General Idea for Future Expansion

General Idea for Future Expansion

in Guild Wars 2 Discussion

Posted by: Smiggles.6823

Smiggles.6823

I’d love to see gw2 take the elite specialisation and take it to an expansion in a really sideways direction. Be aware that these ideas are a basic framework that are cobbled together from other peoples ideas too. You’ll see:

I’d love to see an expansion that focussed on momentum.

Imagine the new expansion’s focus is about movement and stillness. Your new elite specialisation changes your weapons so that half your weapons have skills that are low cooldown, high movement, low damage, high breakbar damaging attacks, and half your weapons have skills that dramatically lower your movement speed, allow you to tank heavy hits, have high cooldowns and can do high damage.

This would tie into a really large map. Instead of a mount mastery, you use your high speed weapon skills to navigate your way. In fractals, raids or in meta-events you use your high movement skills to tag fast moving enemies that move in a pattern and sometimes do extremely high damaging attacks. Your speedy abilities let you shred large breakbars and move out of high damaging fields, your slow ability let you tank unavoidable big hits and drop in big burst damage as a group.

Theoretical example of this happening would be something like this:

Ranger becomes a Skin Walker and can temporarily fuse to transform into a larger version of their pet. They use fast pets like birds to skim across the battle field doing many all along their flight/dash path (range around 1000). They use their drakes to turn tanky more or less siting on the spot then using their breath or bite attacks to do big damage and Harden Skin type abilities to tank big hits. While they’re using the high cooldown abilties movement speed is limited as if crippled. Swapping has becomes situationally dependant.

There’d have to be others for the other classes obviously and some of my names really suck. To make build diversity more interesting make high toughness above baseline lower the cooldowns of your tank abilities without upping damage up to 105/20% as appropriate. For the speed skills it would lower your movement speed distance add cooldowns but up your damage slightly without affecting breakbar damage. On the flip side you could trait for precision to up your damage on your speed abilities, drop cooldowns by up to 10%/20% as appropriate but increase the cooldowns on your tank abilities equivalently and lower damage there.

The idea then is you specialise in movement if you like the fast paced reactionary play there, tagging up mobs and bosses but ultimately always doing way less damage than the tankiest build, having an easier time hitting in the first place and shredding breakbars. Your role is going to be breakbar shredder letting you temporarily root mobs for the heavy hitters. Or you focus on tanking damage and doing hi damage but being relatively rooted in place and reliant on the movers to drop the breakbars on moving mobs or damage immune mobs so you can kill them fast. To up the defensive feel some abilties might be heavy counter attacks on your weapon skills.

Some classes will focus on giving out boons like protection and conditions like chill to slow down mobs enough that the heavy hitters can smash them.

Against trash mobs there would be elements of rounding them up for the heavy hitters to destroy. You’d have tank play by making some classes have defensive cooldowns that can be shared by friendly characters within melee range or very close range like the elementalist lifting friendlies into the sky on stone pillars or warriors. Guardians can spam aegis on friendlies in range blast holy fire fields all over the place.

You could avoid traditional tanking in raids by having your tanky characters give protection style boons or healing on fast moving focussed people to help them last while the movers can get focussed and need to place the boss or groups of enemies into position where they can be hit by the tanky damagers.

Masteries could let you add verticality through modified gliding. The moving abilties can be aimed upword or let you attack in the sky while the tank abilities let you drop from above or burst upward to knock people temporarily out of flight or knock enemies to the ground.

This is very vague and incomplete but it’s the base for an idea i’d like to see that involves enemy swarms. It’d give tougness and nomads style gear some meaning.

If you limited the areas where the high breakbar/high movement areas are within the maps you’d have reason to use your vanilla builds for sustained dps on those enemies while being ready to switch to your movement or tank spec for the new high breakbar/high damage on slow timer, lots of low damage through movement enemies.

This is just a veeery rough sketch of a different direction I’d love to see happen that’s different from raise the level cap now grind for gear direction or here’s new ways to do big damage.

General Idea for Future Expansion

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Posted by: Smiggles.6823

Smiggles.6823

Other examples:

Elementalist – Elemental Caller

Wind and Water abilities are dashy for movement. Water lets you dash forward healing allies in your path and give regeneration or slide on ice, chilling foes behind you. Wind gives you lightning stuns and damage dashes. Earth abilities are low cooldown abilties that let you surround yourself in a stone sphere to tank damage, Lift you and allies within range above the ground on pillars of stone temporarily. Fire summons a single meteor on a channel that smashes the ground or smaller ones that strike your friends in range giving might and fire aura.

