Advanced classes
This is where things get interesting. Instead of adding new classes to the game, each existing class instead gains a pair of advanced classes. At level fifty or higher new and current players may visit their class trainer and purchase a new manual. These manuals are used to unlock one of the two advanced classes. While this choice can be overridden later by buying a new manual, you cannot have both options active at one time. Each advanced class offers the following benefits.
*A new weapon type for the class with skills themed to the advanced class choice
*New tier four (ten point) utility skills themed to the advanced class choice
*New tier two (thirty point) elite skills themed to the advanced class choice
*A sixth trait line themed to the advanced class choice
*A new “epic” tier of traits (requiring a level eighty “epic” manual to unlock) for all lines with minor and major perks themed to the advanced class choice
Below I’ll list a of few my ideas for what these advanced classes would be. Please note that this is only a recent idea, so I am leaving a lot unsaid as I want the community, and hopefully Arena Net, to be inspired by this, rather than me simply telling them what to do.
Warrior
-Paragon. New weapon: Pole-arm. Class focus: Support
-Templar. New weapon: Off-hand torch. Class focus: Control
Guardian
-Crusader. New weapon: Pole-Arm. Class focus: Mid-range control
-Inquisitor. No one expects the Tyrian inquisition! (I’m sorry). New weapon: Long Bow. Class focus: Ranged fire damage.
Ranger
-Druid. New weapon: Staff. Class focus: Support/control
-Mercenary. New weapon: Rifle. Class focus: Ranged damage
Engineer
-Gadgeteer. New weapon: Crossbow. Class focus: traps and conditions
-Technologist. New weapon: hammer. Class focus: melee damage and defensive buffs
Thief
-Assassin. New weapon: crossbow. Class focus: ranged damage/stealth
-Monk . New weapon: staff (martial). Class focus: melee AOE damage, evasion
Elementalist
-Dervish. New weapon: Pole-arms. Class focus: boon/condition manipulation, mobility buffs
-Sorcerer. New weapon: off-hand torch. Class focus: Melee damage, DOT spam
Necromancer
-Ritualist. New weapon: orb. Class focus: spirit summoning, support
-Warlock. New weapon: Main-hand sword. Class focus: Darkness control, blinds.
Mesmer
-Adept. New weapon: orb. Class focus: clones/phantasms
-Street magician. New weapon: main-hand pistol. Class focus: Bouncing attacks, conditions
(edited by Arkham Creed.7358)
This idea is intended for a future expansion, not simple patches
Please read both posts before replying
TL;DR: Stop being lazy. If you don’t want to read get off an online forum.
Since release, and really before, there have been lots of ideas regarding new classes and weapons, debate over raising the level cap and continuing progression, and requests to revive old classes or weapon types. I’ve created a few such threads myself here and on guru, but have since condensed everything in a single new idea and system that I present for your consideration today.
First things first, the new weapons. For simplicity I’ve decided on three weapons, one of each of core weapon types (weaponsmith, huntsman, artificer) and feel that these new weapons be adding the their related crafting disciplines, however these new weapons would neither be available from the lowest tiers, nor restricted to the highest. This is because of when such weapons would be usable by players, starting around level fifty.
These weapons are pole-arms (with skins ranging from spears to scythes to halberds), crossbows, and orbs (floating mystic focuses that are guided by both hands). All of these weapons are counted as two handed, and most of the existing classes would be given one of them through the advanced class system.
Higher level cap
I’m thinking rising the cap to ninety would be fine for this. Now I know right now some people are instantly saying no, but here me out. This new level cap does not in any way effect your core stats nor enable gear grind. This is because after level eighty, the current cap, you stop gaining attribute points completely. These new ten levels are used only for an additional ten trait points, and then only after you’ve activated an advanced class. While I imagine adding some new equipment prefixes would be cool, I also do not think a new level range of armor should be added. Your current exotics would stay top tier armor (although you may decide to change to a new prefix), and no one is mucking with those legendary weapons.
(edited by Arkham Creed.7358)
(In fact, it’s incredibly silly that neither sunrise nor twilight are even counted as legendaries, as making either of these weapons will not award you with the “legendary” account medal – only eternity will.)
Wait what? Seriously? That has got to be both the dumbest, and most disappointing, thing I’ve seen all day. My fiancee will be crushed.
If he equips either it should still count under his unique legendary tab in his in game achievements.
Ah, very well. Thank you.
Also if you’ll forgive me going grammar kitten for a moment.
Fiancé = husband to be
Fiancée = wife to be
(In fact, it’s incredibly silly that neither sunrise nor twilight are even counted as legendaries, as making either of these weapons will not award you with the “legendary” account medal – only eternity will.)
Wait what? Seriously? That has got to be both the dumbest, and most disappointing, thing I’ve seen all day. My fiancee will be crushed.
yes well any issues with the initiative system its not because its “overpowered” as 99% of people and this thread seem to think.
