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New class

in Guild Wars 2 Discussion

Posted by: SixtyandEighty.7394

SixtyandEighty.7394

its odd… are the debs getting bored of their game?

New class

in Guild Wars 2 Discussion

Posted by: SixtyandEighty.7394

SixtyandEighty.7394

Chef cook using flying pangs and kitchen knife.

There’s already a frying pan…

Idea: "Mystic" Profession (derv/rit hybrid)

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Posted by: SixtyandEighty.7394

SixtyandEighty.7394

@Bagel I know what you mean.

New class

in Guild Wars 2 Discussion

Posted by: SixtyandEighty.7394

SixtyandEighty.7394

A new race is actually even harder to make because of the fact you’d have to create new animation rigs for an entire race, not to mention new VA scripting, new quest zones and hubs, new personal story updates, new facial models and skin models that takes ‘ages’ to add in comparison to a class.

Balance is actually easy, because its all down to scripting alterations, altering numbers and adding a few new VFX, as well as some new animation rigs but otherwise, the combat plays out the same.

IF they add a new class, it will be a heavy armor class, specially given they already have 2 of those and 3 of the others.

I would suspect it will either be the “dark knight” stereotype class, in the form of some quasi-evil class that does good through brutality and dark magic (similar to Necro but with armor) or some kind of tech based class, or a Mage in armor, perhaps like the Chronomancer.

Either way, there are possibilities for a new class, it seems much more likely we will get this before a new race, the devs themselves stated they are very pensive about adding one.

I actually had an idea for a heavy armour class.

GW2 Class ideas

Changeling: Interacts with wild juvenile animals in the same way as ranger, but instead learns their forms to be transformed into. For example: the changeling interacts with a polar bear, they are then able to use F1 to transform into a polar bear,and are then able to use the 4 abilities that the polar bear pet has, along with 1 more (for slot 5). F1 can be the return button. Changes to health upon transformation are the same as the scaling from the ranger’s health to their pet’s. Some utility skills would change based on the general classification of the animal (general classification meaning porcine and avian, rather than boar and owl). Being downed would revert changeling to human. Would work the same way underwater, with different morph choices. Heavy armour (the armour upgrade over ranger is justified by the fact that, unlike ranger, they’ll be the ones taking hits, rather than their pet).

It’s pretty vague at the moment, but tell me what you think.

Idea: "Mystic" Profession (derv/rit hybrid)

in Guild Wars 2 Discussion

Posted by: SixtyandEighty.7394

SixtyandEighty.7394

I had 3 ideas of my own. These are some weird ones. Also, isn’t mystic kinda close to mesmer? Here are my ideas (I haven’t done anything about the trait lines or individual weapon skills)

GW2 Class ideas

Changeling: Interacts with wild juvenile animals in the same way as ranger, but instead learns their forms to be transformed into. For example: the changeling interacts with a polar bear, they are then able to use F1 to transform into a polar bear,and are then able to use the 4 abilities that the polar bear pet has, along with 1 more (for slot 5). F1 can be the return button. Changes to health upon transformation are the same as the scaling from the ranger’s health to their pet’s. Some utility skills would change based on the general classification of the animal (general classification meaning porcine and avian, rather than boar and owl). Being downed would revert changeling to human. Would work the same way underwater, with different morph choices. Heavy armour (the armour upgrade over ranger is justified by the fact that, unlike ranger, they’ll be the ones taking hits, rather than their pet).

Salvager: Accumulates scrap (unsure of how, perhaps getting kills, by attacking or automatically?), which is used to create any of 4 environmental weapons using F1, F2, F3, and F4. The weapons that can be created change based on the 3 equipped utility skills and healing skill. These weapons might include such things as portable mortar, to be placed on the ground and fired, consumables (like elixir of heroes and plasma) and plain weapons like the plank. The complexity of the created object would change its build time and its cost in scrap (a mortar would take longer to create and utilise more materials than a humble plank). The weapon is placed in the salvager’s hands rather than on the ground. Can also drop all created weapons for team mates to use, not just the ones which can already be dropped, such as the plank (I think). Weapons would expire based on the number of hits dealt not by a chance on each hit (like the elementalist’s conjured weapons). Unlike those weapons, however, they would have no time limit on use. They could also be destroyed by abilities like the plank’s launch. Created weapons would not work in the same way as the thief’s stolen weapons, they would give the weapon as a bundle. The salvager has only a small range of permanent weapons, perhaps just axe (on hand only), daggers (on and off hand) and torch (off hand). Possibly also short bow. Medium armour.

Time lord: Time based abilities. Extremely powerful in 1v1 combat. F1 ability: Time warp. Allows the time lord to take themselves and their target into a different field of time and fight unmolested by other threats. Gives the caster powerful boons. Ended when the caster hits F1 again, the spell time limit elapses or either target or caster is downed. F2 ability: Temporal displacement. Charged. The caster gains stability for a time equal to the max charge duration of the spell. They are also unable to move. When the caster releases, the person being targeted will be back at the place they were when the spell started, immobilised and damaged. Any damage they dealt, conditions they applied, healing they applied, movement they made, familiars they made or fields they made, are all undone. Undoing the effects of combo fields could be difficult to code (I am actually unsure), so that could work or not work. Damage and conditions which creatures connected with the target, such as the ranger’s pets, which were already in existence when the spell began dealt or applied is retained. The target stealthing or breaking connection with the caster in some other way while the spell is being charged will cancel the effects of the spell. F3 ability: Phase shift. Charged. The caster becomes invisible, invulnerable and unable to be affected by stuns etc. while charging this spell. Upon reaching max charge, gives AOE healing in a burst. This ability also gradually heals allies in an AOE radius while charging.

New class

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Posted by: SixtyandEighty.7394

SixtyandEighty.7394

Ever gonna happen?
Just wondering.

What happened to suggestions?

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Posted by: SixtyandEighty.7394

SixtyandEighty.7394

Does this mean the devs have stopped expanding their game?

:(

New profession?

in Suggestions

Posted by: SixtyandEighty.7394

SixtyandEighty.7394

This is just an idea- and a half formulated one- for a new profession, salvager. They would accumulate “scrap”, which would be their equivalent of the Warrior’s adrenaline, the Thief’s initiative, the Necromancer’s life force, etc. I am not sure how it would be collected, except maybe off bodies, or by using weapon skills. Scrap could be spent to make one of four environmental weapons, which are different depending on what’s in the healing slot and skill slots (but not the elite). One of them could just be the humble plank. Another might be a mortar, which you can carry around and place down. A single use one might be a throwable bottle that inflicts random conditions. The creation time and scrap cost would vary according to the complexity of the weapon, so the plank would be cheap and fast, while the mortar would be slow and expensive. The created items would have to expire, otherwise servers could get spammed with them, and players could infinitely use environmental weapons. A despawn mechanic would have to act on anything on the ground (I don’t know if this is already in place), while a hit restriction, not a time restriction, would be imposed on the unique created weapons that don’t already have, for example, a fifty percent chance to break on hit, like the plank.

This class would only have a limited number of “real” weapons, maybe just dagger on and offhand torch offhand and either shortbow or pistol on and offhand. Maybe also sword on hand only.

Please, reply and tell me if this is impossible, by leaving a hate post & linking a post that shows that the devs think so too. Or be supportive. I would really like to see the profession system added upon.