GW1 was better.
You could extract upgrades from gear without destroying it.
You could take from A and put on B, at the cost of 1 perfect salvage kit charge.

what would you do to change crafting into more than what it is?

And for the salvaging part, it looks like its more of an inconvenience than anything else, though that’s my opinion.

In GW2 you have predetermined “groups” of stats.

In GW1 you had customizability.
In GW2 you have something closer to puzzles. You just have to find the 1 perfect sollution.

I think i understand what you’re getting at here. While annoying, it is easier to balance that way. Sigils can cover whatever you need extra from what im understanding.

You miss the point of the 20 levels in GW entirely.
You could wear the best gear in the game at level 1.
You could make full use of that gear by level 10 or less.
There was no “normal, fine, masterwork, rare, exotic, legendary”.
Beating a boss was hard nevertheless, and it took coordination and skill.

and current bosses don’t? and setting tiers of gear makes for a form of progression that’s simple and allows you to eat the carrot instead of chasing it endlessly.

Level 1 to 20 was a tutorial – and extremely fast.
90% of each campaign was played at lv20, and it was fine like that.
Players didn’t get bored.

With leveling, players DO get bored.

Doesn’t downleveling cover this? and originally they had planned to make the game with no levels, but they thought it would scare away more customers than it would bring in. Something that i don’t necessarily agree with, but that lines of thought i think we can both agree on. I guess more than anything levels were the ‘main’ method of having progression within the game and without that, there wouldn’t be that obvious progression that players are looking for.

On this point, you’re right though. Had they not introduced levels, or introduced a leveling structure similar to the original guild wars, the line of thought that progression ends at 80 would have flown out the window and people would have found other ways of progressing.

It seems odd that a lot of my points are based on arguments about progression when i think about it.

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Posted by: Dromar.1027

Dromar.1027

Tengu as new race in cantha FTW.

For Elona I purpose Margonites because in GW1 there were 2 Margonites that turned on Abaddon and with their god dead it seems highly plausible. Hylek are also a possibility.

They could add 1 new weapon for each class to wield. Two Handed Axes are missing from the game.

(edited by Dromar.1027)

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Posted by: castlemanic.3198

castlemanic.3198

Tengu as new race in cantha FTW.

For Elona I purpose Margonites because in GW1 there were 2 Margonites that turned on Abaddon and with their god dead it seems highly plausible.

They could add 1 new weapon for each class to wield. Two Handed Axes are missing from the game.

Most of the margonites will remain loyal to abbadon, those were 2 out of an entire army, nearly a country worth of margonites. unless kormir also took control of the margonites during her ascension, but seeing as some margonites were willing to be free from abbadon, it shows a level of self thinking, making them less likely to become allies.

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Posted by: BrunoBRS.5178

BrunoBRS.5178

how would karma be a weapon?

and if they do add claws, it’ll have to be two handed. nothing is sillier than the idea of “claw/shield”, or “claw/anything that isn’t another claw”.

dervishes aren’t happening. dervishes revolve around the human gods. this would bring a racial issue, because no charr or norn would worship the human gods.

mounts i have discussed and disagreed with to hell and back, so i’ll just ignore it.

and that’s all i really bothered reading.

LegendaryMythril/Zihark Darshell

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Posted by: castlemanic.3198

castlemanic.3198

how would karma be a weapon?

and if they do add claws, it’ll have to be two handed. nothing is sillier than the idea of “claw/shield”, or “claw/anything that isn’t another claw”.

dervishes aren’t happening. dervishes revolve around the human gods. this would bring a racial issue, because no charr or norn would worship the human gods.

mounts i have discussed and disagreed with to hell and back, so i’ll just ignore it.

and that’s all i really bothered reading.

I think you mean kamas, which (from what i know, though i could be very wrong) are like one handed scythes. probably equivilant to how axes are one handed versions of battleaxes (greataxes, whatever you wat to call them).

