Showing Posts For Cosmic Afro.9562:
I agree with Dekou on enemy attack speed. I was running (or fleeing usually) through Orr maps and when I occasionally stopped to clear the horde of enemies on my back it didn’t make sense to me that they’d attack and then wait.
They stood there and they let me run daggers through their decrepit bodies. There’s no logic behind it. While some enemies should keep their low attack speed like Ettins to promote fairness, most enemies could do with a quicker attack speed. It just doesn’t feel like a fight but beating a semi-smart training dummy.
Undead, slow-moving training dummies.
This would solve many confusion problems and make the game more enjoyable in general.
Neat-o ideas. I’ll add some of the main ideas to the first post for you all.
Focusing at Ehra’s post here…
That’s not really the topic of the thread but it’s still a valid point. The armor wouldn’t have to be that much different. What sets most Legendaries apart is slightly altered footsteps and attack patterns, having an armor set that changed hues or maybe had some wisps floating around it would still look legendary without being over the top. I for one would love to see souls of the dead floating around my robes or having protective spikes emerge from my armor once combat was engaged. Better yet, the simpler the effects are while still being visually appealing, the easier characters could potentially mix and match.
I don’t think we’re giving Logan Thackery enough credit here.
Oh, I want to build off of what Kaizer said. Maybe something like this?
While weapons should keep the same method due to the amount of work (or wallet emptying as of late) but armors should take a different approach. These should be obtained through actual hard work and not mindless grinding, achieving one “token” per accomplishment such as:
-A non-timed jumping puzzle complete with moving obstacles and timing traps. Should have little to no combat and should favor the more intrepid explorers.
-A legendary boss solo fight (I.E. instanced) where you have the freedom to use whatever you have to take down the enemy.
-An environment fight where you must rely on what’s available on the field to take down your opponents. Perhaps the fight is in waves?
-A PvE map wide scavenger hunt that has a little bit of everything.
-A test of knowledge.
-Revisit your personal story and face the challenges you came across one at a time, gaining allies you had made as the matches progress.
Borrowing the Pact token system, each token from a challenge should give a piece of the armor directly related to the challenge. For example:
-Jumping Puzzle gives a token for Leg armors.
-Legendary Solo Boss should give a Chest Piece.
-Environment should be gloves
-PvE map scavenger is boots
-Knowledge is Helmet
-Personal Story is Shoulders.
I imagine there being three different armor sets for each type of armor class. An “Angelic”, “Demonic”, and “Chaotic” set for all three of the light, medium, and heavy classes; in total, nine unique armor designs. I’d prefer for these to just be skins and NOT actual pieces of armor. They should also be account bound.
Something like that? I’d work for that.
Imagine for a moment that a Guild Wars 2 Game Designer has approached you personally and after your initial moment of geekery (massive or miniscule amounts doesn’t matter, I know we’d all have that moment) you’re asked a question: Would you like a legendary armor set and if so how would you implement this?
It’s a big question because there’s a lot to take into account and who knows if there isn’t something already in the works. For intents and purposes, assume you’re starting from scratch. So, get your thinking muscles ready because we’re going to see what ridiculous- or amazing- ideas we can come up with. Ready, set, GO.
Cheers
~Cosmic
Ideas tossed around so far:
~Scavenger hunt
~Specific challenges
~Grind
~Massive profession specific quest
Points raised so far:
What would happen to armor progression?
(Counter point: Legendary is skins only, no actual stats)
(edited by Cosmic Afro.9562)
The list on the front page has now been edited to include more recent results.
Elementalist is too scholarly to use a spear. While the class does in fact have a dagger, that was likely the next best choice for another weapon set.
I can see a Necromancer using a Spear for life siphoning or extreme bleeding.
Mesmer? Nah. It doesn’t justify that I don’t “see” it happening, but I just don’t see it happening. It doesn’t “feel” like a mesmer weapon.
Definitely not the engineer. A spear is not a gun.
Ranger is possible. It would make sense for that class to have it.
A thief would likely not use a spear. It’s too large of a weapon for them to run around with if you want to think about it from a realistic point.
Warrior and Guardian? Yup, spear away.
If classes could use a spear above land, which ones do you think would have it?
A message has now been added to the front to address the issue.
As has been stated before, this thread is well aware that bugs and class mechanics need to be addressed as well but that is not the purpose of this discussion. Please keep on topic.
^Not all elementalists are in the Priory though which is why I wanted to stay away from something akin to that. Having a branching class related to an order doesn’t exactly follow the game’s ideal of “doing what you want how you want to do it”.