Warrior – Juggernaut. Gains chains that can be attached to weapons. On axes they let you throw the axes forward then pull yourself to that point grappling hook style knocking over enemies along the path. Whirl letting you attack opponents at 900 range but do no damage along the chains. Shields and mace give you a shield wall ability that can tank hits for you and friends inside the bubble. Again while this weapon set is equipped you’re effectively crippled. You’re biggest movement ability or tank ability would be tied to your burst ability so this would encourage you to keep all the tank weapons or movement weapons together.

Engineer – Kitmaster – gets a laser turret kit that locks your movement to 0 for high damage attacks that have a chargeup time, an auto that is a low damage beam that can be swept across the field and is interuppted by the other attacks, a dune buggy that lets you dash across the ground in rocket boosts and robot companion elite that lets you summon a buddy like flesh golem for necromancers and the elementals for elementalists. This guy is a moving boon giver.

The names need work but it’s a starting place.

General Idea for Future Expansion

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Posted by: castlemanic.3198

castlemanic.3198

The idea isn’t bad in and of itself, in fact it’s something I feel I’d enjoy playing a lot, but it would absolutely destroy anything resembling balance in the slightest and would require such a high amount of work just to get the tuning right in order to make sure that everything works that it just wouldn’t be worth doing for GW2 specifically. That also would blow everything that’s not that elite specialisation out of the water entirely, making everyone who doesn’t have that elite spec unlocked or even selected at a disadvantage from everyone who does use it, so there’d have to be an insurmountable amount of work in order to make sure the current specialisations (elite and otherwise) can match up to the new ones. It simply isn’t feasible, no matter how much I enjoy the idea, and would be much better off being used in it’s own game, completely separate from Guild Wars 2. Maybe for Guild Wars 3 if it were to ever happen, but I don’t see GW2 ever using it in it’s lifetime because the amount of work going into it would either completely make non expansion content irrelevant and not fun, or require so much work to rebalance old content that it might as well be it’s own game.

General Idea for Future Expansion

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Posted by: lukejoe.1592

lukejoe.1592

I think what you start off describing is not an overhaul, just a way to look at doing the next elite spec for some classes.

I think elites are broken; in order to fix them, they need elite specs for classes core functions to make their primary game play viable again. E.g. Rangers need a ranged-DPS-with-a-longbow elite spec; Guardians and Warriors need greatsword elites.

But when it’s time to go crazy again, your Skinwalker would be a fun idea.

As for elementalists, I’ll say again, if the next elite spec doesn’t give them a P/P gun-mage build, I’ll be 100% convinced that everyone who works for Anet is an idiot. Why would you do anything else? People are fixed on them getting swords, and I can’t even fathom why. Sounds like another boring set of scepter skills for focus off-hand.

Maybe someone committed to sword wielding mages can tell me what they have in mind that would actually add to the game.

What you describe for Elementalists feels very similar to how air attunement already works. WHat you’re asking for is just a weapons with earth skills that don’t suck.

General Idea for Future Expansion

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Posted by: castlemanic.3198

castlemanic.3198

As for elementalists, I’ll say again, if the next elite spec doesn’t give them a P/P gun-mage build, I’ll be 100% convinced that everyone who works for Anet is an idiot. Why would you do anything else? People are fixed on them getting swords, and I can’t even fathom why. Sounds like another boring set of scepter skills for focus off-hand.

Maybe someone committed to sword wielding mages can tell me what they have in mind that would actually add to the game.

Why are you so hostile against any idea that’s not a dual pistol elementalist?

And elementalists wielding a sword wouldn’t use it as another scepter, they’d use it as a sword. Fire/lightning slashes, frozen and piercing rock stabs, wind slashes, earthly defensive poses. It’s the ultimate spellsword archetype and the elementalist is the perfect profession to play off of that type of combat. Mesmers get the illusive fencer archetype, but it would definitely be awesome to slash at enemies with the elements. There’s also the original datamining where the tempest was going to originally receive a sword and that got a ton of people excited too. So yeah, not a ‘boring scepter’ type deal (which btw I find the scepter fun on elementalist), and it’s a perfectly logical step to take the elementalist class.

Just because you have a preference doesn’t mean everyone else is an idiot.