Showing Posts For Lonami.2987:

How would you redesign the elementalist?

in Elementalist

Posted by: Lonami.2987

Lonami.2987

Something like virtues, maybe? So when an attunement has no cooldown, you get a passive effect.

It would encourage not to switch attunements though…

It need to be more when your not running tempest (any other elite spec) you should get an added effect. All the classes that did not lose a F1-5 effect to get a new one needs something for there core class or there is no core class.

For core ele maybe atument swaping effect would fit but it needs to be more then 0 globle cd on atument swaping. I am not sure what could be added ontop of that though.

I don’t think that will be fixed until we get another elite specialization.

Meanwhile, what about revamping tempest to make overloads change depending on the active weapon? They’re kinda dull and boring in their current state, and giving them unique skills depending on the main-hand weapon could be interesting.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

New ES Idea: BARD

in Mesmer

Posted by: Lonami.2987

Lonami.2987

I have a similar idea:

Minstrel

  • Weapon: Shortbow.
  • Utilities: Orchestra.
  • Mechanic: Violin/Cello kit.

The shortbow is played like a harp, and its magic illusory arrows chase targets and can hit them from multiple sides.

Orchestra are summoned floating instruments, that act kinda like AoE turrets. Once deployed, their slot skill unlocks a new control skill for additional effects (like spirit weapons).

The violin/cello kit provides extra skills, and also changes orchestra slot skills providing a shatter option, where they are destroyed. Said extra skills replace your weapon skills, and let you “play music”, giving different types of buffs.

Oh no, another boonshare!

The minstrel wouldn’t be exactly a buff giver. Instead, he would transform conditions applied to allies into boons, and also heal allies depending on the number of boons. So, he needs boons to work well, but he doesn’t actually provide said buffs in quantities high enough to make a difference.

So, it’s kinda of a healer if you think about it. If this is too bland, an alternative is to make it a damage-denier, as in, instead of healing, he blocks enemy attacks or reduces their strength.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

How would you redesign the mesmer?

in Mesmer

Posted by: Lonami.2987

Lonami.2987

I think the key points of my rework would be this:

  • Utter reliance on clones to protect yourself. In fact, you cannot be killed while they’re up.
  • In turn, utter reliance on clones to do anything at all. Clones only get used up by the strongest abilities, but everything but your AA requires X amounts of clones present or won’t be usable.
  • Shatters are a goner. The above is the class mechanic, including the UI for it.
  • F1 is a low-CD ability to spawn a clone against your current target.
  • Clones are 0 damage 0 effect, die in one hit, but it has to be a targeted attack used while targeting the clone. Also they use abilities, but only their target can see them – as in, to bystanders, the clone is blindingly obvious, while to the target it moves, dodges, uses skills, has boons, has conditions, etc.
  • F2, F3 and F4 swap with clone 1, 2 or 3 respectively, shared CD.
  • Skills no longer spawns clones/phantasms. Phantasm skills target a clone and temporarily empower it.

Those are some pretty interesting ideas. I would remove illusions being locked to targets though, unless you can spawn endless illusions now.

Only problem I see with these ideas is that they could lead to too chaotic mechanics, but still, they’re worth a shot.

Give Mesmer dual pistols like I thought the class was going to have when the game first came out.

Yeah,main-hand pistol should be an addition to the core profession. I hope future profession updates add more than just new elite specializations :/.

I’d just like some kind of elite that would temporarily turn enemies into alies so I can WOLOLO people in WvW

Copies of the enemies, which either chase and attack them or reflect damage and/or have a ton of retaliation could be kinda interesting.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

How would you redesign the necromancer?

in Necromancer

Posted by: Lonami.2987

Lonami.2987

I feel like the reaper shroud falls very short in condi builds. Its great for power builds but kinda sucks with condi. I think it was designed back when chill was doing a ton of damage and its condi components were balanced with that in mind, but then chill damage got nerfed a huge amount, while the shroud application of it remained the same.

So 1st and foremost, I would give reaper shroud, or any shroud, equal footing regardless if the player runs power or condi builds, perhaps via traits, or shroud skills themselves.

The entire reaper traitline was never designed with condi in mind. cNecro just takes reaper because the shroud is better (core shroud is a joke) and shouts. If it wasn’t for reaper’s shroud and shouts no condi necro would ever touch the spec.

The problem with reaper (and pretty much every other elite spec except druid) is that there is no synergy between weapon skills, slot skills, and mechanic skills, which leads to weaker roles.

The reaper would need a redesign where the greatswords matters for the elite specialization. Maybe redesign the whole elite spec around chill, making greatsword and shout skills deal more damage against chilled enemies?

Then move the original reaper shroud to core as one of the options, and give reaper a new frost-themed shroud where chill also plays a big part.

Skills that consume chill stacks could be interesting, too, so the gameplay becomes about chilling enemies to then strike them or consume said chills for a special effect, like freezing enemies in place or whatever.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

What would you like to be rangers next wep?

in Ranger

Posted by: Lonami.2987

Lonami.2987

Main-hand dagger should be added to the core profession with the main-hand sword skills, and then they can add main-hand and off-hand sword with new skills that don’t move you so much.

As for the weapon, some elite specialization with main-hand and off-hand spear would be awesome.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

How would you redesign the guardian?

in Guardian

Posted by: Lonami.2987

Lonami.2987

What about a spirit weapon redesign, where instead of being this dumb minions, they are addons that attack together with you?

They would stick near to you (kinda like gyros) and only attack when you do, and to the same target, with their slot skill providing an extra skill. Maybe even remove them as minions you can target, and make them a visual effect like the function gyro.

Check this original artwork. Here it looks like the spirit weapons are an extension of the guardian, instead of autonomous individual entities.

So, when you summon the sword, it appears, floating behind you, chained to you. Now, when you attack, the sword attacks too, but it won’t move from its position near you, and the enemy won’t be able to target it.

The extra skill provided once summoned could be redesigned to provide additional utility, instead of just stronger attacks. The idea is to make spirit weapons a small but constant dps boost.

These new spirit weapons could last forever, disappear after a while, or disappear once you use the special skill.

As for the two missing spirit weapons, a few ideas:

  • Healing: A spirit chalice or a censer, which provides passive healing to all nearby allies. Special skill heals for a considerable amount, but deactivates the passive bonus.
  • Elite: A spirit spear or lance, which cuts through enemies. Special skill fires the lance to the enemy target, knocking him down and then immobilizing him as well.

Most definetly and absolutely: Gimme Spear and Trident or their equivalents on Land instead of just underwater !!!!!!

Seriously, they are good weapons, 1 utility, 1 melee with some unique mechanics, just adjust them to function on land and off we go !

Dual 1h spears need to happen, for the core profession. They could provide the much needed ranged weapons we’re missing now. Trident could be saved for a later paragon-like elite specialization, still 2h.

I’d love to give them more capabilities for stable boon share, because this is what they were made for, not Revenant.
Perhaps tomes as kits for some more interesting rotations, some kind of a mechanic that is similar to what Berserker and Druid offers (instead of tomes if it’s possible)
Also give them something extra for symbols, make’em follow a guardian like warrior’s fire field on torch.

I think this would be addressed better through an elite specialization, just like the herald and the druid. Check my Sunspear idea, which is focused on leadership and boon support.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

Raid Normal/Hard Mode

in Fractals, Dungeons & Raids

Posted by: Lonami.2987

Lonami.2987

Easy/Normal/Hard modes are necessary, because without them, raids won’t be profitable. You need an easy mode so that players can learn the encounters at their own pace, and you need a hard mode because let’s face it, raids are a joke for good teams.

See my post above, where I explain how based on their previous statements, anet would have to nerf raid rewards if they implemented easy mode. Hardly profitable as you claimed.

Profitable for ArenaNet, not the players. Easy mode raids could give no loot whatsoever for all that matters.

It definitely needs to happen for a lot of reasons – from accessibility to story to keeping raids more relevant for larger groups of people. Most of these points have been raised MANY times in the past year. It really is in the hands of the devs now.

Be wary, however – the general reaction to these topics in this particular subforum is often less than cordial. The general strategy is often to shame (“its already easy – you must suck at the game” style comments) or insult people asking for this until they give up.

With that in mind, I am glad to see the topic resurfacing on a regular basis. It’s important that developers know there is a desire for this in the game’s community – despite the trolling and attempts to shut the conversation down.

Except the fact that the conversation was nailed by the Raid Team long time ago.

https://forum-en.gw2archive.eu/forum/game/dungeons/A-Suggestion-For-Raids/first#post6403471

And they’re wrong, and making a mistake, just like they’ve done other times before.

Simin i might agree, but mainly because to the history of bugs that encounter had. Lupicus, if you didn’t try to do him the “pro” way, wasn’t all that hard even before HoT power creep. And both of those encounters were on the most difficult end of what dungeons had to offer – you’re conveniently ignoring here the other end, like AC’s Colossus Rumblus.

I don’t care about the easy bosses. I’m sick and tired of reading about the dungeon accessibility and how people want a raid “mode” of dungeon difficulty, when in reality they want AC/CoF P1 difficulty. At least be honest and don’t hide.

If you don’t care why are you discussing about them anyway? Just move along and stick to normal mode, or try your luck with hard mode. Those “challenge motes” could be a separate harder mode easily.

This “muh exclusive content” elitisim will not lead anywhere healthy.

You want a hard mode for your raids? sure >
Fighting 2 vale guardians at once
Gorseval will bring ruin to the world every 30 seconds
The a flamewall will be spinning around sabetha permanenta, a double one at 75%, a triple one at 33%

I’m all for it. We need really crazy stuff that barely anyone can complete. However, it needs to be an extra mode for already existing content.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

I miss hardcore world bosses

in Fractals, Dungeons & Raids

Posted by: Lonami.2987

Lonami.2987

Hell no, I don’t want to look at LFG chat to find a good map and keep waiting for the next one if this has failed. Since you can’t pick your groupies in open map.

Hardcore world boss would only cause most of the people to stay away from them unless they want a pain in the kitten .

The key is to let the ones organizing invite their squads easily, or instance them.