I disagree, i think one handed claws would work brilliantly, especially if they can be used with other weapons as well.

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Posted by: BrunoBRS.5178

BrunoBRS.5178

^ have one handed claws, and all your attacks are just punches. have two handed claws, and you have a lot more variety of movement. remember that the thief is the only profession with a “dual skill” mechanic, so a one handed claw wouldn’t allow even for something as basic as a one-two punch.

LegendaryMythril/Zihark Darshell

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Posted by: castlemanic.3198

castlemanic.3198

^ have one handed claws, and all your attacks are just punches. have two handed claws, and you have a lot more variety of movement. remember that the thief is the only profession with a “dual skill” mechanic, so a one handed claw wouldn’t allow even for something as basic as a one-two punch.

smart. i hadnt thought of that.

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Posted by: PopeUrban.2578

PopeUrban.2578

I am fully and completely against the concept of new playable races and classes.

Why?

Expansion content that does not expand what’s avaliable to existing characters is not an expansion. It’s a reroll. It’s essentially a sequel using a large chunk of the same content.

The weapon subtypes option is interesting, but honestly I’d rather see the weapon skills system simplified down to “Weapons drop with a specific collection of 1-5 skills which are revealed when the item is equipped(soulbound), crafters can craft weapons with any desired 1-5 for that weapon type, non-crafters can take two weapons to an NPC weaponsmith to move any skill from a source weapon (which is destroyed) to a target weapon for a small fee.” This more closely mirrors the current behavior of the 1-5 slots, which are unchangable and determined by what’s in your hands (weapons or environmental items) as well as creating increased utility for crafting and some fun loot options like aesthetic variants of specific weapon skills. Ex. Two shields may have “Shield Bash” and “Shield Bash – spinning” Functionally these skills do the exact same thing, but they have different animations. This adds some fun looting and rarity options to the weapon systems without creating a balance nightmare and capitalizing on the whole core anti-grind philosophy of GW2.

That said, things like new weapon types and new class skills for existing classes I feel are all great ideas. That’s how you expand content. You add content that people can do with their established characters. You increase their build options, and you give them something to strive for, whether it be a series of elites only learnable by completing skill challenges, or just a new list of traits that magically shows up. You don’t add Tengu as a playable race, you add what the existing people of Tyria stand to learn from them, or buy from them, or trade with them.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

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Posted by: castlemanic.3198

castlemanic.3198

I am fully and completely against the concept of new playable races and classes.

Why?

Expansion content that does not expand what’s avaliable to existing characters is not an expansion. It’s a reroll. It’s essentially a sequel using a large chunk of the same content.

Is it just me, or are people really thinking that classes are going to be added before an expansion comes out.

Besides, this goes against the OPs ideas, which is to add new classes alongside expansions and not as stand alone features.

Also, my idea for having a continent having leveling zones similar to tyria would adress the issue, meaning that new characters can hop on over to the new continent and begin from level one there (it’s in another thread that i made), not only giving a sense of progression to high level characters, but new characters can jump into new content without being forced into doing all the old content first.

The weapon subtypes option is interesting, but honestly I’d rather see the weapon skills system simplified down to “Weapons drop with a specific collection of 1-5 skills which are revealed when the item is equipped(soulbound), crafters can craft weapons with any desired 1-5 for that weapon type, non-crafters can take two weapons to an NPC weaponsmith to move any skill from a source weapon (which is destroyed) to a target weapon for a small fee.” This more closely mirrors the current behavior of the 1-5 slots, which are unchangable and determined by what’s in your hands (weapons or environmental items) as well as creating increased utility for crafting and some fun loot options like aesthetic variants of specific weapon skills. Ex. Two shields may have “Shield Bash” and “Shield Bash – spinning” Functionally these skills do the exact same thing, but they have different animations. This adds some fun looting and rarity options to the weapon systems without creating a balance nightmare and capitalizing on the whole core anti-grind philosophy of GW2.