Hardly overpowered. In fact I see it as a handicap.
The reason it always comes up in a thief complaint thread is because after their first complaint with no founding in actual fact or reality gets shot down they try to bolster their imaginary mechanics with further imaginary mechanics to try and “win” the argument.
I’d have to disagree with that one. Personally, for reasons I’ve outlined above, I think there is a very real problem with the initiative mechanic. And while I do not deny that a lot of very skilled and dedicated players have created some very powerful and effective thief builds, I believe that is a case of skilled players succeeding in spite of the mechanics, rather than with the mechanics.
I won’t go into much detail just yet, but as I once said on guru “every thief build I’ve ever seen has been little more than an attempt to compensate for a weakness, rather than capitalize on a strength.” There is no denying that the thief has some incredible burst, but the price of that burst is hugely out of balance and creates a profession defined by polar extremes much more than any other profession in the game. I guess, relatively speaking, the thief pays a higher price for its specialty than any of its peers. At least that is how I see it.
How did this become about stealth? I though, based on the title and opening post, that this thread was about initiative.
This happens with every Thief thread ever.
I guess because stealth is just stupid. Not saying it is over powered or anything; I haven’t used it enough in any context to comment on that. But in my opinion, due it its execution, it is just stupid. As I like to say “waving your hands and turning invisible is a tool for cowardly mages, not stealthy rogues. Calling that stealth is an insult to anyone who enjoys stealth based gameplay.”
Hench why when I play my thief I go out of my way to not use stealth.
How did this become about stealth? I though, based on the title and opening post, that this thread was about initiative.
I’ll throw my two cents in here. But first let me assure you that I am a PvE player, so your PvP strategy and comments mean pretty much nothing to me one way or another. I don’t like PvP so I really couldn’t care less if the thief is gimmicky or over/underpowered in that context.
My problem with the thief is the rush to kill, “all or nothing” playstyle initiative encourages in PvE. Every other profession has separate cool downs on their offensive and defensive weapon skills, allowing them to make tactical choices in combat, and providing the comfort of knowing that they have the skills they need, when they need them. For example, with my engineer I know that no matter how often I use flame blast with my flamethrower kit, I’ll still be able to pull off an air blast or smoke vent when my foes get too close. With a thief I can’t do that.
I use things like Infiltrator’s Strike and Pistol whip to damage my foes, and suddenly because they are both tied to the same resource I can’t use headshot of black powder when the situation changes and I need some defense. In PvP you can just spike down a lone target and run off while you regenerate, but you can’t do that in PvE, and certainly not dungeons wherein lone targets are few and far between, and those you do see have tons more health than even the greatest PvP tank spec. So you can’t spike and run there. This results in a situation where you’re either blowing all your initiative to try to kill a single target, and then getting destroyed by the others around you, or standing around spamming the auto-attack because you need to horde your imitative for defensive skills. Either way it is not fun. And I suspect why you see thieves everywhere you look in the PvP lobby, yet hardly ever in PvE.
I cast my vote to remove initiative simply because it does break the class in PvE.
Define “good”?
Anything that sells for more than it cost to make.
Simple change; make the default vender value of all crafted items equivalent to the vender value of all mats used in its creation plus five percent.
We call know that you can’t sell nor buy items on the trading post unless they are listed for at least the NPC vender value of those items. So a simple, and I think fair, way to go would be to have the value of crafted items actually reflect the value of the materials used to make them. After all why should an amulet made with three gold ingots sell for the same as one gold ingots? That doesn’t make any sense. The added five percent to the value is to reflect the time and effort of crafting. So here is an example using made up items and numbers.
Amulet of profit
1x shiny ingot: 15 silver
1x Pretty gemstone: 10 silver
1x glob of goop: 35 silver
Totaled the material cost for this item is 60 silver. So adding the five percent it comes to 63 silver. As such the minimum vender value of this item would be 63 silver. The would guarantee a five percent profit when sold to venders, and allow for a bit more if the item is desirable on the trading post. This would make crafting actually worthwhile to players seeking to use it as a source of income (it is currently useless as such), and would only take some dedicated programmer a day or two of work, as all he or she would need do is go in and change a few numbers around. And as a bonus this wouldn’t upset the value of items that currently sell for more than five percent above their vender value, nor the value of materials such as ectos that sell for much, much higher than that value.
Seriously is there anything we can craft that anyone actually wants? I spend a lot of time crafting, and have no time nor patience to farm or grind content, and thus had planned to use crafting as my primary source of income in this game. Thus I am perpetually broke. Why is it that working as a rank 400 jeweler costs several times as much money as you can make with it? Why is it that the best quality goods sell for half the value of the mats used to make them? Honestly is crafting only good as a form of power-leveling or to make one account bound item for a legendary? Can’t a craftsman, of any profession, make something good for even a few copper profit?
/signed.