I think the Shatterer style update is Anet’s likely future direction for world events… events that are doable by the mindless zerg, but having achievements that require a higher level of coordination.

I feel that’s a fair compromise between the two extremes.

The Shatterer is an easy boss, a normal mode boss with a decent difficulty. It what all normal world bosses should be.

However, it’s not a compromise at all, since it barely reaches the difficulty of Tequatl or Triple Trouble.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

Revenant elite spec idea: Hierophant

in Revenant

Posted by: Lonami.2987

Lonami.2987

More information on hierophants, and a few changes as well:

  • The hierophant has a new mechanic, relics, and a new legendary stance, the Legendary Imperator Stance.
  • The new legendary character is Bonfaaz Burntfur, a Flame Legion shaman known for leading the charr armies against Ascalon during GW1, and summoning the Searing.
  • Complete name is Legendary Flame Legion Imperator Bonfaaz Burntfur.
  • The imperator legend is heavy on conditions, specially burning and blind.
  • Each legend has its own relic, and imperator isn’t really mandatory to be an efficient hierophant. Different relics have different roles, and you won’t be locked to a single build. Relics for core legends are described in the second post of the thread, and aren’t changing too much.
  • The imperator relic, the Searing Cauldron, is now simplified from the previous version. The skills now summon constantly either a fire field, a lightning field, or a dark field. The idea is for the cauldron to be combo support.
  • Imperator slot skills have all different synergies with the cauldron relic, like a fire shield spawned at the relic instead of the caster.
  • Imperator slot elite skill is a miniature Searing, where both the hierophant and the relic channel the skill. If one suffers crowd control or dies, the skill is cancelled.
  • Torch skills are designed to provide support mechanics for the active relic.
Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

Griffon Pet

in Ranger

Posted by: Lonami.2987

Lonami.2987

Add raptors to the list as well!

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

How would you redesign the ranger?

in Ranger

Posted by: Lonami.2987

Lonami.2987

Overall I feel as though the Ranger’s pretty solid, the problem is that ANet at the same time tries to make the Ranger and Pet both one being and totally separate beings and that just ends up making them this weird… grey.. mass of… not super functional. Yet by doing this it would allow the ranger to keep their utilities for themselves and make the pet actually viable.

Been thinking about that, too.

Maybe the way to fix the pet is not to further separate the ranger from the pet, but instead make them work better together.

For example, what if some weapon skills affected the pet as well? Either instantly, by chains, or combined. Some examples

  • Instant skill: The pet goes into a frenzy. Similar to the slot skills.
  • Chain skill: First step, the ranger rolls backwards. Second step, the pet launches against the target to knock it down.
  • Combined skill: The ranger stabs the enemy, making him bleed, and the pet bites him, making him bleed too. If both hit, extra bleeding is applied.

The idea is that instead of a standalone element that chases enemies around, the pet stands by your side, and is an extension of your weapons. Imaging having a floating sword that attacks together with you. Now change it for a pet, and that’s it.

Pets would need to be reorganized, and get specific skills for each of these situations, based on family or weight. AI would need to be improved as well, so specific pets stay behind you, or position themselves behind the enemy to flank him while you face him.

Pets chasing the enemy would disappear, or be restricted to specific pets only. Since the pet now stands by your side, it could have health removed altogether, and be made immortal, still suffering knock downs and such, or keep the health but adjust it depending on the role, so they die faster or slower depending on what they are meant for. All other stats would be removed, and the pet wouldn’t have damage of its own, basing it on the specific skills and ranger’s attributes instead.

All the pet commands would be gone too, since the pet would always stand by your side, and only move to perform skills and then come back. All pets would move faster than you, and never be left behind easily.

The only problem with this idea comes during situations where the ranger is using a longbow, and the pet is melee-only. Maybe stay defensive, and apply a passive stance bonus to the ranger? Need to think further.

I still think this could be a good idea to fix the pet mechanic, but it needs more work.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

How would you redesign the necromancer?

in Necromancer

Posted by: Lonami.2987

Lonami.2987

I’ve been playing GW1 lately and I kinda miss the minion master gameplay. Somehow, I feel like that role was stolen by the mesmer and the illusions.

Minions are part of the core profession, so if we ever want some minion master gameplay, it should be through a redesign to the core profession. It could be good as a mechanic, but we already have the shroud, and I wouldn’t like to remove it.

Maybe just let us spam more minions easily? And make them spend life force to be summoned so it’s not abused? Maybe redesign all weapons so all of them have a minion-summoning skills, kinda like mesmers do with illusions? I don’t know.

Another option is to get a new elite specialization where we have swarm pets (idea here) but then again, that wouldn’t really bring back the minion master.

Isn’t the reaper gs pretty tanky?
We have a blind field, lots of chill, an AoE pull… it sounds tankish for Guild Wars standards.

No. Reaper GS has no blocks, no evades, no immunes, relatively little blind (it’s only four blinds, and it’s on a 25 second CD), and the AoE pull is a pressure tool, not an interrupt/defensive tool. It has poor lifedrain potential (slow attack speed doesn’t synergize well with Vampiric/Vampiric Presence) and has no boon generation for the sake of Blighter’s Boon. Gravedigger’s lifedrain is rarely applicable in real combat. Its lifeforce generation relies on striking multiple targets in melee.

In reality, Greatsword is likely the Necromancer’s least tanky weapon. Axe, Scepter and Staff all allow you to act from range, and Dagger has a high attack rate for generating BB/lifedrain and an actual genuine lifedrain tool.

Reaper should be redesigned towards something like a “dark knight”, tankier and with more melee capabilities. Maybe even move the reaper shroud back to the core profession as one of few selectable shrouds, and give reaper a new tankier shroud.

Since I suggest making shrouds customizable at core, the reaper needs something more than just a new shroud, so I would give him “burst skills”, similar to those of the warrior, and then include that scrapped greatsword skill where you drove the greatsword into the ground, which was just awesome.

So, pretty much:

  • F2 burst skills based on weapon, they spend a lot of life force, and generally can’t be used while moving. Pretty bad to get hit by them.
  • Slower gameplay, with redesigned greatsword skills, and more chilling, applied to both you and your victims.
  • Reaper shroud moved to one of the core options, replaced by new shroud that leaves ice fields and can freeze enemies in place.
  • Some lifestealing could be interesting as well, as would be some kind of shadowstepping, that would reinforce the original theme of a “scary monster slowly chasing you”. Stealth would be too much, though it fits as well.

I believe a lot of what holds necromancers back is the damage ‘sponge’ aspect of death shroud. If it acted like Celestial Avatar to where you could still take damage while in shroud, and be compensated by availability of utility skills and evasions/defensives in line with say an elementalist we would be in a much better place.

I don’t think that’s the answer. The transformations feel better with an additional resource that gives you more health, but it’s also required to be spent for skills. Makes you think twice before spamming skills, and also punishes you for getting damage.

I think we just need more ways to spend life force.

I’d also love to be able to customize the looks of the pets. They all have that same “fleshy” look. It’d be cool if their was an option to switch them to skeletal versions or demonic versions or something.

Elite specializations should be used to upgrade the aesthetics of those things, in my opinion. Same for turrets, banners, etc.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

How would you redesign the engineer?

in Engineer

Posted by: Lonami.2987

Lonami.2987

That’s pretty interesting. Sounds too crazy with the amount of skills each turret would have, but the core idea could be repurposed to other more viable options.

I really do think minions and other AI related elements should be simplified and their functionalities moved to the player if they can’t work properly.

Another option is to make sure you sacrifice something in exchange of them, so they don’t get constant nerfs. In the case of the necromancer, making minions cost life force is the best way, but with the engineer we don’t have something clear to sacrifice for deploying turrets.

If we go the way of the kits in the mechanic bar, requiring a turret kit to use turrets properly could be said sacrifice. So, nerf turrets when you aren’t using the turret kit.

why are people putting up these threads in different profession forums. every class is basically fine, they need their useless traits/skills buffed, but nothing as drastic as a redesign.

It’s just for fun. Talking about redesigns also helps us identify problems with each profession, and open the way for potential new mechanics.

I don’t think redesigns will ever happen, at least not in a long time, though I think they’re necessary to a point and really wish they did.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

Dualest (elite idea)

in Thief

Posted by: Lonami.2987

Lonami.2987

The problem with giving thieves a brawling spec, is that Shortbow exists. Thieves are the highest mobility class in the game, and giving them teamfight capabilities will likely turn thief into the god class of the game.

I wouldn’t mind if shortbow 5 was nerfed or something. It’s just too good you feel forced to carry it just for mobility no matter what.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

[ELITE CLASS] the death Knight

in Necromancer

Posted by: Lonami.2987

Lonami.2987

Sorry but i dont think Anet will ever change armor classes with e-specs. So every of our future e-specs will be light armored.

I honestly like the idea of changing armor class with especs but I don’t think it’s very realistic at all. There’s likely a lot of backend changes that would need to be made for relatively little return.

I don’t think it would be hard at all.

However, it wouldn’t be good to force people to change armor sets. I think the end goal should be for armor weight to be removed altogether, letting anyone equip any skin (limiting combinations to those of the same skin-weight).

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

How would you redesign the engineer?

in Engineer

Posted by: Lonami.2987

Lonami.2987

It was suggested above, but following the “kits in the mechanic bar” idea, what if we got something similar for slot skills as well?

For example, a turret kit, that changes the slot skills instead of weapon skills, or both, giving you a wrench in the main-hand to repair turrets.

So, you would have:

  • Two kit slots.
  • Two types of kits: Weapon and Device.
  • In the first slot, you would be able to equip weapon kits.
  • In the second, weapon or device kits.
  • Weapon kits: Flamethrower, Grenades, Energy Cannon (Mortar redesigned).
  • Device kits: Turrets, Mines, Gyros.

However, this would probably lead us to the same problems revenants have now with slot skill customization. Instead, an alternative is to leave slot skills alone, but add kits that improve said slot skills. For example:

  • Mechanic kit: Lets you repair turrets, and unlocks former tool belt skills for them. Main-hand wrench, and off-hand welder. Based on the Tool Kit.
  • Minesweeper kit: Allows you to detonate mines remotely, instead of waiting for enemies to walk over them. Dual-wield minesweeper, detects invisible enemies, mines, and traps, and has an option to deactivate mines and traps.
  • Remote Controller kit: Scrapper-only. Lets you command gyros manually, unlocking former tool belt skills for them.