While interesting, im not sure if that would work out too well. Even if it was just simply new animations, it might be more effort than its worth.

That said, things like new weapon types and new class skills for existing classes I feel are all great ideas. That’s how you expand content. You add content that people can do with their established characters. You increase their build options, and you give them something to strive for, whether it be a series of elites only learnable by completing skill challenges, or just a new list of traits that magically shows up. You don’t add Tengu as a playable race, you add what the existing people of Tyria stand to learn from them, or buy from them, or trade with them.

Adding new races means adding new lore, and new lore means new content and experiences. What you’re saying might work as an argument for those who have made characters from every race and every class combination, but most people wouldn’t have done that, i doubt any would have. It’s like you’re against the idea of people making new characters which are a different race and class than their main character, simply because they have to go through the content that they did on another character. which doesnt make sense, because people are going to make new characters, whether there are new races or not. There are also a ton of new classes and a few new race ideas that people are throwing around and excited for. Having a different class means exploring a new method of combat, and adding a different race means seeing the world from a new perspective, and what is wrong with that?

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Posted by: Nurvus.2891

Nurvus.2891

PopeUrban, new professions will always count as additional content for existing characters.
Why?
Because you will play with (PvE/PvP) or against (PvP) them.
They will be part of the variety and flavour you see in the game.
No different from seeing a new dungeon with unique bosses and mechanics.

Your “simplified” Weapon Skills suggestion is actually more complicated than mine.
But it would work as well.

Just note that too many weapon skills will make the game very hard to balance, so only a few more seem to be acceptable, in my opinion.
Adding only 2 new skills with Katana (cantha) and another 2 with Scimitar (elona) in their respective expansions would be enough variety, as you’d have a total of 5+2+2=9 skills to pick from.

I disagree with you that weapon skills would be “bound” to the weapon you’re using.
They should be customizable just like Utility skills – out of combat.
—-

BrunoBRS
I completely agree with Claws being two-handed. I’ll edit the suggestion.

However, regarding Dervish, I don’t care if the new profession is called Dervish or not.

  • It could be a profession with a different name, like Windwalker, Ravager, or Shaman.
  • It might still be Dervish, but just like Paragon was merged into Guardian over the passing of time, so could Dervish become detached from the gods and focus on the elements themselves.

It’s sort of a medium armor melee elementalist.
What I love the most about Dervish is the teardown mechanic (sacrificing dervish enchantments to trigger the enchantments’ own end effect as well as extra effects with the attack skill).

(edited by Nurvus.2891)

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Posted by: BrunoBRS.5178

BrunoBRS.5178

if a dervish-like class is added, it would be light armor. no fun being a derv without robes.

LegendaryMythril/Zihark Darshell

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Posted by: Nurvus.2891

Nurvus.2891

Dervish equipment in GW1 was medium, it looked like robes but with more leather.
The same would hold true in GW2.
Just like Thieves use Ranger gear and Ranger use Thief gear, the same would happen with Robes.

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Posted by: BrunoBRS.5178

BrunoBRS.5178

Dervish equipment in GW1 was medium, it looked like robes but with more leather.
The same would hold true in GW2.
Just like Thieves use Ranger gear and Ranger use Thief gear, the same would happen with Robes.

yeah, but in GW1 everyone wore unique, class specific gear.

and there is nothing that dervs would ever wear in the medium class. just picture a derv in a trenchcoat. doesn’t work.

LegendaryMythril/Zihark Darshell

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Posted by: Nurvus.2891

Nurvus.2891

I can’t picture a Thief in trenchcoat either, wich irks me until I can get the assassin’ish skins.

I think the Tier 3 cultural medium armor of the Sylvari – the same one Caithe uses – actually looks pretty awesome for Dervish, despite not being a robe.
It’s an assassin’ish, sylvari-style trenchcoat.