This is a strange omission because there used to be something like this in place. Back in beta there was a check box labeled “only usable by me” that effectively filtered armor types for you.
Given that druids are a kind of “nature” based magic class, all you really need to do is give rangers a staff with suitable spell-like skills attached to it. Just combine that with healing spring and some spirits and bam druid.
I’m glad I am not the only one that sees this as a problem. Of course my thread on the issue has been pretty much ignored by ANet for the month or so it has been up, so I wouldn’t expect them to pay any attention to this one. They goofed and made an oversight, and clearly have no intention of bothering to acknowledge it, so why would they bother to correct it?
Bump because this still bugs the crap out of me.
Heroes have no place here, exclusive skills from a weapon no matter what it does is a big no with how the game is designed(supposed to be on the same playing field, hence why racial elites are pathetic). They do got “legendary mini pets” but they are just rare. Maybe mini shatterer as legendary? Idk…
Legendary armor hasn’t been talked about so who knows, maybe its already in the works. Accessories just don’t make sense you can’t see them. Legendary back pieces would suit that field better.
I did say that the accessories would provide a visual effect, such as an aura. And I never said anything about a weapon having different skills than others like it, in fact the whole point of this threat was to present ideas for “legendary” items that are not weapons.
Seriously? No comments?
Anyone who approaches any game with such a limited sphere of what they’ll enjoy is in danger of not being able to fulfill their personal agenda in the game.
I’ve RPed too, but I RP many characters, not just one. If one character doesn’t work for me, I’m quite happy to make one that does within the context of the said game.
If this game doesn’t work for the single view you have of your character, you’ve answered your own question. Why even ask it?
Thank you for the response, but I ask that you please read the entire post (or in this case the two first posts) before replying.
However this isn’t the blow I mentioned. That was merely why it took so long to reach that final instance. Long story short because of a discrepancy between the performance of my computer and that of the party leader of said instance I missed the end of the story. I am not referring to the dungeon that I could simply repeat, but rather the once in a –character’s- lifetime instance afterward. I missed the final speech and cut scene. I missed the celebration. And lacking the ability to replay the instance or even just watch the scene left me disheartened. Yes I could see it with an alt, or I could see it on youtube, but I must reiterate; if I can’t do it as Arkham I have no desire to do it at all. What is my core engagement of the game was utterly and irrevocably destroyed by a single system performance issue. Even moving forward with an expansion will not help, as there is now and likely will always be a gap in Arkham’s story. It was almost enough to have me abandon the game outright when it happened, but I pressed on.
The second and more recent event has to deal with endgame. I have long defended Guild Wars 2 on the topic of endgame, and have felt that, personally, going after a legendary skin was all the endgame I needed to tide me over until an expansion. However I came to realize something only a few days again when my fiancée began her long quest for Twilight; legendary weapons are meaningless to an engineer. With my build I spend the vast, vast majority of my time using a kit, typically either flamethrower or elixir gun, and this would make my efforts for a legendary irrelevant because I’d never actually see it, never use it.
I could just change my build of course, and have sought advice in another thread about that, but have since come to a conclusion on the topic; I’m not going to. The whole reason I am playing as an engineer and not another profession is because of my current play-style and build. I love the engineer because of the kits and the versatility that offers. To play an engineer without a kit, or to downplay my use of kits, would undermine the whole point of having rerolled into that profession in the first place. So my choice boils down to either playing the profession I enjoy, but having next to nothing actually holding me to the game, or renew my efforts for a legendary, thus regaining that goal and that purpose, but loose the gameplay I enjoy and loose the whole reason I play an engineer. It is distressing.
And that is my problem as it stands. So much of the things that held me to this game have been called into question, and I cannot see a way to renew my interest and enjoyment of the game. So far I’ve held on because of my fiancée, and because she and I do enjoy playing together. But for me my time with the game is becoming increasingly strenuous, rather than the relaxing entertainment a game should be. I don’t want to leave because I enjoy the game, in theory, and because I want to be there for my lover (after all I am the one who introduced her to the Guild Wars series years ago), yet at the same time I no longer have a goal to keep my sights set to, nor the anticipation of a story to continue. And I find myself wondering what the community thinks of this, and if you have some new perspective I may find helpful.
Preface; the following is born of my own personal opinions, preferences, and principles. It is in no way intended to defame or challenge the views of others, nor to begin an argument or flame war. I simply felt compelled to sit down and express my recent and personal issues with Guild Wars 2 in the hopes that someone among the game’s community –a community I have long held above that of other MMOs due to its openness, helpful demeanor, and courtesy- would lead a sympathetic ear and perhaps offer some opinion or perspective that would help me make up my mind on if I plan to continue playing, or abandon the game at least until the next expansion.