Related family skills would change when wielding one of these kits, allowing former tool belt functionality, or new abilities. So, a placed turret would have a different skill when you equip the turret kit.

These kits wouldn’t be really worth equipping unless you’re running a full build of said slot skills, but they wouldn’t be useless either.

As for gyros, I think giving they should get a treatment similar to that of mesmer clones and phantasms. You would have specific gyros, summoned by slot skills, and then generic gyros you would summon automatically every few seconds, with a maximum of 3 at the same time. This would give the scrapper a distinct mechanic, no matter your slot skills. Said generic gyros would replace the function gyro.

Finally, we’re missing a slot skill family. We added mines, but we removed kits, so there’s one slot. An option is to make grenades slot skills instead of a kit, and upgrade them with chain effects so you can throw multiple of them in a row. The grenade kit could then be replaced by a heavy machine gun kit, providing a mid-range weapon kit in contrast with the melee flamethrower and the long-range energy cannon.

Spending the last two weeks or so thinking on this.

Pretty much the one thing I feel strongest about is that a cap on the number of kits you can have slotted is a must. There has never been a happy medium between kits and the other skills for as long as I’ve played (which is just under 4 years) Either you have nothing but kits (and Supply crate/Healing Turret) or something like classic Static Discharge or spvp turrets that eventually gets a whole line of skills getting nerfed. If the rest of the engineer utilities are no longer directly competing with kits for a skill slot, then Anet won’t have to dance such a delicate dance of trying to make a utility with two skills as good as as one that brings six without out being broken.

Now, whether that means removing or cribbing the Tool Belt and making kits like legends and attunements, or simply preventing the player from slotting more than 2 of them I’m not sure, I think there are pros and cons to both. But I really think this is one of those cases where removing actual choice (i.e. bringing more than 2 kits) would translate to more effective choices in terms of builds and meta.

Sometimes less is more, indeed.

I think most of the tool belt skills are just bad, and wouldn’t be missed. The ones that are good can be moved to new slot skills, added as chained skills (elixir drink + then throw), or merged with kit skills.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

Elementalist elite spec idea: Dervish

in Elementalist

Posted by: Lonami.2987

Lonami.2987

They werent farmers and they didnt help common folk wiht their crops and fields…
They were holy warriors specialized for combat and battle, they used earth prayers for self preservation as well as releasing sand storms appon their foes. They used wind prayers to enhance their speed and combat abilities.

In GW1 you help Melonni commune with the earth to know why the crops and the cattle aren’t doing well.

On top of that their faith was unshakable, and fully dedicated towards the human gods.

Which is why we won’t get dervish. Dervish would be nonsense for all every race but humans.

Human gods have long since been gone, that’s why in this idea they don’t follow gods anymore, focusing on elements exclusively. The guardian works in this same way regarding non-human faith.

GW1 had lot of enemies with dervish roles, many of them non-human and non-religious, too.

Yea, i love the idea of a dervish melee self-sustaining role for elementalists. Eles dont have that kind of role with the nuedering of D/D.
I could see mantras being tied to current attunement, like glyphs are. Have different mantras for mobility, damage, sustain, CC (all self-buffing, maybe traited to make them AoE splash to allies) and have them all be called down on yourself rather than enemies, so its kind of a PbAoE effect.

Yeah, that’s the idea, a frontline melee fighter, able to tank if needed too.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

How would you redesign the revenant?

in Revenant

Posted by: Lonami.2987

Lonami.2987

I feel the problem has always been the locked heal utility and elite. On most every legend I like only maybe 1 or 2 of the 5 skills I get with that legend. Yet on every other class I get to pick from a wide range of heals utilities and elites to suit my playstyle/build.

I think it just needs several more choices of heals utilties and elites to pick from for each legend.

I think the revenant’s worst problem is that they went too far with the cool factor. It’s good, and it’s important, but it should never clash with mechanics, and it’s pretty obvious it did with the revenant. They went too far with the “GW1 nostalgia” and didn’t build a robust core profession. And yes, it really feels like Glint and the facets were done first, with the others next.

I agree that losing so much slot skill customization hurts the profession a lot. Maybe the answer is to transform legends into kits, as in, not make them be the core thing. Let me elaborate:

  • The revenant gets a full set of customizable slot skills, inspired by the ritualist. This includes the classic turret-like spirits, and other skills.
  • Legends work like kits now. You can carry two legends at once, each on its own button, F1 and F2.
  • When you equip a legend, slot skills change to what we have now. Just like engineer kits, except for the slot skill bar.
  • Legend skills would need a rebalance and such.

If kits don’t feel engaging enough, or just too similar to engineer, another option is to use a new mechanic. I’ve used one in my hierophant elite spec idea which I call the “Relic”, which is pretty much an object-like pet. In that idea, I remove Ventari’s Tablet and adapt it for the relic system, but maybe it could be used for a core profession revamp instead. Elaborated:

  • Revenant gets fully customizable slot skills, like any other profession. The pool of said slot skills could be smaller than that of other professions, including 3 families instead of 5 (18 skills instead of 30).
  • Legends aren’t “states” now. Instead, each legend button summons a relic, an allied object, like Ventari’s Tablet, the Tome of the Rubicon, or the Apocrypha. Each legend has its own relic.
  • Once summoned, the relic changes the slot skills of the user, which become a control panel for the relic, between other things. See Ventari’s Tablet again.
  • Legend skills that don’t work well inside a relic would be adapted for outside-of-legend usage.
  • Only one relic can be active at a time. Once summoned, they can be destroyed by the enemy, by using the elite skill, or by summoning the other relic.
  • While the relic is active, the revenant gets a minor boost, and a visual upgrade, reflecting the current legend.
  • Relics can be paused, letting you use your normal slot skills without destroying the relic. Passive benefits stay in paused mode.

Some ideas for the relics:

  • Ventari – Ventari’s Tablet: Pretty much what we have now, with better movement controls, or maybe no movement at all, having teleports instead.
  • Jalis – Tome of the Rubicon: Legendary dwarven book from GW1. Skills would be pretty much the same as of now.
  • Mallyx – Apocrypha: Graven Monolith. You would be able to command it to change form, from a tablet to different types of minions which actively attack your enemies.
  • Shiro – Shiro’s Blades: Two floating swords. You would be able to command them to dash or whirl around the battlefield.
  • Glint – Flameseeker Prophecies: Depicted by a floating scroll. Placed facets would work as they do now, but consumed facets with aoe effects would spawn at the scrolls, except the elite which would work as it does now.

Some of Mallyx’s and Shiro’s slot skills would be moved to core revenant, but most of the current skills would remain inside legends.

This would provide a new unique gameplay for revenant, kinda reminiscent to ritualist ashes from the ritualist.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

How would you redesign the elementalist?

in Elementalist

Posted by: Lonami.2987

Lonami.2987

A summary of my first ideas, with some changes:

  • Added weapon swap.
  • Weapon skills across attunements normalized. This means the effect and mechanic of each skill will be the same no matter the attunement. Cooldowns are shared too, but get reduced when you switch attunements, promoting attunement switch.
  • Now changing attunement while using a chain skill does not cancel it, and instead continues the chain in the new attunement. Channeled skills are continued as well, stacking time and changing to the new attunement’s effect.
  • Conjures removed. Greatsword, Shortbow, and Shield added as new weapons for the core profession, their skills inspired by removed conjures.
  • Swords added for the core profession as well, allowing direct melee combat with cleaving.
  • Glyphs summoning elementals removed. New slot skills, minions, which aren’t affected by the current attunement, like signets and shouts.
  • Glyphs reworked for support roles, similar in style to those of druid.

The basic idea is to simplify weapon skill variety across attunements, in exchange of weapon swap and combo mechanics when swapping attunements. Normalized weapon skills across attunements would make balance and design easier, too.

Conjures have always given multiple problems, so replacing them by weapons should be a natural evolution, specially if we get weapon swap. Glyphs can then be repurposed for simpler yet more useful support roles, and summoned elementals moved to an entire new family thanks to the hole left by the removal of conjures.

As for trait lines, if we are to keep them, element-based lines should be gone, replaced by something that doesn’t discriminate by attunement, instead focusing on weapons and roles. All attunements should be useful no matter your build.

I wouldnt go so far as redisign from ground up, but a few changes I would like to see would be higher base HP at least 15k base, and a higher base def something better then the 1800 we got now.

Base health should be adjusted for all professions, really. It’s just ridiculous in many cases.

Exact current numbers here: https://wiki.guildwars2.com/wiki/Health#Base_health_by_profession

@OP: you’re posting this in every profession forum?

I wouldn’t change a thing — I love the elementalist mechanics just the way it is!

I did, check the first post for the links to the others ^^.

Core ele needs an added effect on its swaps that is lost some how when the atuments are changed for elite spec. or some type of build in cdr to atuments and or global cd that is lost for running an elite spec.

Something like virtues, maybe? So when an attunement has no cooldown, you get a passive effect.

It would encourage not to switch attunements though…

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

How would you redesign the thief?

in Thief

Posted by: Lonami.2987

Lonami.2987

I’ve thought more along the lines of:
press button, enter stealth for 4-5 seconds, button goes on 20-30 seconds cooldown. That’s all, nothing less nothing more. It wouldn’t have any effect on any other skill. Think of it a as something like blinding powder without combo finisher and blind and everyone has it by default.

To rant more:
This would be a great thing for builds (P/P, SB, S/P) that have virtually no access to stealth unless investing precious skill slots, thus crippling then in other areas, and would open up some interesting new builds perhaps. Thief’s signature ability is supposed to be stealth, but you can enter stealth only with certain builds – this is silly IMO. Steal isn’t enough and compared to some other F abilities other classes have it’s really nothing. Elementalists for example have a whole kitten nal at their disposal on F1-F4 buttons. Thiefs get what – one button that needs to be heavily traited to be considered decent.