So Engineer = Trenchcoats
Ranger = Trenchcoats and assassin’ish armor
Thieves = assassin’ish armor
Dervish = assassin’ish armor and robes

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Posted by: castlemanic.3198

castlemanic.3198

Nurvus, can you please answer my questions, your posts havent been clear enough regarding what you want and i would like some more clarification.

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Posted by: Nurvus.2891

Nurvus.2891

Then what would you suggest for dual dagger thieves?

I already did.
Sai (Cantha) and Kukri (Elona).
Ofcourse, there could be weapon masters all over the world teaching 1 skill if you defeat them with their chosen weapon (without swapping).

what would you do to change crafting into more than what it is?

And for the salvaging part, it looks like its more of an inconvenience than anything else, though that’s my opinion.

I’d make equipment more “partitioned”, such that you can extract-replace each of the properties.

  • Instead of having Berserker’s (power+crit chance + crit damage), you would have 6 Property slots, and then Minor, Major and Superior Properties:
    - Minor Inscription of Might would occupy 6 slots with +Power.
    - Major Inscription of Might would occupy 3 slots with +Power, letting you build your own duo of stats.
    - Superior Inscription of Might would occupy 1 slot with +Power, letting you build your own trio of stats.
  • Inscriptions would be applied to/extractable from equipment.
  • You’d still have Masterwork inscriptions, Rare inscriptions, etc.
  • You’d craft the “base” equipment separately, also with its own quality (fine, exotic, etc)
    So you could end up with an Exotic Weapon with 2 Masterwork Inscriptions and 4 Rare Inscriptions.

and current bosses don’t? and setting tiers of gear makes for a form of progression that’s simple and allows you to eat the carrot instead of chasing it endlessly.

Setting tiers of gear is an illusionary progression.
You will be using the same skills all the time, while seeing your damage numbers grow slightly over time. It’s a good feature to “shut players up”; but a bad concept of progression at the end of the day, because you’ll be back to where you started.
Plus, you start making previous content worthless, and crafted equipment even more worthless, because now everyone wants the “latest tier” gear.

In WoW, you have 300 iLvl gear, and creatures of dungeons meant for that gear pose a certain challenge.
You then get to 310 iLvl dungeons, and those creatures are really hard = intended, fun difficulty.
You start getting 310 gear, and eventually the 310 dungeon is easy as well, and the 300 dungeon is a walk in the park.
It goes on and on like this. It’s not fun.

Improving your skill arsenal to make your own builds and synergies, however, is awesome. It’s what GW1 had, and GW2 should have.

Doesn’t downleveling cover this? and originally they had planned to make the game with no levels, but they thought it would scare away more customers than it would bring in. Something that i don’t necessarily agree with, but that lines of thought i think we can both agree on. I guess more than anything levels were the ‘main’ method of having progression within the game and without that, there wouldn’t be that obvious progression that players are looking for.

On this point, you’re right though. Had they not introduced levels, or introduced a leveling structure similar to the original guild wars, the line of thought that progression ends at 80 would have flown out the window and people would have found other ways of progressing.

It seems odd that a lot of my points are based on arguments about progression when i think about it.

I underlined the important part of what you said.
I think ANet gave in to their fears, and instead of believing in what made GW1 so great, they “cowered” and introduced the “tried and true” WoW-esque Leveling system.
It gave them a huge amount of work balancing all encounters in the game, and gear for every level, and then it gave them even more work designing the Downleveling system, wich is quite flawed as well.

(edited by Nurvus.2891)

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Posted by: Dreamwalker.3617

Dreamwalker.3617

You got some great ideas, but your lore is…kinda wrong. It’s stated all over the place how the Tengu were kicked out of Cantha, along with all other non-human races. I’m sure that the Tengu will be added, but in the Dominion of Winds, not Cantha.

But I think the big issue is that your suggestions are just too darn complicated. I have a feeling that mounts will never be added, which personally I’m happy about; who needs mounts, when you’ve got waypoints?