First a bit about who I am as a player. I am, at my core, an avid role player. I get into MMORPGs more for the RPG part than the MMO part, and dislike anything but casual competitive play. I lack the skill to compete in PvP against more experienced and dedicated players, as well as the desire to do so. Likewise one of the largest draws of the Guild Wars series to me was, and continues to be, the lack of raids and what I have always felt raids meant. That is to say repeating content, perhaps dozens or hundreds of times, as the primary form of late game content. Because of this I have zero interest in The Fractals of the Mists dungeon. Indeed I dislike that dungeon on principle and refuse to set foot inside even once. And, of course, this means I have no need nor interest in ascended equipment.
I am writing this up because over the last few months my enjoyment of Guild Wars 2 has suffered what I consider to be a pair of devastating blows. The first came when I finally completed the personal story, and the story mode of each dungeon. My progress was delayed by a few months simply because I grew to hate the class I chose as my main, and deleted it to reroll another one. I did this instead of simply rolling an alt because for me my investment in my main is, beyond any doubt, the number one reason I play games. Arkham Creed is my online identity, the name I have used on countless forums and the character I played in every MMO of my history. It is not at all a stretch to say that if I cannot accomplish something with Arkham, I have little to no desire to even attempt it.
Arkham has long been a rouge character, something difficult in MMOs as I have a, put gently, long standing disagreement with the MMO genre over what exactly defines a stealth class and stealth gameplay. As you may imagine this meant that Arkham began as a thief, however by level sixty I had grown to completely despise everything about the Guild Wars 2 thief, not just the expectedly underwhelming stealth. Rerolling as an engineer was a compromise that still doesn’t fully sit well with me, as it is hard to reconcile who Arkham is as a character and how I envision him with the gameplay I adore from the engineer.
-edit- Strange, someone deleted their post. Oh well, I’ll just leave mine up-
Who said anything about mousing over the skill? As long as you have something targeted that indicator is there for you. And frankly I think learning the relative range of each skill is a part of mastering your build and class. I really don’t want to make this out to be a “learn to play” issue, but it kind of is.
While I don’t necessarily agree with everything you’ve said here, I will agree that it seems like greats swords, intended or not, got a degree of preferential treatment. Not only do they have what are arguably the only good looking legendary skins, most of the exotic ones look better than the legendary for other weapon types. It isn’t just daggers in my opinion; I think that every weapon type needs to be brought up to the same level as the great swords.
An option toggle to put a little text (green?) over a target’s head indicating how far away they are from you in game units.
Not to discredit your idea, but….why? Just tab or click to select your target and look under the skill icon; if it is out of range there is a little red line. Seems like a suitable system to me, and throwing extra numbers on the screen for range is not only useless, but would be confusing to the player during combat. Also green numbers are already used to indicate healing, so just imagine how confusing that would be for a new player.
I’ll be brief with my explanation for this as it has been touched on in other threads. Basically I’ve been hyped for my legendary since the moment they were revealed, and having come from GW1 was already accustomed to the long grind for prestige items. I dislike PvP and have little interest in WvW, and likewise came to the Guild Wars series specifically because I didn’t want to endlessly run the same repetitive content (I’m looking at you Fractals), so it is no stretch at all to say that even from beta I knew that the grind for a legendary would be my sole form of “endgame.”
The problem however is that I rolled an engineer. I didn’t realize it at first, but with time and experience with the profession have come to understand that for me a legendary would be meaningless. When you spend ninety-nine percent of your play time bouncing back and forth between Flamethrower and Elixir Gun whatever skin you have on your “stat stick” under it quickly becomes irrelevant, and as such I find myself with nothing to do at max level. I have no endgame.
But that is enough of my complaining. The point of this thread isn’t to vent. Instead what I would like to suggest to Arena Net is the need for something, anything, of the same caliber as a legendary weapon, but that isn’t a weapon and as such isn’t completely worthless to a kit-based engineer. I honestly don’t really care what either. But here are some ideas.
*Legendary Armor
*Legendary Accessories (providing a kind of “aura” around your character or other effect)
*Legendary Skills (cross-profession “super skills” in a similar system to the current racial skills. Most likely elite skills)
*Legendary Familiars (A mini-pet with stats or other effects that interact with your character and are equipped in a new slot on the hero panel)
*Heroes (same system as in the original Guild Wars; a semi-customizable NPC ally who takes up a party slot and follows you around. Ill-suited for dungeons, but fine for open world PvE. Possibly game-breaking in large numbers, so each player would be limited to one at a time, and each would take the effort of a legendary to obtain)
That would be so time consuming, to make so many dances, for so many different skeletons…
Great idea, if you’re willing to pay per dance move. If not, I don’t see how it’s financially sound.
Actually there has been a fairly high demand for dances and other emotes in the gem store since day-one. My girlfriend, for example, has been rather vocal about a kiss emote. And in-game weddings, but I digress…Point is role players love emotes, and have absolutely no problem buying additional ones through micro-transactions. We’ll even buy temporary and/or limited use emotes if the price is right.