So, kinda like a “stealth boon”, that you can stack? That sounds pretty nice, indeed, and could open the way for a lot of cool mechanics. Stealth thieves would be less dangerous, since you could remove the stealth boon, but then you would be able to stack stealth easily, and use boon duration to stay stealthed longer.

I would combine this stealth redesign with the “Master of knives” idea I described above, where thieves get their own “tool bar” where they can equip whatever they want. Non-stealth builds would be able to equip small smoke bombs there, stacking stealth easily without sacrificing slot skills.

I think that making stealth much more widespread would be the best thing to happen to the thief, and this could manage it, though it isn’t 100% what you suggested.

As for the balance problems of so much stealth… Adding stealth counters could not be enough. Maybe make stealthed characters not be “100% stealthed”, and make them leave a “shadow”. So instead of being invisible, they have like a camouflage shield, like predator from the movies, or StarCraft dark templars. You wouldn’t be able to target them, but you could aim AoE against stealthed enemies easily.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

How would you redesign the engineer?

in Engineer

Posted by: Lonami.2987

Lonami.2987

I noticed something that could be interesting to point out.

As you probably know, each profession has a different base health. There’s three tiers. For reference: https://wiki.guildwars2.com/wiki/Health#Base_health_by_profession

There’s only two professions in the top tier, and four in the mid tier. This could be adjusted for symmetry reasons (not the best excuse, I know), and move one of the adventurers, either the engineer or the ranger, to the top tier, increasing base health.

What would you think of this? The engineer always had lot of problems dealing with conditions and specific combinations of damage, and this could help alleviate that problem.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

[Wiki] What are "viper" and "magi" for you?

in Guild Wars 2 Discussion

Posted by: Lonami.2987

Lonami.2987

I’m actually leaning towards “attribute combinations”, with “combinations” working as a shorter version of it, but I still want to hear more opinions!

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

[Wiki] What are "viper" and "magi" for you?

in Guild Wars 2 Discussion

Posted by: Lonami.2987

Lonami.2987

Reading your comments, thanks for participating. It’s good to see so many different opinions.

‘Stat combination’ is the one that I see most, by far. But as already mentioned, if you just point all the common terms to the same page it sort of solves the problem . . .

Not entirely, since everywhere in the wiki we will be referring to this as “something”, and if that something isn’t clear enough, people won’t understand what we’re talking about.

Also, redirects are no good for search engine indexing. It’s also pointless to call it “A” and then have 90% of the traffic come from redirects from “B”.

I usually call them “stat block” or just “stats”.
Prefix is one accurate option as the various names (Magi’s etc) are used as prefixes.
I think the old name Item Nomenclature is a good one, as is the current, along with various redirects. I don’t think there is an established term.

The problem with item nomenclature is that “viper” isn’t an “item nomenclature” in any way, it’s not a correct name page. Also, it’s too generic and unclear, and no one uses it ingame.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

[Wiki] What are "viper" and "magi" for you?

in Guild Wars 2 Discussion

Posted by: Lonami.2987

Lonami.2987

There’s an ongoing discussion on the wiki on how to call things like “viper”, “magi”, “berserker”, “marauder”, etc. There isn’t a clear official name, and personally, I’m pushing the player angle against more technical terms.

So, I just want to see what’s the name you use for them, and hear your opinions. After all, the wiki should be friendly for the players, and it’s pointless if we use names that people don’t understand.

Some possible names so far:

  • Attribute combination (Technically correct, and the current name of the page)
  • Prefix (GW1 influence)
  • Stat (Common reference to all things gear)
  • Stat combination

Feel free to add new names to the conversation, and I will update the main post with them. Note that the likes of “Power” and “Healing” already have an official name, attribute, thus why “attribute combination” is the correct term , but I’ve never seen anyone use it ingame.

If by any chance someone from ArenaNet is reading this and wants to chime in, wiki editors would be very grateful to get this sorted for good (if it’s with an unique name the better).

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

How would you redesign the engineer?

in Engineer

Posted by: Lonami.2987

Lonami.2987

Step 1
Convert rifle to an actual shotgun, like the Scrap Rifle Field Test weapon in Tangled Depths (less the overheating). That gun feels more like what the engineer should be using as a primary. In fact, if I could only have one change it would be this.

Step 2
Convert all non-kit skills into kits. Alchemy kit, gadget kit, turret kit, and gyro kit.

Step 3
Allow the engineer to only equip 2 kits, similar to the Revenant legendary powers.

Step 4
Allow the engineer to dual wield weapons.

Step 5
Tweak cooldowns and damage output of all kits and primary weapons to reflect the changes.

I hate so much engineer rifle. It could be a sniper rifle, an assault rifle, or a shotgun, but instead, it’s… whatever that is, but it’s terrible.

I’m not sure revenant-like kits would work too well. Skill variety would suffer, and it could be too overpowered… But what if we merged weapon kits with your new slot kits as well?

So for example, the turret kit would give you turrets in skills 6 to 0, but it would also change skills 1 to 5, giving you something like a wrench in the main-hand, and a welding gun in the off-hand.

With the gyros, you would get something like a radio controller, which would let you control gyros manually to make formations, move to places, or whatever.

The problem is what to do with normal-state slot skills, because I think those should still exist, as to not make the engineer the same as the revenant.

How big of a redesign are we talking about?

Because I’ve always sorta wondered what would happen if took the kits out of how skill pool and made them work more like Rev legends; pick only one or two kits that are swapped, leave the utility slot for gadgets/turrets/gyros/elixirs only.

I like that idea a lot, too. Remove the tool belt, remove kits as slot skills, and give the engineer two slots, F1 and F2, where he can equip two kits. And then add a new kit with every elite specialization. You can see this elaborated above, in Idea 1.

I’m also wondering, following said Idea 1, if each kit could be customized much more.

For example, when I see the flamethrower, I always imagine how cool it would be if we could change the ammunition to poison clouds, or freezing liquid, but we would probably need new different kits for this.

However, if we’re going to use a profession-specific UI like that of the pet, we could take things much more further, and customize each kit with more than just skins. Just like, you know, the rangers have different drakes, each one with different breaths, maybe we could customize flamethrower ammunition.

As for the other kits, ammunition effect might not be the best thing to customize, but maybe we can focus on the type of the attacks, like the AoE shape or whatever.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

How would you redesign the revenant?

in Revenant

Posted by: Lonami.2987

Lonami.2987

Moved content from the main post to make space for links to the other redesign threads:


Idea 3 – One mechanic per legend

Instead of the shared profession mechanic, energy, now we have one unique mechanic for each legend, partially inspired by the mechanics of the other professions. All of them use the same resource bar, but each legend uses and earns the resource in a different way:

  • Jalis: Weapon-based mechanic skill, similar to warrior Burst skills. The resource only goes up when you suffer damage.
  • Mallyx: Transformation, similar to necromancer Death Shroud, with new weapon skills. Based on Embrace the Darkness elite, which is replaced by something else. The resource only goes up when you suffer or deal condition damage.
  • Shiro: Stance/Transformation, similar to warrior Berserk mode, based on Impossible Odds utility, which is replaced by something else. The resource only goes up when you deal critical damage.
  • Ventari: The tablet now has pet controls, just like the ranger pets. The tablet itself is invulnerable, and spends the resource to use the skills. Resource grows when you heal yourself or allies.
  • Glint: Original energy resource, with no direct resource consumption.

Idea 4 – Legend-specific weapon skills

In this idea weapon skills change depending on the active legend, but you have restrictions on which weapons you can use with each legend. New weapons are added to compensate.

  • Now you need to select a legend in the hero panel before equipping any weapons. Each legend has one or two weapon slots, with their own restrictions. For example, Shiro has two slots, and can only use swords, staff, and shortbow. Ventari has one slot and can only use staff, main-hand scepter, and focus.
  • Weapon skills change depending on the active legend, like elementalist attunements.
  • Switching legend switches the main weapon, and enables weapon swap if the current legend has two slots. Equipping two legends with two weapon slots allow you to have four active weapon sets. Weapons still spend resource, helping with balance.

Moved content ends here.

I love the idea of tree legends! Would add variety and basically make us a utility version of Ele.

I would love if weapon skills were also tied to the legend (I.e. Jalis hammer could be ranged, shirk hammer melee, Centauri hammer heal focused, etc.). I would personally be okay losing weapon swap in exchange for 3 legends+changing weapon skills

I think that having both cool downs and energy to manage skills is obsessive. I feel a good way to do it is cool downs on 1-6 (weapon skills+heals) and an energy bar for the utilities. Have utilities maybe cost slightly more and this allows for facets to still be in play with the glint espec.

I think these are slighter changes that could realistically happen.

I think a 3rd legend is the best way to fix most of the revenant’s problems, and also very easy to implement.

The problem with legend-based weapon skills is that we don’t have a limited amount of legends, like the elementalist attunements, so the work would grow exponentially as we go on. This would force us to limit specific weapons to each legend, which in theory should be fine, and be kinda cool, but in reality it could be too confusing and overcomplicated.

A possible solution would be what I wrote earlier, about giving each legend a “role”, existing 3 roles total, and make weapon skills change depending on that role. But really, I don’t feel like we would need to change weapon skills if we got 3 legends total, and I really prefer weapon swap to attunements.

Another option could be to make each weapon themed around a legend, like swords for Shiro, but then not worry about the active legend. Or maybe boost specific weapons only when wielded by a specific legend. So, swords would be the same for everyone, but with Shiro they change into something else. Not sure this would be too healthy for balance though.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

(edited by Lonami.2987)

How would you redesign the ranger?

in Ranger

Posted by: Lonami.2987

Lonami.2987

Moved content from the main post to make space for links to the other redesign threads:


Idea 2 – Alternatives to the pet system

What if instead of reworking the pet, we just give alternatives to it, by letting you equip other things than pets in your pet slot?