There should be a skill revolving around magnetism so we can hold weapons in mid-air. Perfect reasoning for duo greatswords.
^There is a character in your personal story that has an ability eerily similar to this concept, CeNedro. I won’t spoil who or how but perhaps they were hinting to this being a future class already?
As this thread progresses, it’s fascinating to see ideas over-lap (ex: the bard) while some still take their own unique approach (ex: Nekoseth’s class mini expansions). I look forward to more opinions!
I’ll be doing a list of serious class suggestions on the initial post from now on.
That is actually a really nifty idea. Not to mention if you really wanted to, you could stay in your current class.
Of course, we’d have to think about execution. How would they implement something like that? Would there be a separate trait page aside from our current one, or would taking up this new side-class override the current traits?
If a person didn’t like the traits or class, would they receive some kind of reimbursement? Could there be a small fee for switching back meaning you’d have it unlocked forever? Five gold is a hefty investment for most players and while the current trait books are absolute, this is fairly chancy.
Instead of level 45, I’d suggest level 70. Start your true specialization much closer to the end game; it also doesn’t make sense to have a five gold fee in between a one gold and a two gold fee.
Ideas for class build-offs:
Necromancer
-Siphoner/Spider God/Godess: Focus on siphons and mobility
-Wizardry: Focus on minions and damage, less conditions
Elementalist:
-(Class name unsure): Focus on AoE through weather manipulations
-Geomancer: Focus on heavy conditions, slow attacks
Well, that’s all I can think of, but there’s a huge amount of potential for this. I implore you to flesh it out.
Existing classes should have bugs fixed? Yes, they should.
Ok, I’m glad we got that pointless discussion out of the way. Back to suggesting new classes that we’d like to see in the future.
There needs to be a class with duo shields.
Also the swing sound effect really gets in the way.
(Bomf) Bing bing!
Should just be:
Bing bing.
C’mon Anet, fix Bing. I mean, the sound not the… yeah.
I think it was high time I add another idea of my own again. Seriously, lots of great ideas are being thrown around.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Class Name: (Unsure Name)
Type: Heavy
Weapons: Sword (MH) Dagger (MH) Shield (OH) Focus (OH) Greatsword
General: Bringing versatility to the heavy class through the manipulation of light and darkness. There are two function keys; the purpose of them is to swap skills like the elementalist but unlike that profession it doesn’t go to a strict skill set. The first function key correlates to the first three weapon skills and the second function key to the last two skills, meaning you could have your sword emitting light while your shield pulses darkness.
Just to clarify:
Sword and Shield equipped
[F1] [f2]
[X] [X] [X] [X] [X]
Press F1 [f2]
[Y] [Y] [Y] [X] [X]
The same application could be used for the greatsword.
This would allow for a versatile skill set with skill swapping and weapon swapping simultaneously. It should also eliminate the need for a weapon swap because you should have a huge variation on weapon skills anyways. Light with light, light with dark, dark with light, or dark and dark. I have no idea on utilities but if this core mechanic could be implemented I’d be more than happy.
(edited by Cosmic Afro.9562)
It’s sounds as if many want a “Bard” or a class that has something to do with shapeshifting. It also seems that people want another heavy class. Interesting.
I’ve done dungeons both with and without voice software and I can say there’s no real discernible difference given that the path chosen is always the same in terms of monsters. A dungeon veteran or someone who has a lot of experience on that path could do it silently without a problem, only occasionally typing guidance if there was a new guy.
However, I can say voice chat makes the game far more interesting, especially when all the people are doing the same thing.
@FLFW
That’s true with anything. Wintersday has had some bugs, Lost Shores definitely had a few…
but I agree, fix current issues first. I’ve seen some promising bug patches for classes but according to the class-specific subforum, there’s still a lot that needs fixing. I haven’t particularly noticed any issues with a class myself.
First, thanks to a forum moderator for moving this. I guess “Suggestions” wasn’t entirely the right place and I apologize for having it there.
@Raffie
The only problem is if you introduce one weapon, it would need to be shared by at least one other class. I think Rifle and Longbow are the only two weapons with two class users? That’s off the top of my head but I imagine you get my point. It’s not as if you couldn’t add a steel whip, but who else would use it?
And Samurai may not be able to hold up so well given the warrior and/or guardian’s mechanics. Adine makes a valid point on that term. As for it being new? If I wanted to play as a Samurai, I’d go play a Samurai game. Unless I’m mistaken (because I saw this a while ago), there’s already a katana-like greatsword available.
@Eladoni
I imagine if they release an expansion (and I’m using if quite loosely there) they’d have a new class. This is to just toss ideas. Where else would you get content the player would enjoy than the player him/herself?
@Petrichor
Warrior Thief? Forgive my saying so but that sounds incredibly over powered. I do like the idea of spears and tridents being used above land. Poor harpoon gun, left in the “wake” of its companions.
@xCrusadentx
How would that work if we already have a Mesmer’s Time Warp or many other skills with quickness? Sure, that isn’t exactly controlling time itself but it leaves a lot of open questions.
@Raffie
Glad to see I’m not the only one who likes music though I’m a tad saddened people keep gravitating towards this one idea of a music class instead of trying to branch out a bit. It’s not wrong, just disappointing.
Keep it up everyone.
@ Adine:
Seems like a branching off of the warrior idea with stances. However, a manipulation of skills through switching “modes” (acting like a partial third weapon swap button) is both intuitive and creative. I like this!
@Johnny Boy
I can see it now, Lute Necromancers and their songs of death. Brilliant. The function keys being the weapons actually does sound interesting however I feel that plays too much off of the elementalist and their attunement swap. Playing notes to create effects is also creative too.
@Bvhjdbvkjf
I have to agree with Maligne on all points. I do like the sound of a warrior class with a staff though. Warriors power through, Guardians are magically buffed, and the idea of a medium class that is warrior-like but far more nimble works well too. Of course, that creates a drastic similarity with the ranger who has both the sword and greatsword.
@Groovy
1)This game has Golemancers already, it needs to happen!
2)Tonics from Black Lion Chests, enough said.
3)Agreed. Those classes become more of a tool than a weapon.
d)Actually, that’s a great concept. I don’t know if it could stand on its own though seeing as it is pretty similar to the Mesmer class based on your description. Basically, we turn their own damage against them, something a Mesmer already does quite well.
Great thoughts guys, I never would have come up with some of this. I hope some developer takes a look at this thread one day and at the very least gets minor inspiration..
Well, it’s a shame that you won’t post as this is only for generalized concepts but I hope you’ll link me to it. Shapeshifting is always fun.
…would you make? Sure we have eight unique professions already, but that’s not to say there aren’t gaps if you look hard enough. What I mean to say is, what new class (if you had the ability) would you add to the game and why? Imagine that a developer has opened his/her own thread on new class suggestions and this is what you’d put. This is a loose discussion and is meant for purely generating ideas. Post with as much intricacy or bare-minimum requirements as you want.
NEW: This thread is not about bugs and current class flaws, this is about new classes and ideas. If you want to discuss that, bring it up on a different thread or collaborate on an existing discussion. Thank you.
Format:
Class Name:
Class Type:
Weapons of choice:
General gist/ miscellaneous:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Class name: Oscillmancer (Name also debatable)
Class Type: Light
Weapons of Choice: Warhorn (Main and Off Hand), Scepter (Main Hand), Focus (Off Hand), and Rifle. Trident for underwater.
General Gist/ miscellaneous: This game has shouts, but that’s about it in terms of vocal enhancements. A class that would be based around various sounds and pitches would both be viable and likely a tremendous job for the audio department. Whether it’s firing off attacks in a cone-like shape (Warhorn) or using short-ranged sound bursts (Rifle ironically); whether it’s creating sound waves (scepter) or creating sound barriers (focus), there’s room for sounds.
Your main mechanic is actually keeping in rhythm with your own character. There is a bar that is green but fades to red on both ends. Some skills increase tempo while others decrease; the main goal would be to keep the note in the center as much as possible. If it enters the red, your attacks begin to suffer in damage accordingly. If you keep in the blue- the closer to center the better- you’re rewarded. My only idea on function keys would be to have one function key on one side of the bar and another function key on the other side which would help keep the balance if you used them. Honestly, this class could function without that and I urge them for it. Keeping an eye on the bar for long fights would be hassle enough.
Of course, removing yourself from combat restores the tempo and healing/ utility skills could help (or possibly hinder) you as well. Seeing as this is just a general idea, I’d imagine the utilities to be categorized as such:
Signets (Of course)
Instruments (The skill must be held down and you cannot move while using them but certain affects become apparent while being channeled.)
Tempo (Assisting your tempo bar while offering boons)
Resonations (Certain echoes that cause bodily harm to your opponent (Like ears bleeding))
Songs (Support utility)
Elites:
Perfect Rhythm (Gain quickness and centered tempo for a short time)
Piano (Hold down that button for an amazing rift.)
(Max)Off Beat (Becoming severely off balance helps you tremendously)
If I had to add one kind of class, that’s what I’d do. What would you add?
(edited by Cosmic Afro.9562)