(edited by Arkham Creed.7358)
I typically roll my eyes at threads about female armor simply because Guild Wars 2 has been, relatively speaking, pretty conservative with most of its designs. That said I actually rather like your idea and feel it could be amended to allow for all kinds of extra looks for both male and female characters.
If it were me, I would have it as an option in character creation sort of like norn tattoos or sylvari glow is now. You could have a verity of undergarments of various colors, as well as things like body hair for males, unisex tattoos and scars, or any number of other personalization options for your character’s “body” that wouldn’t effect the existing armor designs.
He didn’t ask to replace all Grenade Kit skills, just the first one. So you still could attack locations, walls, whatever. And you could still display your skill by throwing skills 2-5 at your enemy while running away.
Every other mainhand weapon in the game, as far as i’m aware of, has an auto-fire capable first skill, the grenade kit should have one as well.
Only engineer kits don’t. Every other weapon for every other profession as an auto attack. However the grenade kit and bomb kit do not. I can understand bomb kit because it always places the bomb at your feet, but grenades are a ranged attack. It just feels odd that it wouldn’t have an auto attack like everything else. But then, while I don’t agree that the profession is weak by any means, it seems that the engineer has been neglected in a few ways.
Mind if I ask what build you’re using? Because it seems to me that the bulk of engineer damage comes from conditions. that is why literally everything they do causes them. Yeah if you’re trying to make the damage from the attacks themselves bigger you’ll have a tough time, but if you build for condition damage I’ve found the engineer’s DPS to be huge. They’re just not a burst profession; that’s the thief. The engineer is a sustained damage profession.
Funny how you imply my lack of skill, but you’re the one asking for a direct damage buff. I’ve never had any problem with DPS personally. Further if you’re attacking walls in WvW with a profession skill instead of a proper siege weapon you’re not doing your server any favors.
Yes it is wrong, which is why restrictions are needed. No restrictions means all the customers who bought the game are going to be punished with spams. And it is far beyond a potential crime, there is years and years of data that shows that it is not a potential, it is a given fact that gold spammer will use trials to spam if there are no restrictions. There is no if about it, they will use it.
Sorry, but you do not punish the paying/paid players just so trial members can talk in chat.
This must be your first MMO, because any veteran MMO player will tell you what I just said, because they have seen it happen many many times over, other wise you would have not used the word “POTENTIAL” Heck, the gold spammers in WoW had to get creative in using trial accounts by making many level 1 characters dying in a way that spells out the gold selling website name. If they are willing to do that, what the heck do you think they would do with no chat/trade restrictions on trial accounts? It would punish the paid/paying players in a big way, and is not worth it to give trial players the ability to use chat/trade.
The only other compromise is that Trials get a server unto themselves. And if they decide to buy the game, they get to transfer their account to a non trial server of their own. On trial server there is no restrictions, other then no TP or mail since those are cross server, but they get full chat.
Firstly, I like how you keep using the phrase “paying customers” as if you are paying a subscription fee. Secondly I like how no one here is even considering an alternate method of addressing the spam issue beyond blocking chat. Hey, here is an idea; how about we restrict map chat for all players in general for a minimum of six months to prevent it. After all there is years of data to prove that if you let people post in chat a small percentage will use it to spam gold selling sites.
Alternative idea; create a database of flagged gold selling sites and auto block any post that includes those sites. Gold sellers will always find a way to post, be it using a trail or hacking accounts, but I think few will go through the trouble of creating an entirely new site for every bot. Or just instantly censor any chat post that includes a web site at all, same system they use for the profanity filter. This solves the problem for everyone, instead of just using free-trail players as a scapegoat for the next, inevitable, influx of gold sellers.
You’ve got 15 other utility skills, and two other healing skills to chose from if you don’t like how kits look. Changing the animation of a small portion of your utility and healing skills to match your weapon is just a lot of work. Besides, if you get kits to match your legendary weapons, what’s to stop the elementalists from asking for legendaries that change to match their attunement, or mesmers to get phantasms that match their legendary, or rangers to ask for pet utility skills to get special effects because they’ve got a legendary?
I don’t know. What’s stopping you from posting anything constructive?
Uhm, just curious, how do you gain access to the legendary kits? They are automatically swapped to when you’re holding a legendary weapon? If so, I’m fine with this.
That is actually a fantastic idea. We’ve already seen that legendary weapons will sometimes alter the look of certain skills used while they are equipped. So following that logic instead of having to create new legendary weapons, let alone a new category of legendary specific to engineers, they could just add kit effects to the existing ones.
I think one and three are somewhat bland to be honest, but I’d kill for two. Definitely signed on that one. I only recently came to realize that as an engineer I spend 90% of my time swapping back and forth between the flamethrower and elixir gun, and a legendary would be meaningless to me. With no self-imposed quest for a legendary, and uninterested in either PvP or an “endless” dungeon (read; ultra boring repeatable grind) I basically don’t have any kind of endgame.
I was one of the people arguing against those who made such claims in the past, but now I am starting to feel it too. Without a desire to go for a legendary, and disliking PvP, there is really nothing left for me to do between the big monthly updates.
No chat restrictions. Period. I don’t mean to attack, but that is probably the most insane and dumb idea I’ve ever heard. How in the heck to you expect to introduce new players to a social type game like a MMO if you deny them the ability to communicate and thereby socialize? That is just plain stupid no matter how you try to rationalize it.
- no map, local, guild chat only party chat allowed
And how are you supposed to get a party together if you can’t say you’re looking for one in chat? How are you supposed to get a feel for the community, arguably the most important part of a MMO, if you can’t converse with them? Seriously, I need to know, what is with all the suggestions for limited chat access?
Collateral damage unfortunately. Give unrestricted chat access to trial accounts, and the chat and whispers will be spammed by the gold selling companies, making everyone put these people on ignore constantly, and ruining the game experience for paid customers.
It would be monumentally stupid to allow unrestricted access to chat in a trial because of gold spammers, and will ruin the game experience for people who bought the game. It is a far lesser evil, almost to the point being negligible, to have restricted access to chat for trials, most people can determine if they want to buy the game or not by just playing the game and not having to use the chat. They can see chat, and see what the other players are saying, they can get a feel of the community by observing only.
I’d like to sum that up in one word, but sadly it would be blocked. Only clue; it starts with bull. That said I think my opinion on that can instead be summed up with one sentence.
It is wrong to punish the innocent for the potential crimes of another.
- no map, local, guild chat only party chat allowed
And how are you supposed to get a party together if you can’t say you’re looking for one in chat? How are you supposed to get a feel for the community, arguably the most important part of a MMO, if you can’t converse with them? Seriously, I need to know, what is with all the suggestions for limited chat access?
Assuming it is allowed, I am just going to go ahead and bump this so it gets a little more attention. I really like this idea, and still hope the developers take notice, even if for no other reason than to inspire their own -better- ideas.
Arkham, while i agree with the sentiment of the thread, you shouldn’t simply ask for a suggestion while targeting a specific player, even if you didn’t “name and shame” them.
it only invites further arguments you know
Actually I’ve had to deal with several people of that nature on here, so this is hardly targeted at a specific player. No mere troll is that important. Rather this has simply been a long time coming, and I’ve little else to do at the moment.
As the name suggests, I feel we could seriously use a block feature on these forums. Sadly trolls do happen in spite of the quality of the community at large, and I think I speak for us all when I say that we would all feel a little bit more comfortable if we had the ability to click such time-wasting users into the purgatory of silence.
Since curing a condition is really a problem for me i suggest to add cure a condition to the heal skill “elixir h”
That’s a trait. “Cleansing Formula 409.”
Throwing or consuming elixirs removes conditions from those affected.
I’m not even at step two yet. This idea is far from pefect and still very much a work in progress. i made this quite clear, if you had borthered to read my opening post at all Oglaf.
this conversation is over
and Arkham, perhaps we could work together on our ideas. I am a big time lore fan of many games, and it’s lots of fun creating ideas to expand on lore
Perhaps we could. Although my flashes of inspiration or rather random and infrequent. And again; just ignore Oglaf; he was bashing my idea literally one minute after I finished posting it, and unless he is some kind of world class speed reader I think anyone that even glances at how long the THREE posts of said idea is could guess he didn’t even read it. The content of his post only proving that. He isn’t worth the effort to debate.
really because where i come from, there is a suggestion on how to improve the idea/concept attached to the criticism.
it’s also know as constructive criticism
Just ignore him. He’s trying to derail your thread and force the mods to close it due to it becoming nothing but a persistent argument. An inventive; if somewhat obvious, troll. Ignore him and he’ll go away.
Obviously they were highly successful because I don’t see any demons around in GW2.
At least not in the quantities to cause a sudden rise in specialized Demon Hunters.
There is such a thing as expansions. And if there are no demons, I question the need for this item. http://wiki.guildwars2.com/wiki/Potion_of_Demon_Slaying
Shameless self promotion for shamelessly self promoting.
https://forum-en.gw2archive.eu/forum/game/suggestions/New-Profession-Demon-Hunter/
That would be my take on a summoner profession.
I dunno.
Are there really any demons out there to hunt? Van Helsing-esque classes don’t really fit within GW2 lore. Compare it to the Warhammer (both Fantasy and 40K) where daemons and other nasties make up a big part of the lore and Demon Hunters not only make sense, but are also an integral part of the lore.
I’m going to hazard a guess that you neither read my idea (how could you have had time? I just put it up) nor played the original Guild Wars. Demons and demon hunters are in fact a known part of the lore, and played a huge role in Guild Wars: Nightfall. I’ll quote the relevant part of my idea below so you can read it.