The options could be as follows:

  • Hunter: Two pets, with pet swap. Current version.
  • Beasmaster: Two pets of the same type at the same time. Giving orders only affects one at a time, so if you select a target and command attack, only one pet will obey. You can select another target and command attack, and the second pet will go instead of the first. Dead pets respawn after a while.
  • Marksman: No pet. Instead, you get a resource bar and a special F1 attack, depending on your main-hand weapon. This attack gets more powerful the longer you hold the F1 button, and you can hold it longer the more resource you have. Think of aiming with the bow, and then firing at the right time.
  • Druid: One pet, but swap changes it to spirit form, where it becomes invulnerable and gets new skills. Similar to the replacement ideas above. Using Celestial Avatar changes the pet as well. Option only available for druids.

The only downside of this idea is that it would leave the ranger in a much more advanced state than the other professions regarding customization of mechanics, but that can be fixed by making the other professions more advanced as well.

If this is too complex, we could take the marksman idea, and apply it when you stow the pet, giving something in exchange of stowing the pet, without caring about the pet type or status.

So your drake is killing stuff, and you stow it. Now you have an additional weapon skill. You can use it, and then bring the pet back. The pet would kinda hide and you’d be able to focus and make that powerful F1 attack.


Moved content ends here.

And core game elite specializations.
Toss pet and beastmastery traitline in it.

Could be interesting to do that with every profession. No need to have 5 different mechanics for core, 3 would be enough. Then elite specializations could use 100% new mechanics, instead of upgrading those from core.

I don’t have a PvP perspective, but it seems like pets are a huge limiting factor in PvE because they allow the ranger to divert aggro. It seems like a lot could be changed if pets couldn’t be aggro’ed.

Ranger should have better synergy with bows, the Marksmanship tree is pretty mediocre.

The Druid spec is interesting, but it really is just for healing. When you think of Druids you think of some connection with nature, and the Druid spec doesn’t really accomplish that well. More emphasis on the nature aspect of the Ranger would make it more interesting, I feel.

I think the problem with the druid is lack of variety and choice.

Imagine we had 3 celestial avatars to choose from. For example:

  • Moon: Current version, for healers.
  • Sun: Condition damage, burning and blind, for dps.
  • Bloom: Support through plant turrets.

You’d choose one outside of combat, or maybe we could have the 3 of them active, and you’d choose which one to use in combat, maybe swapping from one to another whenever you want to.

Another thing I dislike about the Celestial Avatar is that it’s too powerful but too short. I would prefer if it went the way of the Death Shroud altogether, letting you use it whenever you want, and not just at 100%.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

(edited by Lonami.2987)

How would you redesign the thief?

in Thief

Posted by: Lonami.2987

Lonami.2987

Moved content from the main post to make space for links to the other redesign threads:


Idea 2 – Venom rework

Venoms are a pretty cool theme, but they aren’t very engaging or exciting. They kinda fall flat. Other professions do similar things, better and easier.

This idea is simple in concept: Make venoms apply directly to initiative.

Then, once you spend that initiative, with whatever skill you spend it with, the venom effect is applied, multiplied by the initiative spent. So, for example, Spider Venom. You apply it, and now you have a venom effect of 15 stacks. Autoattack skills consume 1, and the rest consume their initiative cost, multiplying the effect (previously adjusted for balance purposes).

An alternative is to make venoms apply an effect for a few seconds, and keep it up no matter how many times you hit enemies while it is active.


Idea 3 – Dual wield revamp

The current dual wield model gives an unique #3 skill depending on the main-hand and the off-hand weapon. However, this can be problematic in the long term, for you need to create new skills for every combination, and each new weapon you add will grow that number, exponentially. Also, it’s kinda boring to wield two pistols and only fire one at a time, except the 3rd skill.

So, this dual wield rework would be something like this:

  • Special #3 dual wield skill removed. Now the dual wield skill is always dependent on the main-hand weapon, like with every other profession.
  • If you equip the same type of main-hand and off-hand weapon, you get 5 new skills.

It’s more work in the short term, but less in the long term, and lets you wield two pistols and use both at the same time, with a new autoattack where you fire both of them, and a #5 skill where you spin while firing or something. Cool stuff, and an actual real dual wield.

Some skills could be similar to when you wield different types, there’s no need for the 5 of them to be 100% unique. As for the removed #3 skills that are not recycled, most of their variations are pretty similar, so nothing of value would be lost.

This model is interesting, and could be theoretically applied to other professions as well, though the nature of the thief makes him the priority.


Moved content ends here.

I’d start by removing the initiative system. As long as thief skills use the initiative system, thief can and will NEVER be balanced properly.

I’ve thought about that. It’s nice to be able to spam skills with thief… But the truth is that it kinda kills variety, and people tend to spam the same stuff ignoring the rest of the skills.

A new system where you can remove cooldowns by playing right could be a good replacement for it, if not removed altogether, but I think the real way to go is more chain skills, were hitting your target temporarily unlocks a new skill, rewarding you for playing well.

Chain steps could be a global variable as well, so when you hit with the first step of a skill, you unlock the second step for all skills, letting you do some sick combos and stuff.

Alternatively, instead of multiple skills with chains, we could get two auto-attacks.

1. Stealth button on demand like we have Steal – really sad thieves don’t have reliable stealth button and stealth is supposed to be their thing.
2. Make P/P less boring. So much room there to make it really awesome and they failed so hard on this weaponset.
3. Add 4th and 5th skill to every weapon when one-wielding so we can use only one dagger for example.
4. Switch and tune some skills in specialisation trees. I mean, when 100% of thieves run Trickery and 0.1% runs Acro you know something is wrong. Basic stuff!
5. 15k HP baseline. Thieves are supposed to be fit and fast. I think they are much more qualified than silly mesmers for bigger HP pool. Necros I shouldn’t even mention…
6. Delete warriors.

I’ve thought about making stealth its own mechanic skill, but then you’d have problems with the skills that grant stealth on their own, as well as the combos that give stealth.

Said skills would need to be reworked, maybe into glyphs, so they have a different effect depending if you’re stealthed or not. Stealth itself would have an energy bar, and let you enter and exit it at whim, like necromancer’s Death Shroud. It would regenerate automatically, but maybe it could be boosted by staying in shadow fields or blinding enemies.

The problem now is what to do with non-thief stealth. Maybe make it a boon? And thief stealth mode wouldn’t be stealth itself, but a shadow mode, which pulses stealth to himself. This could kinda work, I guess?

The problem isn’t transforming stealth into a its own mechanics, it’s what to do with stealth as it currently works.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

(edited by Lonami.2987)

How would you redesign the warrior?

in Warrior

Posted by: Lonami.2987

Lonami.2987

I like your approach.

Another alternative might be to make the banner off-hand, so the warrior can still wield a weapon. Right now, warrior loses literally all his DPS for a rather minuscule buff he has to place and pick-up all the time (or continue being a mascot). Especially for GS-warriors, being highly mobile and always on their targets, always having to go back and pick the darn thing up is somewhat… dumb.

The alternative to carry the banners on their back (Samurai-style) would surely be OP if that leaves the warrior untouched. Maybe nerf his movement speed while being a walking banner. But then again, skinny women carrying gargantuan greatswords walk unhindered… so having a stick with a flag on your back should not slow down a muscular bulk of manliness (in my case :P). Or anybody being able to wield a GS while wearing a ton of scrap metal/metal bikini.

I thought about other options, but they don’t convince me:

  • First use of the skills spawns banners in your back, samurai style, or floating behind you. Second use throws the banner into the floor. Problem: Pointless to throw them if they have the same effect when just carrying them, and pointless to carry them if it’s for the worse.
  • Banner bundles come with a conjured off-hand weapon (using existing weapon skills), so you can use them in combat. Problem: Banner skills still suck.

I think banners are cool when carried, but their current playstyle has nothing to do with that. I want a skill where the warrior raises a banner and roars, but I can’t make that fit with current banners. Maybe have the banner summon be preceded by a skill effect with some animation depicting that?

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

(edited by Lonami.2987)

How would you redesign the necromancer?

in Necromancer

Posted by: Lonami.2987

Lonami.2987

If you feel like the necromancer is missing something, has things that don’t work or things that could be better, this is your thread. Go for it, no limits on how far you go with your redesign.

So, just for fun, how would you redesign the necromancer?

Few personal ideas to start the thread:


Idea 1 – Shroud customization

Death Shroud as a mechanic is kinda nice. Not the most original thing ever, but it gives good gameplay for the necromancer. However, it’s kinda sad we’re locked to the same single Death Shroud in the core profession, and the Reaper Shroud in the reaper elite specialization.

Rangers can customize their pets. What if necromancers had multiple shrouds to choose from?

Obviously, we can’t have 20 shrouds, but I would say 4 is a good number for core. Each elite specialization would expand the pool to 5 with an exclusive shroud. You can use the new shroud, or stick to the core versions.

The original Death Shroud is kinda bland and boring, so I would pretty much remove it. The new shrouds would all follow on Reaper Shroud’s steps, looking for more engaging skills, and each of them would wield its own unique shroud scythe.

Each of these new shrouds could adapt to the needs of each basic build, too. Few ideas:

  • Death Shroud: Melee power, few minion skills. Can tank and consume minions to regain health.
  • Plague Shroud: Ranged conditions, few corruption skills. Can consume and transfer conditions easily.
  • Blood Shroud: Ranged support, vampire-themed, has life-steal. Few well skills.
  • Spectral Shroud: Melee support, few spectral skills. Similar to the original Death Shroud.

Reaper Shroud could need an upgrade to compensate for these upgrades and make it worthy using when specializing as a reaper.


Idea 2 – Slot skills on shroud

I’ve always disliked that you can’t use slot skills while on shroud. Yeah, some skills should be locked, for obvious reasons, but then again others could be nice to have.

Opening slot skills for use while on shroud also open the way for a future addition of glyphs, with different effects outside and inside of shroud.

Would be nice if glyphs were somehow integrated into the core profession, with each shroud providing an unique effect through each glyph, but I don’t think we should be adding more skills, and none of the current pool look fitting to be transformed into glyphs.

An alternative could be for glyphs to have the same skills no matter the chose shroud, which would lower the amount of work considerably. Spectral skills could work well as glyphs if this is the case.


Just some random ideas to begin the thread. Waiting for yours!