Also, while new professions will probably be added at some point, I’d guess that they will be EXTREMELY different from GW1 professions. Just look at the professions we got now: ele, warrior, mesmer, necro, and ranger are carried over from GW1, but are for the most part very, very different. What I’m saying is, don’t expect dervishes and paragons in Elona, or ritualists in Cantha. Anet likes their originality.

That was so funny, I laughed twice.

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Posted by: castlemanic.3198

castlemanic.3198

I already did.
Sai (Cantha) and Kukri (Elona).
Ofcourse, there could be weapon masters all over the world teaching 1 skill if you defeat them with their chosen weapon (without swapping).

i meant more skill wise rather than what the names of the daggers would be. And i do admit, the idea of selectable weapon skills is growing on me.

I’d make equipment more “partitioned”, such that you can extract-replace each of the properties.
Instead of having Berserker’s (power+crit chance + crit damage), you would have 6 Property slots, and then Minor, Major and Superior Properties:
- Minor Inscription of Might would occupy 6 slots with +Power.
- Major Inscription of Might would occupy 3 slots with +Power, letting you build your own duo of stats.
- Superior Inscription of Might would occupy 1 slot with +Power, letting you build your own trio of stats.

Setting tiers of gear is an illusionary progression.

true

You will be using the same skills all the time, while seeing your damage numbers grow slightly over time. It’s a good feature to “shut players up”; but a bad concept of progression at the end of the day, because you’ll be back to where you started.
Plus, you start making previous content worthless, and crafted equipment even more worthless, because now everyone wants the “latest tier” gear.

again true.

In WoW, you have 300 iLvl gear, and creatures of dungeons meant for that gear pose a certain challenge.
You then get to 310 iLvl dungeons, and those creatures are really hard = intended, fun difficulty.
You start getting 310 gear, and eventually the 310 dungeon is easy as well, and the 300 dungeon is a walk in the park.
It goes on and on like this. It’s not fun.

And i do agree, gear progression is a horrible method of progression.

Improving your skill arsenal to make your own builds and synergies, however, is awesome. It’s what GW1 had, and GW2 should have.

Which is why you want additional weapon skills rather than static ones. I’m getting it, I’m getting it.

I’m guessing you’d also add additional utility, healing and elite skills as well.

I underlined the important part of what you said.
I think ANet gave in to their fears, and instead of believing in what made GW1 so great, they “cowered” and introduced the “tried and true” WoW-esque Leveling system.
It gave them a huge amount of work balancing all encounters in the game, and gear for every level, and then it gave them even more work designing the Downleveling system, wich is quite flawed as well.

While i agree with you that they shouldn’t have added the leveling system, i think that the downleveling system is a good compromise between the two to keep all content relevant. though it is flawed to have designed an entire leveling system and then design the inverse to keep all content relevant, it’s a good feature none-the-less, though maybe not perfectly implemented.

It would have been better if they stuck with the system they had in GW1. i agree wholeheartedly.

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Posted by: castlemanic.3198

castlemanic.3198

You got some great ideas, but your lore is…kinda wrong. It’s stated all over the place how the Tengu were kicked out of Cantha, along with all other non-human races. I’m sure that the Tengu will be added, but in the Dominion of Winds, not Cantha.

But I think the big issue is that your suggestions are just too darn complicated. I have a feeling that mounts will never be added, which personally I’m happy about; who needs mounts, when you’ve got waypoints?

Also, while new professions will probably be added at some point, I’d guess that they will be EXTREMELY different from GW1 professions. Just look at the professions we got now: ele, warrior, mesmer, necro, and ranger are carried over from GW1, but are for the most part very, very different. What I’m saying is, don’t expect dervishes and paragons in Elona, or ritualists in Cantha. Anet likes their originality.

They had some originality planned with the chronomancer and the summoner that was planned for GW utopia. I can’t wait to see what they have planned for the chronomancer, though i’d also love to know what they originally planned.