When it came to the theme I decided to go with something that seemed would logically spring from the game world. And to this end I turned to the Orders. We already have classes that seemed tailor made for the Vigil and Priory in the form of the warrior, guardian, thief, and the three of “scholar” professions, but what of the Order of Whispers? Where was their quintessential profession? Then it hit me; demon hunter. Anyone that knows GW lore can tell you that while the Master of Whispers was a necromancer, it was said numerous times that the Order of Whispers itself was a clan of secret demon hunters. It seemed perfect.
Combat philosophy:
Unlike other professions who sprinkle control and support into their weapon lines, the demon hunter’s sole source of support comes from their chants, while their sole source of debuffing control comes from bindings. Their weapons skill provide neither boons nor conditions, instead supplementing damage with position altering and forcing effects. By this I mean knockdown, knockback, pull, and launch. The hunter’s combat philosophy is not one of direct damage, nor of stacking degenerating conditions, instead the focus is on deliberately forcing or altering enemy positions. I do not mean that they prevent movement with conditions like immobilize and cripple, no, their focus is not on keeping you still, it is on moving you where they want you. It is the “wrong place at the wrong time” profession, the anti-positioning profession. The last remaining hard counter.
The profession mechanic:
Okay, now for the big one. demon hunters do not fight alone. They, like rangers, are followed by a persistent, controllable, pet. However a ranger pet and a demon hunter pet could not be more different. Instead of taming animals, demon hunters commune with lesser demons, known as sprites, whom follow them. These sprites, male and female, are elemental spirits similar to classical fairies or pixies, small humanoid creatures with wings and insect like features. As said they are elemental, and there are the expected four types, fire, air, water, and earth, with a male and female model for each. They do not attack on their own like a ranger pet however, instead acting as buffers and debuffers depending on their stance.
A sprite can be place in one of two stances (F4 to toggle between them), in their aggressive stance they stack a debuff on the hunter’s target, burning if a fire sprite, chill if a water sprite, confusion if a wind sprite, and bleed if an earth sprite. When in their passive stance they instead apply boons to the hunter, fury if fire, regeneration if water, swiftness if wind, and protection if earth. Unlike ranger pets, sprites have two manually triggered special attacks (F2 and F3). These attacks are universal to all four types of sprite, so the choice of element is based solely on what boons or conditions the hunter wants randomly applied.
The F2 attack is a powerful ranged pull, grabbing and yanking a single target to the sprite’s location. Conversely the F3 attack is a rapid charge/dash attack with a knockback component, the sprite darting directly forward from its current position and slamming into the first foe in its flight path, knocking it directly away. This is not a targeted attack, it is a single direction dash that always moves forward in the direction the sprite is facing when the key is pressed.
Finally we have the F1 command. This is the most important one. It is an area targeted move command, (compatible with quick casting) that instructs the sprite to quickly move to the target location. However if pressed and held the sprite enters follow mode, following not the hunter, but the player’s mouse pointer. Using this ability the hunter/player is able to direct the sprite into exactly the position s/he desires even to the point of being able to direct the desired or most optimum flight path in real time. This is, in my opinion, the ultimate in pet micro-management. In a game where positioning is arguably the most important aspect of combat, and with a profession who’s abilities are based so heavily on positioning, the power to move your NPC helper exactly where you want them, exactly when you want them, is extremely desirable.
This, of course, leads to some rather interesting synergy between pet and player. Imagine being able to position your pet directly behind a distant foe and knock them to you, yourself able to knock it back, in essence playing a game of catch with your foe’s body. Imagine being able to slam a foe off a capture point from a distance, perhaps even from a hidden or highly defended position. Imagine being able to drag a foe not to you, but to the side and off a cliff. Imagine being able to knock two foes in two different, yet very specific, directions at the same time. Imagine the chaos you can create with such control not over damage or conditions, but instead by being able to directly affect the positioning of your targets.
Well that is my idea anyway. I’ll leave you with a video that had a part in inspiring this, and welcome any (polite) criticism and discussion.
http://www.youtube.com/watch?feature=player_embedded&v=52ZC3wd-Aa4
(edited by Arkham Creed.7358)
Main-hand weapons: Axe, Sword, pistol.
Off-hand weapons: Torch, focus, dagger.
Two-handed weapons: Great sword, rifle.
I chose these weapons because they seemed to fit the theme. A living demon hunter would mix classical arms like swords with more modern tech like pistols and rifles. The axe seemed a natural choice because of the inherent efficiency of its brutality, and daggers seemed a natural off hand. The torch is a most for lighting the dark places where demons dwell, and the great sword is a symbol of knightly honor and crusading for justice and righteousness. I opted to keep pistols as a main hand weapon because we all know that as soon as they can be dual wielded everyone will do that, at least initially, and I don’t want any weapon set to be preferred over another even if only because of the “rule of cool.” Finally the focus offhand, in addition to showing the more magical nature, harkens back to classical slayers and hunters marching into battle with crucifixes and vials of holywater.
Special Utility skill types.
Chants and echoes: A return of the system used by GW1’s paragon, chants initially behave like supportive shouts, providing a boon to the chanter and surrounding allies that lasts a few moments. However instead of instantly going on cooldown, once used a chant is replaced on the hunter’s skill by a corresponding echo for the duration of the chant. Once triggered an echo removes the chant, but in its place creates a powerful effect, similar to a mesmer’s mantras that must be charged and then activated. For example a hunter could use the chant “Song of Restoration” to provide himself and his allies regeneration, but then end this chant by using “Final of Restoration” for a quick burst heal to themselves and extended duration of the regeneration effect on allies.
Bindings and exorcisms: A thematic return of a ritualist’s spirits, bindings are not dead human souls as they were in GW1, but rather spiritual version of demons from GW lore such as The Margonites. Opting to fight fire with fire, hunters bind defeated demons to act as immobile, ground targeted, AoE debuffs. These bound creatures do not attack directly like a turret, but rather at as persistent condition fields, spreading debuffs like poison or cripple to any nearby enemies. This is another “replacer” skill type, in that post summoning a binding ritual is replaced by a corresponding exorcism. Bound demons can be safely defeated and destroyed, and will soon expire on their own, however if exorcised by the hunter they create one of two types of “rifts.” A rift does not persist, but instead acts as a single magical shockwave, delivering its effect to all surrounding foes. The two types of rifts are repulsive rifts, and attractive rifts. As their names imply these do not spread or apply conditions, but rather act as knock effects. A repulsive rift is a type of remote, ground targeted, knock back bomb, throwing foes away from its center, while an attractive rift is an area pull, yanking all surrounding foes into its center. These can be used to clear capture points in PvP, grant breathing room in PvP or PvE, force foes out of beneficial AoEs, and bunch them into harmful AoEs.
(edited by Arkham Creed.7358)
Original post found here: http://www.guildwars2guru.com/topic/39829-new-profession-idea-demon-hunter/page__hl__demon%20hunter
When I decided I wanted to come up with a new class I first looked at what we had, and what about those professions could be changed into the missing archetypes and playstyles. I soon realized that we were missing a few pretty major archetypes that I will list below.
Adventuring mage. By this I mean a mid-armor profession with a focus on magic. It could be argued that we have this already in the ranger, but the ranger is only a secondary mage, and more of a shaman or druid, not an overtly magic focused profession.
Micromanager. We have a few options when it comes to pet classes, the ranger being the primary one due to the common usage of pet, but technically speaking the necromancer, engineer, elementalist, Mesmer, and even guardian all of pet mechanics. However what we lack in the pet department is a profession for those who really like the nitty-gritty of micromanaging a pet. Sure most professions have some sort of “post summon” effect they can trigger and a ranger can have their pet take different stances, but ultimately there is no place for a pet player who want massive amounts of control over pet behavior.
The final counter tactic. It is no secret that GW2 gives us loads of options for control and area denial across several professions, however with this new-ish combat system that has such a massive emphases on movement and positioning we find ourselves in need of a new form of counter; the positional counter. We have movement denial in the form of cripples and snare, and some degree of positional denial in the form of knocks, but with such a strong focus on being in the right place at the right time we really need, in my opinion, a profession heavily based around forcing opponents to move, one way or another.
When I noted these three factors I decided to come up with a profession that would fill all three missing pieces. For inspiration I took a look at GW lore, but also other games, and I won’t lie; a lot of inspiration for this came from the recent fighter Soul Calibur 5, and a specific character therein.
When it came to the theme I decided to go with something that seemed would logically spring from the game world. And to this end I turned to the Orders. We already have classes that seemed tailor made for the Vigil and Priory in the form of the warrior, guardian, thief, and the three of “scholar” professions, but what of the Order of Whispers? Where was their quintessential profession? Then it hit me; demon hunter. Anyone that knows GW lore can tell you that while the Master of Whispers was a necromancer, it was said numerous times that the Order of Whispers itself was a clan of secret demon hunters. It seemed perfect.
Stylistically speaking these guys and girls would be rugged and stoic, the hardened hunters of evil. But the look of the profession would come almost exclusively through their armor, so I need not worry about that. Instead there are things like weapons, themes, and of course the all-important profession mechanic. I’ll start with the simple stuff, list the weapon, the get down to the overall profession philosophy, skills, and then explain the profession mechanic.
Funny, my flamethrower must be the exception; I destroy everything with ease and have some of the highest sustained damage around. Maybe the problem isn’t the kit, but rather the build you are using it in? Just a thought.
That said I do agree that the constant “miss” spam on the screen if you’re not perfectly alined with your target is annoying could stand to be fixed. But really that is the only issue with the flamethrower. Also the whole “three target max” thing is odd to me, perhaps it is different in PvP; I’ve not tested it against large groups of players so I can’t say, but in PvE it burns EVERYTHING. Way more than just five targets.