Full list of redesign threads:

ElementalistMesmerNecromancer

EngineerRangerThief

GuardianRevenantWarrior

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

(edited by Lonami.2987)

How would you redesign the warrior?

in Warrior

Posted by: Lonami.2987

Lonami.2987

If you don’t like the current warrior mechanics so much, or think they are fine but need tuning up or down, this is your thread. No limits, redesign as far and as much as you want.

So, just for fun, how would you redesign the warrior?

Few personal ideas to start the thread:


Idea 1 – Expanded burst skills

I like how burst skills work, but I feel like they could be much more. Having only one option, which yeah, changes depending on how much adrenaline you have, but with no design changes, only numbers, is kinda limiting.

So, how could this be moved forward?

A first option could be to add two different burst skills, one for the main-hand, and another for the off-hand. This would give you two different options at the same time, and create new synergies with weapon combinations that aren’t very popular now. Two-handed weapons would get an additional skill.

So the F1 would stay as you know it, and we would get a new F2 linked to the off-hand weapon (or the two-handed weapon). Simple solution.

Another alternative?

Instead of adding a new F2 burst skill, we could split F1 in various skills, each one covering each adrenaline level. The skills could be the same one with different stats, or have unique mechanics altogether.

The key here is that you would be able to use F1 and F2, and consume only the portions od F1 and F2, instead of the entire bar, which opens a new layer of adrenaline resource management.

If the skills are different enough, maybe you’re interested on using F1, F1, and then F3. The split burst skills could be designed to create combos with one another, to reward you for managing the resource smartly.

As for the berserker and the primal burst, it would be adapted to these ideas, but specially, it would get its 30 maximum adrenaline back so it’s not the “F1 spam” it is now.


Idea 2 – Banners as turrets

Banners are pretty cool in concept, a warrior wielding a banner to rally his allies around him. Once ingame, they’re kinda boring and dull. And of course, useless in PvP.

The first problem is that they are not useful while wielded. Their skills are just bad, and they don’t really give any significant bonus over just placing them somewhere and forgetting them until the cooldown is over.

We could redesign their skills altogether, putting them at the same level of the WvW centaur, turtle, and dragon banners, but do we really want them to have their own skills? Carrying them doesn’t necessarily involve carrying them as bundles, and this would eventually lead to other problems anyway.

So, pretty simple idea, what if we just adapted them to something similar to engineer turrets?

You place them as normal, but instead of picking them up as a bundle, you only reduce cooldown by picking them up. Since they aren’t active minions like turrets, picking up a banner could reduce the cooldown much more.

If you want to go further, banners could become destructible like turrets, and in exchange become a bit more powerful than they are now.


Just some random ideas to begin the thread. Waiting for yours!

Full list of redesign threads:

ElementalistMesmerNecromancer

EngineerRangerThief

GuardianRevenantWarrior

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

(edited by Lonami.2987)

How would you redesign the ranger?

in Ranger

Posted by: Lonami.2987

Lonami.2987

If you’re tired of the ranger and its mechanics, hate the pet and want it gone, love it and want to improve it, or are just bored and want to try new ideas, this is your thread. No limits, go wild, talk about whatever you want.

So, just for fun, how would you redesign the ranger?

Few personal ideas to start the thread:


Idea 1 – Pet replacement

The most suggested ranger suggestion ever, pet removal, or options to replace it. Now, I don’t think it’s viable to remove it altogether. Yeah, this is a no-limits thread, and I would love to see ranger redesigns without the pet or with the pet as an optional addition, but for now I’m going to try to fix it without breaking the core principles.

The first thing to know about the pet, is that it sacrifices ranger base stats. Second, many slot skills have effects on both the ranger and the active pet. With this in mind, what could be the solution to pet-less ranger without removing the pet?

What about a new type of pet? Something like spirits, or wisps.

They would be invulnerable to direct damage and conditions (but not crowd control), and provide a passive stat bonus to the ranger. They would have some support skills, which could be interrupted by enemies. They wouldn’t have any automatic attacks. Their hp bar would be replaced by a break bar.

They could be a druid exclusive, or part of core ranger. If they are thematically too similar to spirit slot skills, just remove spirits and replace them with small plant-towers or whatever.

If this isn’t satisfying enough, another alternative could be to change all pets and give them a secondary spirit form, where they disappear. How would this work?

Pets wouldn’t be real pets, but animal spirits, that you’d manifest using magic. You could stow pets, even in combat. This would give you a buff, increasing a few stats. For example, you have a tiger, stow it and get a “blessing of the tiger” buff. So you choose between the pet or the buff.

It’s kinda lore-unfriendly, though. The pet is supposed to be this real physical companion, even if pet swap doesn’t make too much sense lore-wise.

So a third alternative, “spirit boosting”.

A combination of the two previous, your pet would have a spirit form. However, it wouldn’t disappear this time, staying nearby, and giving you various buffs. Like the wisp idea, in this form your pet would be invulnerable to damage, and its health bar would become a break bar.

You would be able to have your pet in this spirit form as long as you want, and it would be pretty much a walking decoration with minor support skills. Dead pets would become spirits, giving them more usability.

A fourth and final alternative would be to let the ranger equip “utility equipment” in the pet slot, and have it provide various buffs, with no pet whatsoever. For example, have a special quiver with flaming arrows in one of the pet slots, and when you switch to it you get burning effects every few attacks, and then you can swap back to the pet.


Idea 2 – Alternatives to the pet system

Moved below to make space for links


Just some random ideas to begin the thread. Waiting for yours!

Full list of redesign threads:

ElementalistMesmerNecromancer

EngineerRangerThief

GuardianRevenantWarrior

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

(edited by Lonami.2987)

Mesmer new elite wishlist

in Mesmer

Posted by: Lonami.2987

Lonami.2987

Taunts would be perfect for a siren elite specialization.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

How would you redesign the guardian?

in Guardian

Posted by: Lonami.2987

Lonami.2987

If you think the guardian could be much more, feel like the virtues aren’t enough, or are just bored and want to talk about crazy ideas, this is your thread. Talk about anything you want, no limits.

So, just for fun, how would you redesign the guardian?

Few personal ideas to start the thread:


Idea 1 – Virtue customization

Virtues feel very limited, and they don’t really adapt to your builds, not even dragonhunter ones. So, what if each virtue had some variations, and we decided which ones to use? Kinda like rangers can customize their pets. Then every elite specialization would add 3 new virtues, that could be locked to that elite spec or available for the entire profession, depending how far we go.

Some examples of the new virtue categories. Not that all of them would have a passive and active effect. The passive effect could be the same, or change depending on the family:

  • Signet virtues: The three originals we now have at the core profession. Would have traits to let you keep the passive effect even if the active effect is on cooldown.
  • Symbol virtues: Based on symbols.
  • Shield virtues: Based on wards and consecrations. Dragonhunter Shield of Courage would be moved here.
  • Spear virtues: Dragonhunter exclusive. Spear of Justice would be moved here.
  • Wing virtues: Wings of Courage would be moved here. Saved for another elite specialization, something paragon-like. An example here.

So with this model, the virtue bar would effectively become pretty much an extended slot skill bar. Proper categorization of the virtue categories would enhance trait synergy as well.

You would be able to choose one variation for each virtue, from different families if you want too. The dragonhunter and future elite specializations would have the 3 core families and their exclusive family, instead of being locked to the new virtues only.


Idea 2 – Dragonhunter expanded

I think the guardian is pretty solid, and the above idea would pretty much make it perfect for me, but when I look at the dragonhunter, specially after this change, I feel like it could be much more. Even if we disregard the previous idea, that could make him lose some uniqueness, the mechanic skill upgrade of the dragonhunter feels far too simple in comparison with the guardian.

The dragonhunter needs something more than just the existing three virtues, and if it respects the original playstyle, even better.

A simple solution would be to give him a fourth virtue, in F4, called wrath, with a new effect, that applies cripple every few attacks, inspired by the Zealot’s Aggression trait (dragonhunter traits would be balanced accordingly). If we follow the previous idea, wrath would have 4 different versions to choose from (signet, symbol, shield, and spear). If not, it would have a single skill.

I think this could make him stand out from the guardian a bit better, and keep him unique enough for the future, when we get new elite specializations with crazy mechanic skills, like pets, transformations, or whatever.


Just some random ideas to begin the thread. Waiting for yours!

Full list of redesign threads:

ElementalistMesmerNecromancer

EngineerRangerThief

GuardianRevenantWarrior

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

(edited by Lonami.2987)

Guardian elite spec idea: Sunspear

in Guardian

Posted by: Lonami.2987

Lonami.2987

Love the idea, but I do take issue with the banners. While I see how they could fit, I feel that something like mantras would be more thematic (concentrated bursts of whatever energy guardians channel). Just my 2 cents

I prefer to save those for a caster-themed guardian. Current idea is archivist, greataxe + mantras, and tomes/kits as the elite mechanic.

No pls…no more spirit weapon kitten useless utilities….we need more physical stuff.

I could see these banners being objects that can be destroyed for balance’s sake, if that’s what you mean.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

I miss hardcore world bosses

in Fractals, Dungeons & Raids

Posted by: Lonami.2987

Lonami.2987

with jormag and primordus getting a buff there is NO reason not to remake the Megadestroyer and the Claw of Jormag into proper challenges like tequatl and shatterer.

Those kind of reworks/buffs don’t need a lore explanation, and shouldn’t have one if it’s going to be some cheap gimmick, like Tequatl was.

What about Chak gerent?

Or is that not difficult enough? Or are we talking just a revamp of vanilla bosses?

Chak gerent is easy, and should stay that way. Hardcore world bosses should not be part of the meta event in any way.

or B. players can be more selective about who gets into the event, so that everyone involved is at least on the same page.

Elitism in open world confirmed

It can work if it’s a guild mission.

First, if it’s a guild mission, the guilds will start them when THEY want, and not when it’s time for it, therefore they can make sure their team is ready for the missions and their people are there before they start it, so they CAN select who will be there and who won’t.

Second, remember how when the Blightwater Shatterstrike challenge mission was in the open world, only guild members could use the Charrzookas to damage the crystals, so basically the guilds there could be selective about who can participate in the more vital parts of an event. For example only guild members could use the Turrets at Tequatl or something similar.

It can work in the open world without making the events too easy but it will take some extra work from the devs

Tequatl turrets definitely need to be locked to guild members only when it’s activated by a guild.

Elitism in open world confirmed

It is a little elitist, but more just practical. In open world, you can have maps where you need 100% of the population to be on the world boss, and yet 20-40% of them don’t even know the event is happening and are just doing their own thing. They’re entitled to do that, but it would be nice if they could do it on a different copy of the map, right? Imagine trying to run a raid where 3-4 of the other players were off reading the lore notes while the rest are doing their best to beat the boss.

Plus you have people that are theoretically trying to fight the boss, but completely shut off all communication, and just are not playing along with the rest of the group. I don’t think harsh sorting like gear checks or “LI counts” should be necessary or anything, but it would be nice if you could have at least some assurances that everyone on your map is paying attention. Being able to spawn and fill fresh maps is a good way to accomplish this, and I doubt many people would have trouble finding a map under such a system if they were genuinely interested in trying.

Of course players who don’t want to use these options can just spawn into random maps and take their chances, it just would be less likely to work out.

Guild missions can be instanced, hardcore world bosses should too.

Or at least, let a guild open their own instance of the map, and don’t let anyone else join during the first minutes after creation, to make sure those who want to participate hay their seat.

Those bosses were only ever considered hardcore because of their timers.

Timers are bad design. No more timers pls.

I don’t think you can compare the Svanir Shaman with Triple Trouble.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

Raid Normal/Hard Mode

in Fractals, Dungeons & Raids

Posted by: Lonami.2987

Lonami.2987

It’s pretty simple, raids, like any content, need a healthy population to be viable in the long term. So the current scenario is either most of the playerbase becomes better at the game, or raid population won’t be enough.

It’s a matter of numbers, and consequently money. If the raid team stopped doing raids and started doing casual content that is played by far more people than raids, and said increase in population leads to more gem sales, then why bother with raids at all?

Easy/Normal/Hard modes are necessary, because without them, raids won’t be profitable. You need an easy mode so that players can learn the encounters at their own pace, and you need a hard mode because let’s face it, raids are a joke for good teams.

The other alternative is mixing bosses of different difficulties in a single raid mode, pretty much leading to things like escort and bandit trio, which are usually hated by the same elitists that don’t want difficulty modes. Congratulations, I guess. We could have a full wing of challenging bosses, but your opposition to them forces us to deal with pointless filler.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

How would you redesign the thief?

in Thief

Posted by: Lonami.2987

Lonami.2987

If you think the thief could be much more, lacks special mechanics, or are just bored and want to write some crazy stuff, this is your thread. You’re free to go wild, no limits.

So, just for fun, how would you redesign the thief?

Few personal ideas to start the thread:


Idea 1 – Master of knives

Personally, I don’t like steal too much. It’s just a quick teleport that gives you some random skill (most of the time pretty forgettable). It’s just boring, design-wise, for the profession mechanic. It could be much more.

A thief should have many dirty tricks, and the mechanic bar is kinda wasted with no additional skills. So, what about some throwing knives?

The skills could be something like this:

  • F1: Throw a knife. They don’t do a lot of damage. Consumes 1 initiative.
  • F2: Shadowstep knife. Similar to steal. If the knife impacts, you shadowstep to the target. Consumes 3 initiative, but gives 6 in return if you successfully hit a target.
  • F3: Fan of knives. Throws 5 knives in a cone. Consumes 5 initiative.

So yeah, but what is special about this? First of all, this system has a deep synergy with venoms, which now depend on weapon and slot skills. By being able to throw small knives easily, you can apply venom to any target, no matter your current weapon. Venoms could get multiple charges as well, to make them more engaging.

Traits would let you customize the knives easily, just like steal now. Also, some of the skills could be chains, changing the skill once you hit, so when you throw a few knives in a round, the skill effects change to reward you for successful hits.

The concept behind these knife skills could be too similar to some of the daredevil physical slot skills, which could need replacements. A good opportunity to focus more on martial arts for the daredevil, a theme that doesn’t reach its full potential now.

If you want to go further, the three slots, F1, F2, and F3, could be customized with a wide collection of different knives with different effects and aesthetics, or even different throwing objects, including shurikens, small smoke bombs, and such. Small tricks with more utility than damage, that wouldn’t really fit in the slot skill bar. The key would be to combine this not-so-powerful skills with the normal skills to make them even more deadlier.

Think of the engineer tool belt, but customizable, with weak but quick skills.


Idea 2 – Venom rework

Moved below to make space for links


Idea 3 – Dual wield revamp

Moved below to make space for links


Just some random ideas to begin the thread. Waiting for yours!

Full list of redesign threads:

ElementalistMesmerNecromancer

EngineerRangerThief

GuardianRevenantWarrior

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

(edited by Lonami.2987)

no trap elite

in Ranger

Posted by: Lonami.2987

Lonami.2987

All professions are missing 2 elites and 1 heal.

Should have been added before elite specializations, imo.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

Make pet stowable - A must

in Ranger

Posted by: Lonami.2987

Lonami.2987

At this point the best solution is to add non-combat pets, that instead of attacking and whatever, they just boost allies.

Kinda like spirits. So, if you don’t like pets, you take those, and don’t worry about pet management anymore, since they will be there, idle, just boosting your stats (and maybe your allies’ too).

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

Guardian elite spec idea: Sunspear

in Guardian

Posted by: Lonami.2987

Lonami.2987

More information on sunspears, and a few changes as well:

  • New resource, Radiance. It increases depending on the number of boons the sunspear has. It is represented by a resource bar.
  • New virtues, Wing virtues. When first activated, they pulse effects to both the player and nearby allies. A second activation lets you perform an attack. Both skills require radiance to activate, and have a similar gameplay to herald facets.
  • New F4 skill, called Ascension. You need full radiance to activate it. It boosts the sunspear for 15 seconds, pulsing a new effect where boons on himself and allies are consumed slower. It also gives alternate wing virtue skills, more powerful than the normal versions. Similar to the Berserk skill.
  • Each first activation of wing virtues is represented by a pair of ethereal wings, for a total of 3 pairs or 6 wings if the three virtues are active. The Ascension skill displays the 3 pairs, now with flames, while the skill lasts.
  • Banners provide boons to nearby allies, and have a very good synergy with the Radiance resource.
  • The weapon skills of the trident have additional effects depending on the boons the sunspear has.
  • The sunspear is more effective when joined by allies, specially if said allies have boon support options as well. Their weak spot is condition damage and boon corruption.
Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

Thief elite spec idea: Sharpshooter

in Thief

Posted by: Lonami.2987

Lonami.2987

but again, once the damage is done, then how would you interrupt them using CC? You said that CC could be a counter to these attacks, but you cannot counter AFTER the attack is made.

You’re given a warning, even if the sharpshooter is stealthed. You can then search cover, use revealing skills, use blocking/reflecting skills, spam cc trying to hit him, or whatever.

Or in the most common Thief scenario, +1ing other fights, where the enemy is focused on one of your teammates, allowing you to shoot as often as you like.

You can always dodge/block/reflect those attacks, even if you’re engaged with someone else.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

Elementalist elite spec idea: Dervish

in Elementalist

Posted by: Lonami.2987

Lonami.2987

One thing to keep in mind is that the weapon and outfit of the dervish was for historical and religious reasons that wouldn’t necessarily be picked up by a Tyrian human, let alone one of the more practical races like a charr or asura. The typical Pact Commander is probably likely to respond to the idea of using a scythe with something along the lines of “I’d prefer a real weapon” – scythes, historically, were not very practical. Given any opportunity to prepare whatsoever, peasants that might need to use scythes to fight usually converted them by setting the blade at a different angle.

This isn’t the real world. We have magic here. Just check how the reaper shroud uses the scythe, and tell me “that’s not useful”.

lol…. i was about to talk about djin form were suited more for elementalis than dervish avatars, and for surprise that is what i found.

Altough how the game is balanced they would need to be broken by defense or offensive sjing forms.. if aint broken people would not play it..

Djinn form roles are viable and wouldn’t overlap with other elite specializations, as long as they are all melee-focused and with no support for allies. The elementalist dervish is about being in the front line kinda like a warrior.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

How would you redesign the elementalist?

in Elementalist

Posted by: Lonami.2987

Lonami.2987

Allow eles to be celestial, nerf base stats and have specs give bonuses that will dictate the playstyle more than it does now. Also, fix that earth is almost mandatory in pvp while not really making you feel like an earth elementalist.

What if each attunement gave different base stats?

So for example, water would give a boost to healing power. If you want to be a pure healer, then you get magi gear, but if you want to be a jack of all trades, then you go celestial and you aren’t punished as much because every attunement adapts to its role.

Then, elite specializations could change these base stats too, so that water becomes about condition damage instead, through chilled effects available with the new skills.

Would make elite specializations much more unique if something.

Ele with two weapon sets. No attunements. Keys f1-f4 for something else. Weapons skills would be mixed – like what is needed in a pve raid, what is needed in wvw raid. Meteor shower could be f4 because female animation is just beautiful.

Edit: we need new profession because the current ele is awesome for expert players; total garbage for low/medium skilled players – except as meteor shower bot.

So you would have different elements in a single weapon? Like, first skill has fire, but the second has ice? Or each weapon would be themed around an element?

I don’t think attunements should be removed altogether, but yours is an interesting idea. Conjures already work that way anyway, as do shouts and signets.

Ele needs to have the attunement mechanic completely replaced, anet devs cannot handle it at all, you’re either OP …or brokenly UP, never in the middle

It’s more expensive from a design and development perspective, too. In the old model, where elite specializations didn’t exist, it could have worked, but now, with new weapons being added with each new elite specializations, things can go wild easily.

It’s these design problems which lead to balance problems in the first place.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

(edited by Lonami.2987)

Elite Mortar skin is boring

in Engineer

Posted by: Lonami.2987

Lonami.2987

The skin and animations should be changed to that of a cannon, just like Horrik’s, and you all know it.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

Mesmer new elite wishlist

in Mesmer

Posted by: Lonami.2987

Lonami.2987

My ideas/wishlist:

  • Bladedancer: Axes and tricks. Belly dancing, juggling, and fakirs. Pure DPS role, with warrior-like burst mechanic skills. More here.
  • Minstrel: Shortbow and turrets. Opera and classical music. Uses a special kit/conjure, where he summons a musical instrument, used to lead/control the orchestra (the turrets). Healer role through denial of damage instead of actual healing.
  • Puppeteer/Mimic: Rifle and gadgets. Ventriloquism, puppets, manipulation, and deception. Can transform into enemies, copying all of their abilities and attributes for a limited duration.
  • Siren: Trident (terrestrial) or warhorn, and shouts. Lovecraft and ocean depths. Can summon illusions of enemies, that chase them and copy their attacks.
Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

How would you redesign the elementalist?

in Elementalist

Posted by: Lonami.2987

Lonami.2987

If you feel like the elementalist has lost its spirit, could encourage attunement switching better, or just think it could be improved by upgrading some of its core mechanics, this is your thread. No limits, go wild with any crazy ideas.

So, just for fun, how would you redesign the elementalist?

Few personal ideas to start the thread:


Idea 1 – Weapon skill normalization

I think the strongest point of the elementalist, skill variety thanks to attunements, is his weakest point as well, from a development perspective. Weapon skills take four times the amount of work, and the profession suffers because of it.

I would hate to get more off-hands with future elite specializations, so, what if we removed that variety, replacing it with something else that can be easy to upgrade?

We would normalize weapon skills through attunements. This would mean that a weapon skill has the same mechanic across every attunement, with similar base stats as well.

For example, staff 5, could be normalized as a channeled AoE, based on Meteor Shower, the fire version. Water version would be frozen meteors, air charged meteors, and earth normal meteors that shatter on impact. As you see the mechanic would be the same across every attunement, and only a few secondary effects would change between each attunement, like condition effects, field types, combo finishers, etc.

Of course, this would pretty much ruin the elementalist as we know him, so what would we get in exchange?

Weapon swap, plus new weapons.

The already available weapons aren’t enough, so we would remove conjures (which are a mess anyway) and tranform them into new weapon proficiencies. Greatsword, Shield, and Shortbow would become new weapons, while Axe and Hammer aren’t unique enough and would disappear.


Idea 2 – Cross-attunement combos

Imagine that attunements were switched faster, and that you could switch at the middle of a skill, changing the effect and doing some sick combos. This idea could require the normalization of skills described above, at least with the new weapon using this system.

On one hand there are the auto attack chains. Every chain has 3 steps. You could switch attunement in the middle of a chain, and don’t lose progress. Meaning that, you could do fire 1-1, water 1-2, air 1-3, earth 1-1, fire 1-2… You get it. The weapon skills would be designed to have synergies with each other, and reward combos in each situation if you play smart rotations. Same for sequence skills.

On the other hand there are the channeled skills. You could switch attunement in the middle of a channel, and not have it canceled, instead merging with the next attunement. So, you could be channeling a rain of fire, and then switch to earth and merge it with a meteor rain. The rain of fire could leave fire fields, and the meteors be blast finishers, creating a combo.

This idea could also require cooldown changes as to not be too overpowered., depending on how is adjusted the attunement cooldown.


Just some random ideas to begin the thread. Waiting for yours!

Full list of redesign threads:

ElementalistMesmerNecromancer

EngineerRangerThief

GuardianRevenantWarrior

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

(edited by Lonami.2987)

How would you redesign the engineer?

in Engineer

Posted by: Lonami.2987

Lonami.2987

If you feel like the engineer is missing something, or just could be improved in some way by changing its core design principles, this is your thread. No limits, go wild.

So, just for fun, how would you redesign the engineer?

Few personal ideas to start the thread:


Idea 1 – Kits in the mechanic bar

In one hand, I feel like kits should be much more important to the profession. In the other, I don’t like the tool belt from a design perspective, since it limits the core profession too much regarding future elite specializations.

In this idea, the tool belt skills would be gone, completely removed. Some of them would be added elsewhere, or merged with their respective slot skills. This would leave F1 to F5 empty, available for new stuff.

Engineers would then get two new buttons, F1 and F2, where they would be able to equip any kits they want. Yes, this means only two kits at a time. Why not more? Because engineers would be getting weapon swap too, with some of the kit skills moved elsewhere. Kit slot skills would be replaced by mines, a new trap-like slot skill family.

The kits would be upgraded as follows:

  • Med Kit: Removed.
  • Bomb Kit: Removed. Skills buffed and moved to mines (new slot skills).
  • Elixir Gun: Removed. Skills moved to terrestrial harpoon gun (new weapon).
  • Flamethrower Kit: No changes.
  • Grenade Kit:* No changes.
  • Tool Kit: Removed. Skills 1-3 moved to main-hand mace (new weapon).
  • Mortar Kit: Replaced by a new Cannon Kit (inspired by Horrik). Similar skills.

Additionally, kits would get a new special menu, similar to the one rangers use for pets. In this menu, engineer players would be able to choose different skins for their kits, and also select if they want to display or not the equipped kit’s aesthetic backpack.

What about some of the special functions of the tool belt, specially regarding turret and gyro control? The easiest solution is to make turrets and gyros explode when using the special skill, and then reduce the cooldown so you can respawn them faster.

New kits could be added in the future using this system, like a machine gun, a sonic rifle, or a drill.


Idea 2 – Attunements instead of kits

Similar to the previous idea, the tool belt is gone too, but instead of being replaced by kits, it’s replaced by “perks”, which work similar to elementalist attunements.

These perks would modify weapon skills, and change depending on the active weapon. Perk examples:

  • Ignition: Transforms rifle into flamethrower.
  • Alchemics: Transforms rifle into elixir gun.
  • Voltage: Transforms rifle into lightning gun.
  • Mechanicals: Transforms rifle into sniper rifle.

The skin wouldn’t change with each transformation, but the animations and the way the engineer uses it would.

Some kits would be removed, but those which don’t fit into any weapon would remain as conjure-like skills.

Probably not viable for the amount of work it would require, but still interesting to consider.


Just some random ideas to begin the thread. Waiting for yours!

Full list of redesign threads:

ElementalistMesmerNecromancer

EngineerRangerThief

GuardianRevenantWarrior

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

(edited by Lonami.2987)

How would you redesign the revenant?

in Revenant

Posted by: Lonami.2987

Lonami.2987

Few new ideas, partially inspired by the first idea in the first post:


Core revenant

  • Revenants can now equip 3 legends. Each legend has now its own skill button: F1, F2, and F3. This should help alleviate slot skill variety problems without breaking the theme of the profession.
  • Energy management is gone, replaced exclusively by cooldowns. Skills that consumed energy over time, like Vengeful Hammers and Impossible Odds, now have a fixed duration, and have no benefits for ending early.
  • New core legend, ritualist. Signet skills inspired by GW1 spirits, which work like turrets, with support in mind. The healing skill summons the spirits to your position, healing for each active spirit, and the other four skills summon a series of spirits with different abilities.
  • Ventari’s Tablet mechanic is gone, to return later in a pet-based elite specialization. Now Ventari uses player-casted ground-targeted skills. Instead of ordering the table to move, you now throw tiny carved bones, seeds, and runestones. Their effects are the same or similar as those of the original skills.
  • Mallyx’s Embrace the Darkness now additionally slowly spreads conditions to nearby enemies when activated, providing additional condition cleansing to the revenant.
  • New weapons at the core profession are desirable, but not mandatory in the short term.

Herald

  • Since we no longer have neither energy nor upkeep, and it’s not worth adding back for just the facets, we need a new system.
  • A possible solution is letting heralds activate any of the facets they want whenever they want, even the six simultaneously. The downside would be that the more facets you activate, the slower you spread boons, so having the six up isn’t really worth it.
  • Face of Nature is now exclusive to Glint. The other legends have each new different skills, all of them working like facets, including themed aesthetic marks in the ground.

I think this solution could really work out, and it doesn’t require as many changes as other ones around. Yeah, still requires work, but it’s doable and leaves a solid foundation for future elite specializations.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair

Strange Rock is a bad joke

in Guild Wars 2 Discussion

Posted by: Lonami.2987

Lonami.2987

Seriously. On average it takes hundreds of petrified wood + karma for skritt staches (it took me over 300+ staches to get the rock, other people reporting no drop in a larger amount of staches). More time to open all these staches, just to get a trophy item that leads to an ascended ring after a mystery that took people months to solve.
No aura, no achievement, it does not even have all 3 infusion slots. This whole thing must be a bad joke from Anet considering rings are the easiest ascended equipment to get.
Basically this whole item is a colossal waste of development resources and a missed opportunity to introduce a legendary ring.
I know I should have waited for other people to build this ring before I invest time into it, but this is just another example of effort vs reward not matching.

Hey, I kinda lead the thing to discover it.

I’m not angry about the money I spent, but I’m angry at ArenaNet’s reaction, or lack of thereof.

They hyped a thread where the main speculation was “it’s a legendary”, all over it. And what did they do? Nothing. They sat down and watched the world burn. The hype is our fault, yes, but ArenaNet could have tried to calm things down, instead of throwing more wood into the fire. They made the wrong hype grow harder.

Personally I’m not touching scavenger hunts or anything like that for a long time, and I probably won’t be organizing anything ever again, specially with all the hate coming our way after post-mortem concerns. This was outright disrespectful for the people who spent money and time on it, and some spent a lot of both. They saw our wrong expectations, and instead of calming things down, they made them go wilder.

I wished it was a legendary precursor, since we already got the blood ruby trinkets that pretty much work like legendaries, but what I was really expecting was some simple aura item, kinda like Koda’s Warmth enrichment. Not a big pile of nothing. And don’t fansplain to me “it’s cool because it has Rurik’s name and is a lore reference”. It’s nothing.

The guys behind this ring need to take a look in the mirror, and grow some empathy here. Next time you want to do something like this, make sure the final reward is much more clear, and remove gold and high RNG from the equation. Make it harder or impossible to speculate with too.

Elonian elite specialization ideas: El: Dervish
M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair