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Waited 5 year's and still waiting

in Guild Wars 2 Discussion

Posted by: Nekroseth.5186

Nekroseth.5186

Basically i was waiting for the game since it was mentioned, and whyle waiting i had terribly good fun in Gw1, with its amazing community.

When gw2 got released (including betas) i had a bit of mixed feeling, because i was not happy with the Engineer and Mesmer. I wished for some really innovative and new idea, or some Expansion class remade. But hey there is still necro i sead, its still my faw class in all games, and Anet implemented it the best so faar. So i started playing…..

And at 20 got so grossed by Necromancer’s design i started rerolling. After like a half month of terrible practice in pvp and pve with all the classes, i decided on guardian, and got trough 50…But i could not press on anymore.

I was trying to realize why, and here are the resons that destroyed my game experiance :

Combat extremely simple, whitch is good somethimes, but mostly just boring. Builds dont really affect how you play, you still dodge, and spam dmg or “support” skills. The only thing that differs is the timing at best.

Weapons-Classes are limited, you cant costumize your combat-game play at ALL. I missed SO MANY class aspects, like a dual saber(sword) ranger (whitch supposed to be one of the core fantasy class aspects). Or a Decent all araund wizard, and not an Caster specialized in Elements only. Or a Sniper like rifle user. But mostly i missed a divine class, that was present in gw1.
Not to mention you cant wield any weapon you want, or if you can, it propably has another themed skillset you wanted to use,like : It has aoe explosions instead of a long range nuker set-_-

The trinity. Trough there is no trinity and you should be able to “run dungeons” or play in team with anyone, but basically it takes 50 min to find a party to anywhere anyway. But you even lose the ability to specialize or take a role up in the team, whitch is FUN.
You can take up roles anyway? BS-Your so called “support” is not a role, you do that anyway. Not like its a big fat support, all you do is apply temporal “buffs”, or debuff the enemy sligtly. And there is no souch role as CC,if there would be…the game would be totally BS, when cc ing becomes a role in mmorpg, count me out.

The lack of recostumization of character. And items from Black Lion. The unused fantastic opportunityes missed like : alternate skill and spell effects. Alternative turret,banner,pet skins. And so on.

WvWvW good design, but way to big maps…..split them to 2/10 th size and progress the players on the parts each week, like Ab battles did in Gw1….(keeping all the aspects like caravans and supply posts in each of them)

The game is still Gear dephendant….its quite hard to do anything with undergeared character. After 80 ofc it wont matter, till you introduced ascended gears-_-

Anyhow i just wanted you to know, i barely log in anymore, and lost all motivation to play.

Dont take me wrong I gave Gw2 5 years, i wont give up jet, but i waited another 3-4 months for anything to happen, and it is only becoming worse. So how moch time i should give it? Till expansions? Till second Expansion? Sorry lads, but if you dont make something serious with the issues (that not only i have, i can clearly see that now) i am off.
I dont play money for it anyway? If it would be good i would consider that.
Besides i bought 3 games (2 for my friends), and spent the game’s cost 2 times in gems alredy. So what ever. Byez Gl Hf….Cya soon……i hope -_-

Gw1> Gw2 Minions-Necro. Reson why.

in Guild Wars 2 Discussion

Posted by: Nekroseth.5186

Nekroseth.5186

“Sadly, it is the fundamental problem with Necromancer, the elements are there for a strong class that is fun to play but nothing really was executed properly. "

You spoke my mind. Exacly my thouts.
Even if i put aside the class balance or game mechanic at al, the class was a big redesign compared to classical Necromancer in Gw1, and still felt allright.
In gw2 i keep feeling the totally opposite : I want to play a more classical Necro.

“Necro should have had defined roles, ie Condition, Power, Utility and Minion Master. Then, you should have enough trait options so you could really go down any trait path and have abilities for any rank that you desire irrespective of the role you wish to play.

I think Lich Form should have been the bread and butter trait for the Minion Master"

I would even dare to say, Necro should have had mutiple forms, based on Mastery or anything, that decides his aspect of skills (not like elementalist attunements, this would not dephend on current weapon)

On the topic of “predefined” roles, i agree, trough i think it should be vice versa : All classes should have infinite builds, to take up any role any way.
THe exact reson i disliked partially (not fully) the taking away tha trinity, because it destroyed roles. Classes are all araund, but instead of be able to do anything, they cant do anything, but Deal damage as main role. (yes they do have other roles to, but they are not MAIN roles)

In other hand what you try to say is good. Currently Necro has 1-2 build that are barely good for anything, isntead 3 concrete builds that can take up 3 roles.

Gw1> Gw2 Minions-Necro. Reson why.

in Guild Wars 2 Discussion

Posted by: Nekroseth.5186

Nekroseth.5186

I been thinking a lot abaut the issues on the Necromancers topic of Minions. It clearly shows its a hot and nonstop discussion, and has to be treathed calmly.

There are many resons, but i think the major reson behind the minion complains are based on something, that was present in gw1 but not in 2, but not directly, propably the devs didnt had time, or they slid ower it.

1,In gw1 you could spam minion summons, and have a decent army of them. You could use them as a meatshield, since that was the purpuse of them. And that is the purpuse of the necromancers pets.(should be)
2,In gw1 you could keep ut the army with a decent heal(dual class also helped a lot). Trough you didnt had permanent pets, you usually had multiple active all times.
3, You exploited corpses to do soo, and that gave a real necromancer ish feeling to the class, that was propably the reson many did not bother it is also a bacfire (without corpses there are no minions)

II,
1.1, In gw2 even with fully specced on minions you have insane cooldowns, and the minions die was to soon, besides the fact that you barely have minions, or if oyu doo, all does the same boring attacks, no specials, no casters or anything. You basically keep them to deal dmg…but that sux….THey cant realyl tank, if they get agro they die almost asap, and you cant replace it since it gets on cooldown then.

(Instead of putting the skill atop of the skill, give us skillbar, like the left side has above the skillbar, and start the cooldown after summon instead after death of the minion, so we can replace it)

They have no role, they are mostly decoration unlike in gw1. Lets not even talk abaut minion bomber builds, we had in gw1, that you could have implemented..

2.1, In Gw2 you cant keep up the minions all the time, besides that they die fast, you cant even heal them, or support them with any decent skill, like you could in gw1. Only thing that had a decent ida was aoe retaliation minion build.

3.1, As the topic in suggestions mentions, Necros dont exploit corpses in gw2. Whitch is sad, since many players roll Necromancer for the reson, they use corpses, the theme of death, and undead.
If you can get ower the fact that there are no skeletons, and zombies, but some undead bunnyes……
Trough it is a bacfire (if there are nor corpses) it is still a Necromancer class special, to exploit corpses, and dead bodies on the floor. Even if it is only in pve or anything.

So basically if you compare gw1 and gw2 on this topic you clearly see Gw2 lacks the indetail design on Minions. It clearly shows that devs didnt know what to do with them. They didnt wanted to make them op, so they made them a decoration, that can use them, but they are not really a feature you can build on. Whitch is BAD

In other hand, those are not really problems, but the real problem is : They didnt decide – Make Cheap replacable but mostly useless for long run minions (they lack skills, and die fast-but you can replace them fast, and there are lots of them)

- Or make them tough,powerfull and have skills, but they have big cd-s to replace. (powerfull 1-2 minions for semi permanent use)

DECIDE. Every mmo does, And every mmo knows you have to decide how there pets are.
Exuse my terrible english. GL HF all. And a good work for devs!

(edited by Nekroseth.5186)

Necro class mechanic

in Suggestions

Posted by: Nekroseth.5186

Nekroseth.5186

I also agree, trough it seems like a usuall, “death shroud complain” it is a lot more then that.
The class mechanic is boring, underdeveloped. Trough many wont agree but its also non fitting.
2, The class based on death, cant exploit corpses (besides an useless trait). Trough area effect skills would be harder to use, since corses are not always where we want it, but still. There are many more options.

A viable Support-Healer Mesmer ?

in Mesmer

Posted by: Nekroseth.5186

Nekroseth.5186

I personally started a Mesmer, as support for my friends, but lately i cant find a way to heal or buff in a decent way.

Are there any “healer” builds at all? Is support supposed to mean, give halfrandom buffs for 3-4 secs? I dont really like it.
But i still see strange and decent build floating araund the forum. My question is :

Are there any non self healer builds, or support’s? Anyone got idea? I seen a Mantra build, but any other?

another option instead of MH pistol

in Mesmer

Posted by: Nekroseth.5186

Nekroseth.5186

What you say is not bad. THe ranged dagger caster is a good idea, but i personally would give all weapons to all classes.

Necro or Mesmer? Long range....

in Players Helping Players

Posted by: Nekroseth.5186

Nekroseth.5186

Greetings all, not sure where to post this question, but i been wondering what to roll.

My 2 friends started to play and one of them decided to play warrior, the other one is playing guardian, for that i thout i will play some long ranged class. ( with a lot of direct damage or nuke prefered)
I usually play casters and support anyway

I did play Ele to 40, and i dont like it, i propably was waiting a bit more “wizard” then the current class.

So i was left with the Mesmer and Necro.

I did hear a lot of negative things abaut necro, trough that would be my first pick, since i usually play it, and it fits my taste, but after 20 i realized its not the thing i am looking in a Necromancer. Its not like it is usually.

So i was wondering, should i stick with Necro? You think it will get major changes? Maybe a partial redesign? Or should i stay with it for the current skillset?

What are pros and Cons on Mesmer and Necro? Do they have a “support” build? Like Ele can heal and guardian can protect?
Are they viable as long range nuker?
And so on….

Exuse my bad english.

Mesmer or Necro ? -> Want long range nuker.

in Mesmer

Posted by: Nekroseth.5186

Nekroseth.5186

Greetings all, not sure where to post this question, but i been wondering what to roll.

My 2 friends started to play and one of them decided to play warrior, the other one is playing guardian, for that i thout i will play some long ranged class. ( with a lot of direct damage or nuke prefered)
I usually play casters and support anyway

I did play Ele to 40, and i dont like it, i propably was waiting a bit more “wizard” then the current class.

So i was left with the Mesmer and Necro.

I did hear a lot of negative things abaut necro, trough that would be my first pick, since i usually play it, and it fits my taste, but after 20 i realized its not the thing i am looking in a Necromancer. Its not like it is usually.

So i was wondering, should i stick with Necro? You think it will get major changes? Maybe a partial redesign? Or should i stay with it for the current skillset?

What are pros and Cons on Mesmer and Necro? Do they have a “support” build? Like Ele can heal and guardian can protect?
Are they viable as long range nuker?
And so on….

Class suggestion : Nekromancer - Weaver

in Suggestions

Posted by: Nekroseth.5186

Nekroseth.5186

A few more skill :

(keep in mind they are examples, noting certaint, its up to the devs anyway.

Petals of Death – The weaver plants blossoming lotus plants on the ground (target location) that release petals, and couse confusion ( the pollen becomes poison)

(As Arachne is a duality godess of Death and Beauty her followers use skills that are themed araund this duality like above)

Neurotoxin – The weaver spits mixed toxin that will stun the target for a short time, after that the foe becomes weakened. Also deals damage (if the target is poisoned deals more damage)

Claws of the Godess – A kit like utility skill (like engineers have) . (The Weaver can cast this also in Sipder-Hybrid form) . After using the skil the weaver gets a ful lset of 5 skills instead of weapon skills (keeping the current weapon stats), Changing his/her hands to claws ,that rend armor each time they struck
-Claw (claws the targets in front in a cone area) P2 : Claws with booth hands (inflicking 2 stack of vulnerability instead of 1)
and other 4 skills work in progress

Class suggestion : Nekromancer - Weaver

in Suggestions

Posted by: Nekroseth.5186

Nekroseth.5186

Greetings all!
Please exuse my terrible english.

I am not sure yet if this should be an full out aspect to the necromancer or a whole new class yet, but i post my ida on the character, and if there seems to be an interest i shall detail it with mastery and more indepth details.

The Weaver’s are worshippers of the Spider god Arachne. A lesser diety, or aspect of Lysa (trough only a few know this).
Noone really knows the god exists or not, but the Weavers still pray to her, and heed the teachings of duality,predator,weawing and patience.

These teachings are the life style they live, the objective they want to acomplish. (when they do, they enlighten and become closer to there god)

Teachings like : Ignore the weak, and seek challange.(predator)
Life is more complex then anyone but, the SpiderGodess can understand. Weave your own path to her fawor (weaving)

Bacground story – Still in progress (i am free to suggestions)

As a caster-hybrid class they deploy “agression” magic. And tap on that bloodstone as well.
There spells are mostly based on spiders, webs, poisons, and darkness.

I make some skill examples, and show how the class mechanic works after that.

Staff : Choking Darkness –
The area gets covered with mist like darkness, that is taking the breath of foes Dealing damage. (also schills)
Swarm of Spiders – Summons a swarm of spiders that bite and bleed the target ower time. (aplly poison also)
Web – The caster shoots out a ball of web that explodes near the enemy, unmobilizing him. (instead of target it can be applyed to a wall like shape, and effects those who walk in it)

So basically the class mechanic is Favor . A small bar that fills up by casting spells, and when the bar is filled (it has 2 segments) atleast to half, the caster can assume the form of a fearsome giant spider, later on a Spider-human hybrid.
(i guess the widow form is fitting but you could pick your spider simbol in character creation)
When you assume Spider form, you get melee and medium range skillset, for dealing damage (thief.warrior like burst)
When you assume your “true” form the Sipder-Human hybrid form (where you keep your upper torso armor and items) you can cast spells, but stronger. The skills keep the original effect but also get bonuses that are showns in the ().

So what you think ppl? I personally missed a "divine class’ exspecially a caster, but this Shape shifting mechanic would be quite unique i think, and we would get a spider theme covered.
I understand that there are no gods right now, but noone knows that for sure, and ppl can worship something that is not present still, example human gods. It would also fit the lore (since its an aspect of lysa-trough noone really knows that for sure its just a rumor)

I am open to critic and suggestions.

New profession "Wizard/Arcanist"

in Suggestions

Posted by: Nekroseth.5186

Nekroseth.5186

Topic dead? Op and Castle? Where did you all go?

Game Purchase - Error on page ?

in Account & Technical Support

Posted by: Nekroseth.5186

Nekroseth.5186

Whell. I am getting unsure if the bank is the problem. I did try to buy the delux edition, but its the same.
After i click finish- > Says Error on page-and stops loading.

Game Purchase - Error on page ?

in Account & Technical Support

Posted by: Nekroseth.5186

Nekroseth.5186

Nop, didt work. It seems i have to go in and talk with them.
Or what number you have to call for it? The phone number on the card?

Game Purchase - Error on page ?

in Account & Technical Support

Posted by: Nekroseth.5186

Nekroseth.5186

Hmm yeah, might be the problem, i did recieve a call like that like 2 years ago.
You think if i buy some League of Legends skins and then try again will it work?

I mean if i make another kind of transaction will it realize that its not a doppel purchase?

Game Purchase - Error on page ?

in Account & Technical Support

Posted by: Nekroseth.5186

Nekroseth.5186

Hi there! Exuse my terrible enhlish but, i have to ask a few things.

My problem is : I want to buy Gw2 for my friends, so i did log onto shop and bought 1 normal account and regged it to my friends email, and sent him the key.
He sucsessfully installed and run the game, also made an account and it worked. We played some alredy.

BUT when i wanted to do the same for my other friend, the webpage on shop where you have to fill in your credit card and stuff keeps saying : Page error, after i click on complete.
I did try to run it in compatibility mode, but the same problem, nothing happens.
(i did check all info and stuff its filled in right, and i am sure i have mnoey on card)

After that i doppel checked the email, but it wont work with any email i give in.
AFter that i used google crome, and put in the credit card numbers and other info, but it says the Credit card informations are wrong somehow. And thats not tru, i checked 4-5 times the numbers they fit, and all other info to.
Is the page wrong?
Or i can only buy 2 Gw with 1 credit card?
Or is some other problem present?
I have a MasterCard, and live in Hungari, using the bank K&H

Game purchase-Error on page

in Account & Technical Support

Posted by: Nekroseth.5186

Nekroseth.5186

Hi there! Exuse my terrible enhlish but, i have to ask a few things.

My problem is : I want to buy Gw2 for my friends, so i did log onto shop and bought 1 normal account and regged it to my friends email, and sent him the key.
He sucsessfully installed and run the game, also made an account and it worked.

BUT when i wanted to do the same for my other friend, the webpage on shop where you have to fill in your credit card and stuff keeps saying : Page error, after i click on complete.
I did try to run it in compatibility mode, but the same problem, nothing happens.
(i did check all info and stuff its filled in right, and i am sure i have mnoey on card)

After that i doppel checked the email, but it wont work with any email i give in.
AFter that i used google crome, and put in the credit card numbers and other info, but it says the Credit card informations are wrong somehow. And thats not tru, i checked 4-5 times the numbers they fit, and all other info to.
Is the page wrong?
Or i can only buy 2 Gw with 1 credit card?
Or is some other problem present?
I have a MasterCard, and live in Hungari, using the bank K&H

New profession "Wizard/Arcanist"

in Suggestions

Posted by: Nekroseth.5186

Nekroseth.5186

Oky, I am focusing also on the game right now. (if have time)
But i am really eager to see some skills you imagine. I am sure they will be imaginative and good to look at.

I also think the look and style of the skills and the class owerall should reflect destruction.
On traits, i also think, it could reflect a bit of duality- > and resamble Arcane and Destruction’s aspects.

Also i am a bit influanced by Warhammer, on this topic. I think the human side on this topic (class) should be superior in the “racial” elites and skills. Atleast on theme. (not efecting balance) Afterall Balthazar is the god of war and struggle (destruction) and Humans are the fawored race of the gods.
They are pushed back to the heart of there domain, and are cornered from each direction. The time for a Superbly destructive “mage” like class to appear and turn the tides is now.
Arcanists unbleash the wrath of Balthazar and lead the human race to victory and (supreme domiantion?)
Might be another good theme to background lore for the class)

New profession "Wizard/Arcanist"

in Suggestions

Posted by: Nekroseth.5186

Nekroseth.5186

I dont want to agrue on the topic again, but the link you gave me actually states Elementalist is nowhere near Necromance in damage, it brings utility to the battlefield,(another proof that the whole system is not really designed so well, dont take it so serious) so the concept is against him self again.

Besides that, i understand what you want to say, but its still sounds totally wrong. Or more like feels wrong.

I mean, they say you CANT use other tipe of magic, but rigght after you say, they can emulate it(no point of the thing alredy then…), and in the end you state, they can but not that good.

Its alredy wrong at the first sentance : Destruction as a school of magic tipe.
Destruction is not a *form*of magic, it is the goal of the caster. The change he wants to bring to the world with the spell he is casting.
Not the effect. Spellcaster NEVER use goals as spells, they use effects, that lead them to there goal.
But for that he needs to give a form to the spell, it has to be achived trough some effect that is present in the world(mostly). and they can achive that effect with magic that is “considerably easy” to use, in contrast to the things he would need to do to achive it.
(Only gods should be able to use “magic” that simply achives there goal, by will.)

And if that is true, that the goals regualte the spells, the system is totally Fc ed up. I mean you basically can cast ANYTHING, just have to lie to yourself, that your goal is xy -_- Seriously totally wrong idea i think.

So you still must seperate the goal of the magic, or the magic itself. You cant go araund and say xy school has y spells. You go and label spells to schools, since they can have multiple effects.
You cant label a fireball as 90% destruction and 2%perservetion and 8% agression.
It is dephending on situation. Trough fire burns, it also gives heat and light, that is a source of life.

I think the problem is : Devs didnt go indepth to think on this topic, since they didnt believe they need a philosophy on how magic works in the game or in the world (that does not even exist).

At any rate lets they with this “wrong” self destroying lore, and say we use “destruction” as school. (trough ele is the same school, with a differeant theme)

I still think the pursuit of power is a good idea for destruction theme, since the power to destroy things, is still considered the greatest power.
As for using arcane magic for that, i assume its good, since Arcane magic is one of the most powerfull and destructive “magic tipe”.

Trough i say this system only destroys good and complex classes. It only binds your hand, makes spell design intesively hard, since if you want an utility spell or skill, you have to ponder araund the whole freeking world to get an indirect effect (i still think the most of them are just exuses).
Sicne you must design a class in a way, so that al his skills are agressive themed is kind of makes it dull.

So anyway, my final thout is : Decide for kitten sake Anet. They are capable of making healing effects or not? If yes kitten the WHOLE stupid lore because its totally pointless blabla.
If not then why are they capable?
So what ever.

I dont think we should bother “taking crappy lore to the word” exspecially since the 90% if it is mostly speculation.
If they dont like the way someone makes a class, they just tell him, “sorry lad, but this wont fit the world we imagined, go redesign it, its a good idea beaside this y and this x”

They wont bother not to implement something only because it wont fit some lore that like 0.2% of the WHOLE player base knows. At best, if those 0.2% gets so angry and starts to moan, they simply post a 3 sentanced port on some forum like we quoting from -_- totally bs if you ask me. We argue on senseless topics, how magic works. I dont think anyone gives a crap right now for that.
But does give a lot to have a new class, that is interesting and soemething new (or actually old school).
Because there are many (like me) who finds any cl kitten decent anought to play seriously.

I say lets focus back on the class. Btw. Could you make some skill lists castle? I would die to see some. With the “mechanic” in effect. Would make a good example how it works exacly.

(edited by Nekroseth.5186)

Bloodstone-Magic-My questions to dev on this topic

in Players Helping Players

Posted by: Nekroseth.5186

Nekroseth.5186

Here is a bit more detailed research on it :

“Historical records claim that what ancient Ritualists used was not magic but merely had similar effects. "

Basically gives a free hand to design mostly anything, if they are not considered “classical magic”. And there are good resons for it, like a good backup story, or theme.

“The specific school each profession utilizes is not completely certain. "

Another point to the fact there are 3 caster classes currently, but ranger,ritualist, paragon, dervish and even assasin (shadow magic) can use some sort of spells or magic, that are clearly not themed araund only araund 1 of the following :

Preservation, Destruction, Aggression, and Denial

It is quite big topic actually, since MANY things can be considered destruction, but a fireball clearly is, and healing waters are clearly perservation, so its quite of paradoxal lore. (elementalist)

It cant even by explained or EXUSED by saying its indirect, because if you create simply water….it wont heal anyone -_- its just water even if created by magic.

BESIDES AND MOST IMPORTANTLY ! If there are only the 4 schools as mentioned above, there are MANY spells that wont fit any of them. For example if creating water is not restorative its simply water, then it is not in any of the schools, so casters should not be able to use a magic that can create water!!!!!!!!!!!!! If it is a school, since it heals, the caster should not be able to cast ANY magic that is harmfull, unless it is undirect, like : he can purify things ( preservation) and purifyes an undead that will get harmed by it. But Clearly a fireball is QUITE a direct harm!!!

I am not sure if it is an error of the lore, or its just oudated to GW2- might have worked for most cases in gw1. But most seem to be only exuses to me….

And even trough the : Preservation, Destruction, Aggression, and Denial fit totally to the OLD classes in gw1 – Monk,Ele,Necro,Mesmer- But EVEN like that its wrong, since if Ele is Destruction, then why does he have a clearly preserving Stone armor, or armor of mist, that deals no damage at all, only protects.

I doo see a LOT of specialtions on wiki on the same topic, but they are clearly not something big official lore, like the topic on wiki.

“The last case of magic existing before the gods granted it is the war between the Mursaat and the Seers which occurred before the gods and humanity arrived on the world.2 The Seers were defeated through the spell Spectral Agony, showing that the Mursaat had magic independent of the gods. "

Basically another exuse that anything can be implemented if explained right -_-

So basically the devs can implement anything, they have good exuses to make anything they like, unlike us, since we dont know what we can dare or should suggest.
untill there is a clear official post on this topic, nothing that is centered araund magic can be detailed
-_-

I dont wanted to quarrel on this topic again, but it REALLY bothered me.
I think the Destruction themed Arcanist is a good idea, and should be implemented. The devs make exuses if they want anyway, or delete skills or parts if they dont see it fit anyway, with any exuse they want. They can do it! They are the devs.

But this stil lshould be realyl cleared still, and not with some palyer speculation

(edited by Nekroseth.5186)

New profession "Wizard/Arcanist"

in Suggestions

Posted by: Nekroseth.5186

Nekroseth.5186

“Historical records claim that what ancient Ritualists used was not magic but merely had similar effects. "

Basically gives a free hand to design mostly anything, if they are not considered “classical magic”. And there are good resons for it, like a good backup story, or theme.

“The specific school each profession utilizes is not completely certain. "

Another point to the fact there are 3 caster classes currently, but ranger,ritualist, paragon, dervish and even assasin (shadow magic) can use some sort of spells or magic, that are clearly not themed araund only araund 1 of the following :

Preservation, Destruction, Aggression, and Denial

It is quite big topic actually, since MANY things can be considered destruction, but a fireball clearly is, and healing waters are clearly perservation, so its quite of paradoxal lore.

It cant even by explained or EXUSED by saying its indirect, because if you create simply water….it wont heal anyone -_- its just water even if created by magic.

BESIDES AND MOST IMPORTANTLY ! If there are only the 4 schools as mentioned above, there are MANY spells that wont fit any of them. For example if creating water is not restorative its simply water, then it is not in any of the schools, so casters should not be able to use a magic that can create water!!!!!!!!!!!!!* If it is a school, since it heals, the caster should not be able to cast ANY magic that is harmfull, unless it is undirect, like : he can purify things ( preservation) and purifyes an undead that will get harmed by it. But Clearly a fireball is QUITE a direct harm!!!

I am not sure if it is an error of the lore, or its just oudated to GW2- might have worked for most cases in gw1. But most seem to be only exuses to me….

And even trough the : Preservation, Destruction, Aggression, and Denial fit totally to the OLD classes in gw1 – Monk,Ele,Necro,Mesmer- But EVEN like that its wrong, since if Ele is Destruction, then why does he have a clearly preserving Stone armor, or armor of mist, that deals no damage at all, only protects.

I doo see a LOT of specialtions on wiki on the same topic, but they are clearly not something big official lore, like the topic on wiki.

“The last case of magic existing before the gods granted it is the war between the Mursaat and the Seers which occurred before the gods and humanity arrived on the world.2 The Seers were defeated through the spell Spectral Agony, showing that the Mursaat had magic independent of the gods. "

Basically another exuse that anything can be implemented if explained right -_-

So basically the devs can implement anything, they have good exuses to make anything they like, unlike us, since we dont know what we can dare or should suggest.
untill there is a clear official post on this topic, nothing that is centered araund magic can be detailed -_-

I dont wanted to quarrel on this topic again, but it REALLY bothered me.
I think the Destruction themed Arcanist is a good idea, and should be implemented. The devs make exuses if they want anyway, or delete skills or parts if they dont see it fit anyway, with any exuse they want. They can do it! They are the devs.

Bloodstone-Magic-My questions to dev on this topic

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Posted by: Nekroseth.5186

Nekroseth.5186

Greetings!
First of all exuse my terrible english, second i am here because of the Wizard-Arcanist topic and on the topic of magic schools in Gw2 we been discussing with Cacstlemaniac.

He did clear a bit of things and i also read up a bit, but there are certanly not many things or topics abaut this.
Besides that the things is : I feel a bit confused abaut this. Trough the wiki states :

“Magic is made up of four principle schools: Preservation, Destruction, Aggression, and Denial. In turn, each magic-using profession is linked to a single school.”

Trough its Elementalist can still use a fireball, and use healing magic to. (besides its elementalist so its not even a school mentioned above)
Whats the deal with it?

But what is magic at all? Manipulation of reality- The stronger the spellcaster’s magic is the closer he can bend reality to his will. So basically cutting someone down with a sword is the same way magic since you want to destroy the foe in front of you, like casting a fireball on it?
(i did study a lot of occult,ezoteric,philophy, telology and so on, but here it is all decided by the “lore master” that designs the lore and story of the world)
Who is the main design on this anyway? Ree? I know she did write a lot…

Side note: i know there is a big silence on bloodstone’s fate topic since its future expansion theme, but i dont ask for that info, i ask abaut mechanic of CURRENT world.

(edited by Nekroseth.5186)

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Posted by: Nekroseth.5186

Nekroseth.5186

Hmm whell… can you move posts to another topic? By that i mean whole post with attached stuff?

If you can as sead above you should move the constructive ones there, and make like 3-4 first post as your post with them. Simply quoting them.

If not, can you make another post under your own first post? If so then simply put them all there, in like 3-4 post. If still not working, then i make another thread and ctrl plus c all the buildfull posts in order….

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Posted by: Nekroseth.5186

Nekroseth.5186

For traits i thout up some, but clearly cant detail the lines or what they do till we get some skillsets concreted to the ground atleast

Concentration : Concentration-Expertise (boon duration—-condition duration) The arcanist power comes trough tappin on Arcane power (mostly). The greater his concentration can be in battle to do that, the more powerfull his skills are. And the greater wound (bleed, poison) they can inflict. —Clearly fitting--

Sense : Precision- Prowless (crit chance—-crit dmg). The Arcanist senses the magic araund him trough the arcane, trough practice his senses also became sharper, and become able to place his spells more carefully and percise.

The path : Power-Way (power—-Class special) The arcanist aim is to gain arcane and magicile power, trough the paths that are available to him. The better he walks the paths to power the more power he has. Quite simple.

I am not sure on the rest and on combinations. Mostly only on concept.

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Posted by: Nekroseth.5186

Nekroseth.5186

Added a few concept arts, they are on page 2 here are some more :
Swarm of rats included

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Posted by: Nekroseth.5186

Nekroseth.5186

ahhhaaaa i see. Whell anyway. If you so wish Cihandar, the post could be sorted out, but i suggest you collect the constructive and positive posts, that add something atleast to the class, or help in the concept or detail it, and only post those in order.

This way it would stil lhave quite a lot of detail, and comments and thouts, but would cut out the “spam”
Trough might require the deletion of THIS topic. (whitch i find not a really good idea.)
But anyway.

A few concept arts on how i picture the Arcanist
If you take te “fire” effect and imagine some arcane power instead of it couldwork.
There are some pictures of arcane barrage to.

Attachments:

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Posted by: Nekroseth.5186

Nekroseth.5186

Erm could you move back this to original topic? Its almost like a doppel bost besides noone will even bother reading it….besides its cant be understud without the rest of comments and post…..

also could you tell me how to post pictures? I would add some to.

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Posted by: Nekroseth.5186

Nekroseth.5186

Yes quite a bit, it makes mee feel like Naruto’s chakra attunement to elements.
You are mostly attuned to 1 and can use only that one to full potentian, or at all.
But if you are skilled and practiced you might be able to use other ones to, or even combine them, trough not really as like someone who is attuned to that mainly.

Its like 95% and the rest is 5%.

I guess the skills and the details i made to the class are all quite fitting for destruction.
Any opinion on that?

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Posted by: Nekroseth.5186

Nekroseth.5186

K so i guessed the main concept of the class would be fitting to :

Pursuit of Arcane and Magicile Power!

Arcanist’s are pursuing power by nature, and over the times 3 paths cleared to obtain “ultimate” power.

1, Science

The thematic research of the world, and how things work, to implement that as power.
Text and scripts like, books and scrolls are a source of that knowledge, for that they are a simbol of the class in some some way. So is lore and knowledge itself.

→ Books
→ Texts, scrolls
→Alchemy
→ other —-???

2, Elightment trough experiance

Trough experiance comes enlightment of the world, and that can be wield as power.
Its a grand motivation, why Arcanist’s travel and see the world and adventure.

→Travel (trough not as moch as a ranger,)
→Understanding
. of the world
. of others
. of yourself
→ ????

3, Trough destruction

An awesome conception actually and its own paradox makes this mostly boring theme interesting and exciting.
How was it ? Power is its own reward! And that does apply to Arcanist’s exspecially.
If you are strong you can gain power. If you are weak you should fall, or try becoming stronger. Trough that you gain power.

→ Destroy to Perserve
If you destroy your foes, you perserve, not only yourself but others. (you must be strong) A paradoxal skillset that, trough its still offensive it can protect somehow.
Also points to the fact, that with destruction comes something new. The same as grenths teaching. The circle of existance to perserve balance.
→Destruction of the weak
Arcanist’s exploit the weakness of others. Trough they only care for foes, that take up the sword. And not for pesants or merchants, they are not considered weak, since they dont take up the cup for power. Like a centaur,nightmare court(exspecially) , sons of svanir and so on would.
→???

Whell those are the main paths that lead to power, and Arcanist’s walk these paths, and those paths are that lend them skills.
Lets talk abaut skills now a bit.

AS mentioned above, the Arcanist uses some tools, exspecially on the path of science.
I imagined 3 right now, that work like kits for enginers→ use them and get a skillset

-Sphere of annihilation. An orb like thing covered with arcane runes, that is used for long range direct damage. (trough it is a bit circumstancial to use).
→ Could mention a skill like : Ray of destruction a long range nuke that needs a few sec charge up before it can fire a really long range, high dmg, ray of light.

-Scroll or Book of invocation.
Somehing like Guardins have (tome of wrath). But instead of damage skills only, it contains “prayers” or calls, to powers bejond.
Since basically any spirit and power can be invoked, like Djinns, Spirits, AnimalSpirits, NatureSpirits, Demons or even gods i am not sure what theme should it take, propably a “support” or “defensive” like skillset would be proper.

-Tatto (’s)
The Arcanist has 2( how many exacly?) tattos on his body, that contain powerfull magic, that can be brought forth to use.
On activation the Arcanist puts his weapon away, and uses his glowing hands to weave spells, trough his tattos ( that have the currently used weapons stats, the same way as a kit does)
Dephending on what tatto he is using, change the patterns and colors that glow on him. Differeant tattos grant differeant theme of skillsets.

As for concrete normal weapon spells i made some examples, trough they are not detailed, just examples that fit this image of the class.

Staff :
→Swarm of rats
THe Arcanist summons forth 6-8 rats ( like the normal npc rats they are not 1 big modell, but each has its own hp and movement and model) Dephending on the current arcane power the numbers might vary.
They keep attacking the target, till they are destroyed, or the time of the skill is up. Inflict bleeding, or poison dephending also on arcane power.

→Telekinesis
The Arcanist holds the staff linear and lifts it up high. The target also lifts to mid air, becomes Unable to move? Or maybe even attack? (root or stun?) BUT its a channel skill (for max 3 sec?), if the caster moves the spell brakes. (it also deals damage each sec the spell is lasting)

→Inscribe
The arcanist makes a scribing motion with the staff and inscribes a Arcane mark on the target, that detonates after xy time (before that it can pull xy nearby foes, maybe with arcane power dephending how many).

→Arcane barrage (perfect for a 1 spell)
The Arcanist shoots a bolt of arcane from the end of the staff, then swings the staff and shoots 3, then slams the staff to ground and shoots 5 (these follow the target, might apply condition or aoe dephending on arcane power….would look cool if shoots 5 small arcane missiles to all nearby foes…quite fitting for a “barrage”)

So these are my thouts currently.

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Posted by: Nekroseth.5186

Nekroseth.5186

Ok i am back from work, but i had quite some time to write down my thouts and design a bit, but first of all i must reply to Castle.

Trough i agree with you in most cases the, but on the topic of
“because the magic has to fit the theme of the bloodstone only. It can’t borrow from other bloodstones, no single class is connected to more than one bloodstone”

I still cant make a compromiss, since the system you describe is non existant, trough you describe it, (i didnt even found it pls link so i can read it) the game does not work like that. If it would, Guardian should not have tome of wrath, when he can use perservation magic. Or elementalist trough only uses elemental magic, he also uses heals and destrruction to. Some classes have more then 3 "bloodstone types in them.

Or is it me who cant understand abaut the “theme” or mechanic of spells you are talking abaut?

On the secret society i agree, its not a really good idea, it was just an example, but i cant agree on the rest of the topic. That would mean there wont be or should be no new classes since noone knows abaut them? Ofc noone knows, because the devs didnt had time to implement them. You cant hint to all upcoming changes, even if the game looks stupid because of it later on, its how mmo industry works.

Ciha, thats not really a good idea, ppl dont bother to look threads that other threads link to. (lazyness)

On the rest all ok. Ill write down what i thout up right now, its free to edit, trough most skills actually fit the “destruction” theme.
I will leave a lot of space between texts so it is easy to look at. If something cant be understood ask.

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Posted by: Nekroseth.5186

Nekroseth.5186

As for the tome-orb-sigils i must agree. Its a good idea (they are basically like kits)
There could be 3-4 tipes of them, like Engineer has more then 1 tipe of kit.

I must add as side note…when i played guardian and used the tome of wrath for first time …i realized ITS THE BEST feeling in the game. (atleast for me) It was the feeling i missed from all casters in the game.

Also agree on Priory topic, it must be implemented carefully that it wont connect with them, but gives the feeling like you are one of them.
Might be a secret organization yet unknown (trough cliche i must admit) that teaches Arcanists.

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Nekroseth.5186

Besides that i guess the first question is then
(I agree on the name Arcanist )

What is the thing that unifyes the skills of the Arcanist, or more like, what is the main theme of his skill? What is the unique that makes him any more special then a “common” Wizard? (lets leave the question what is considered a common wizard or wizard at all in Gw, maybe even the devs cant awser this right now)

Ok back to topic.
I had the time in my youth to study occult, magic, philosopy, teology, ezoteric’s, and history quite a bit. And i must say : there are insane ammounts of catigorizations of magic, and since Gw lore is not that cristal clear on this topic (what kind of magic’s are out there) we have to assume a lot of things.

Besides, the categories castle mentions (manipulation, element ect…) and the reson of the bloodstones, there are still many questions we cant anwser, maybe even devs cant, thats another reson we must assume many things.
-There are many bloodstones broken they dont chain magic anymore.
-There are many skills,skill themes, spell categories, that entwine in more then 1 class
For example : there ware many arcane spells for mesmer in gw1, but there are also elementalist spells in gw2.
For that i think its safe to assume arcane is an all araund used tipe of magic(any caster can tap on it). It cant specify the class.

Another categorization might be the “how” they cast spells :
For example D&d makes Sorcerer and Wizard differeant by saying : Sorcerers use magic from there own inherited powers trough blood, and weave the spells trough intuition, and Wizards, study for long times, and practice, also use texts and books.

Or anothe example is :
Invokation – Invokes (summons) spirits, demons or any power that anwsers and calls there power. Trough it can be a lightning commanded by a nature spirit or a fireball invoked from a demon or from the underworld simply (not specifically by something).
Ceremonial – Similllar to invocation, but it mimic’s the spells effect to iconically call it from the universe. (longer more circumstancial, needs preparation)
Talismanic – Where the caster uses a fetish, iconization is also present ( as in most magic). Like a scepter or mineral. Like a woodoo doll, or a scepter, or a sacrefice of a black goat-sheep(can be considered a crossroad between Ceremonial and Talismanic)

There are also categorizations of Schools in magic Via D&D :
Arcane- Manipulates the cosmic energy called (mana,chi,chakra,focus—-ect)
-Abjuration : Focused on protective spells and dispells
-Alteration and Transmutation : Manipulates the materials and materials properties (turn to stone, Bull"s strenght, waterwalk)
-Enchantment : Something that mnipulates the mind’s of others mostly.
-Evocation, Invocation : Summoning materials,light and darkness, manipulating force ( summon a chair is considered this)
-Illusion : no comment
-Necromancy : No comment
-Universal : That cant be placed into anything.

Whell i must admit the names themself show awesome categorization, the problem is the description. Some skills and the things the naes mean totally dont fit.
There always been a BIG arguement abaut why is something Invocation when it should be Transmutation ….its not really easy to categorize someting fictional….Only its worlds crator can truly.

Divine -Spells granted by god-trough belief

In my opinion the best solution would be a system that describes WHAT does it manipulate, or HOW.
THe Arcanist could actualyl cover some off the other classes topics, like summon a lance of fire, if it does it in some unique way that explains why can he use Elemental magic. OR why cant the Elementalist use that skill….maybe the other part of the skill requires a feet the elementalyst cant cower?
That is an intersting thout…..

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Posted by: Nekroseth.5186

Nekroseth.5186

So to main topic….Is there a way to sit togather Castle and Cihanda? And all the rest who take this seriously?
Any chat option here or take in game friendlist?
My name is Blasio The Lion.

If nothing else we make a bit more clear topic as : Wizard→Arcanist Suggestion continuation or something.

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Posted by: Nekroseth.5186

Nekroseth.5186

The game right now feels way to American for me. comapred to the original game its a bit off, and mainstream.

I would love an Expansion with the option to play and feel the game a bit more East style.
-Hardcore Anime style skill animations
-Chinese, Japan culture for weapons, buildings, pets, armors so on.(canthan)

I would also would love if the Elone campaing and expansion would represent Egyipt a bit more as it did in gw1. Might be even acceptable since it became ruled by Palawa Jako.

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Posted by: Nekroseth.5186

Nekroseth.5186

Lets say we implement something like that. How would we do it?

THe criteria are :

It must feel like a tipical wizard, that means :
-A wise man, with lots of knowledge and lore.
-His power comes from practice, learning, arcane scrolls, books and text’s (might even be is source of power?)
-Wears, robes, wields staff,
-Can sue some spells without weapons. (might work as kits for Engineer)
" Anyone is free to add more"

It must be a fresh new idea, that represents the spirit of Gw, :
-Should be renamed to Arcanist,Sorcerer,Mage,Cronomancer,Thaumaturgist or something fresh.
-Must use some sort of magic that is no represented yet, something like Arcane, Time, Ancient spells (from lore, or even fitting for cronomancer).
-Needs a fresh mechanic, that fits and synergize with the class and the theme to.

I personally think this is the list we need to follow, trough all are free to add.
My opinion is , that something like this is totally represented in the game as Durman Priory stuff. And Dp is propably best represented with an Archeologist.

It basically has all, but it is not an Elementalist. (trough it is represented mostly as an Ele, since the game does not have other classes yet, but thats only a circumstancial problem, not because its intended)

I can also think of a Mechanic, where the Archeologist can take out an item from a skillbar, that is some lost artifact and get a new skill set (like it is a weapon). And those skill sets would be centered araund the theme of the item, and powerfull spells. There might be 3 for each role : Support, CC (or utility), And long range direct damage.
Could work simply like Elementalist attunements : You click on the item icon above the skillbar, and it switches out your skills. (using your current weapon stats)

BUT instead of getting a skillset for each weapon you did hold before, you only get 1 skillset for each atifact you have (if 3 then 3 skill sets plus original ones). Its resonable since you equip a new item, you get the eqipped items skills, your original (wield able) weapons have nothing to do with them…

But the Mechanic Caste describes could work also, its quite fitting for the Traits system currently running.
Trough its like a split personality, i imagine a normal Wizard, then as the Arcane power fills him becomes an engine of destruction : Floating in mid air, with glowing eyes that discharge arcane lightning, in his hands ethereal spells sparkling and raining down destruction.
It would be quite a sight to have an elite like that ( it would fill his arcane power bar to max, and skills would not use up arcane energy for some xy time) It would also give this effect to the character

Oh and on Bare handed casting. A few utility skills that work like Kits for Enginner would do the PERFECT charm. But isntead of a weapon, the Archeologist or Arcanist hands would glow with tattos of the chosen “kits”(spell theme) color.

Again sorry i must go so soon. Ill check up soon again. Till then cya all. Opinions?

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Posted by: Nekroseth.5186

Nekroseth.5186

I totally fully agree with Sef.6918.

I just cant be kitten to understand how is Elementalist even like Wizard?

“Elementalist is the wizard class in this game.” → they are actually called Scholar classes. But that aside, names dont matter, so thats another reason i dont understand how can you think Ele is like Wizard(or sorcerer to the fact). Since they not only differ in name, but if you know what a wizard is you know they differ in skill or theme to.

I WOULD LOVE TO hint ALL who think Wizard is like Elementalist to this topic on wiki :
http://en.wikipedia.org/wiki/Wizard_ → clearly not even like Elementalist. Its tipically not specialized to ANYTHING BUT MAGIC.

I understand Gw2 wants to be special, and times do change, so does the traditional concept of a Wizard, but braking tradition (trough might have improve in a minor way) costed dearly for the game. Cosidering trinity destruction helps the “LFG” problem, but destroys the dimensions of roles, and a BIG part of fun, in playing a role. (isnt it supposed to be role playing game? Besides the mechanic of roles…) Where you can pick what you excel in? And not only a theme that is Squeezed to like 30 skills and is called a class.

Even if you force a character to a class, that is cornered to a certaint theme, it should have a zone to manuver so you can form it to your likeing…..
For example if YOU SAY Wizard is like Elementalist…then gimme all that 500 spell i would want as a Wizard….Or atleast the Ele should have since it equals Wizard? Seriously not.

Hmm i clearly see many players here want and imagine Wizard as an Acane mage, as some point out it might be called Arcanist, so lets rename it, for the sole reson to avoid future confrontation.

-Besides, Arcane is not a bad idea, of you consider how interesting it can be, if it is not imagined so boring and simple as Elemetalist arce spells.

-Also might be a decent idea, since i did not found any topic’s on arcane spells on Gw wiki, so it can be exploited to anything basically.

-Trough also lets add, the current skills that are arcane point to the theme of : Really powerfull (all instant) damaging skills. Propably best set for destruction.

-In gw1 arcane skills are mostly mesmer skills. At manipulate magic as caste stated above.

-In gw1 it is also an passive energy source that casters use to gain power.. (tap on it)
(as well as there are some basses based on it)
-Mursaat are somehow connected to it.

-The asura leadership is called the Arcane council, propably points to : Arcane is a powerfull thing, so only something like a leader of the smartest race can wield.

THe mechanic whaa castle mentions sounds quite fitting, for something t is so insanely powerfull and destructive, but i most also mention the rthe whole point of the class is to have a classical wizard, the one wth a pointy hat, beard, old man, with powerfull, bot mostly non destructive spells.

I agree with both sides. A classical wizard is out of date, trough it has many fans, it needs to be redesigned. Why not have both in 1 then?

My best idea is still a thing that is alredy existing in the game, it just needs to be detailed. It has both things you ppl want!!! THe classical old bearded wizard and a powerfull destructive Arcanist !
A Durman Priory Archeologist

Lets talk abaut that.

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Posted by: Nekroseth.5186

Nekroseth.5186

Hmm. Yeah what ever.

On skill and balance issues….

I dont see a reson to “bother” with balance, since it does not exist. Noone should dare to say the game is balanced, when a warr can 2 sec destroy you in pvp. Besides, since we do not see game mechanic’s from server and programer side, we cant even pitch in anyway.
So i suggest, ignore the “blanace” topic in the 90% of your thouts.

Let me respond to your numerical replyes :
1, Its alredy implemented its called : Frozen ground, but it freezes, not knocks down. And is not considered combo field. (whitch is not hard to implement)
3, Its not the same, besides that was gw1 and this is gw2. If you so desire call it imbue. What ever.
4, Mad King variant? I was kind of off araund the holiday. But if its the same then there is no point agruing.
5,Aye poison it is then, with weakness.
6, If someone rolls a a class just to explore vistas faster….let them have it…i would rather pick a class that fits me. Besides, only because you can explore vistas faster ALL would play it? Yeah sure its like 2 shooting a mob? Yes its “unfair” adventage, but its fitting, and not implementing something because its unfair, is like not making the game at all. Besides, other classes also get skills that make them unfair? No they just do something better. Thats all.
7, Powerfull against magic classes? Whell he is the superior caster afterall, but besides that…where? You mean that simbol of xy that is out for like 3 sec? Its weak to begin with….At best you remove the Chaos storm or Ele’s storm…that you dont use in pvp at all. besides there are things that can make it weaker, like big cooldown, and keep in mind you got to waste up a slot for it…and might become useless afterall if there are no field skills araund.
8, There are alredy MANY skills like this, exspecially since they even deal damage…Mesmer can even spec for intteruption. Even Warr has some traits on it. Seriously not even near op.
9, oky ill keep it in mind. Any suggestion on the pets? Animals are not a must have.
10, iI will rework it, but why not? As stated above Wizard is the superior caster, it shoudl be able to learn a few tricks from others, but not use them as powerfull as them<- you pointed this out thy.

On the rest. . . Sorry lad, i ment no offense, i actualyl also suggested Druid.
I did not ignore it, i am just sleepy because i worked owertime.
And i was writing before you posted, so the time differance made it look wierd.

Yes mesmers are masters of “manipulating” but not magic, instead illusions, and fantoms. They confuse things, and that only applyes to living things (should) or things with senses, but Wizard is the master of Magic. (owerall)

I dont have time right now but i will make a big list of skills and try reworking the current ones to taste. Also think of class mechanic ideas.

(edited by Nekroseth.5186)

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Posted by: Nekroseth.5186

Nekroseth.5186

Another from Castle “unfortunately there isn’t much room to move in.”

Are ANY of those skills i listed above, used by ANY of the classes? Or you think any of the current classes will ever use them?
You mean that you cant think of any other kind of skills that are not in the game? No offense ment but you seriously lack imagination. You kind of sound like a fanboy actually,no offense again.

If the curent classes would SOOO cover all the spells and spell kinds, i dont think anyone would ever bother making a class suggestion.
This topic here is the very proof of the need on that class. Or the theme of those skills.

BEsides, its not abaut the mechanic of the class…Sure sure Ele is the “caster” class of the game because it can “shoot fireballs” …but seriously?
A simple shoot a blot of xy dmg can be designed like a billion ways. Its not abaut the mechanic, its abaut the theme.

On second thout, it is also abaut the mechanic, since classes …but thats discusses above, lets not repeat it again.

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Posted by: Nekroseth.5186

Nekroseth.5186

Have to agree…that 4 arcane nuke cant really comprehend to that 4-500 spell in D&D corebook (only the normal d&d and only the core…lets not even mention the rest 500)

Besides the fact is, saying “arcane” wont cover the 1/10 of the spells that exist or could exist.
For example : Elementalist does have summon skills, and can even summon weapons. *Why cant there be a class that can summon a chair? For example?

Also pointing out that there should not only be combat spells and skills. The current “world” skills are terribly underdesigned.*
When i heard : “you can pick up a stone and dephending on what class you are, you can use it, like elementalist can imbue it with fire and shoot it” I was amazed, someone finally realized, as a character you are able to use anything in the world, if not for combat, then for something atleast. (the more the option the better). Atleast that is what you would await from an RPG.

A wizard class could cover this insane big rift with its “utility” skills. By that i mean not the bar on the right, but his main skills. The theme araund the class and skills.

Dancing lights – Blinds and/or confuses the target for xy time.
Grease : Cripples or Knocks down entering foes. – Also a combo field, if shot with a skill that causes burning it ignites also dealing damage and aplly burning.
Detect xy : Shows them on map for some time.
Magic Weapon : Imbues your weapon with damage(power) and a cool glow for xy time
Reduce size : Makes the enemy smaller reducing his power for xy time.
Acid arrow : xy damage over xy time, could apply also poison.
Web : Create a web of iron spider in a line (like guardians line of warding) bu would immobilize instead of unpassable, and cripple
Levitate : You could float in mid air for xy time, avoiding mines, traps, and could float above water, without a need of swimming. (damage does not cancel it)
-This could be used out of combat to, for a very limited hight, to float up to smaller cliffs (or even some vistas)
Dispell magic : Removes are effect spells in the targeted area
Counterspell : Cancels or interrupts the next enemy spell(or spells, but thne randomly not all) withing xy time.
Summon xy creatures (preferably rats or small moas) : Summons a swarm of xy creatures for xy time to attack the enemy. (small dmg but causing bleed,easy to kill 1-2 hits)
Acidic fog : Creates a damaging cloud that erodes armor (causing vulnerability)
Turn to stone : Short stun, or immobilize if only the legs turn to stone.
Plane Walk : Phases out to other plane where you are invulnerable but unable to act besides movement for a short time.
Sight beyond sight : A passive aura spell that steals a nearby enemy’s skill every xy second replacing this skill.

And so on and on and on…..and these are only the things i just popped out of my mind, and i did try to be realistic, but the spells could be lifted to insane hights in manipulation if let. Like manipulating the terrains, crating walls and so on….but those would need really indepth design and testing so i didnt mention them.

But as you see a WIZARD is not an elementalist,mesmer or necromancer. They all should know these simple skills, but since the game focuses the “specialized” classes on there specialization. A Wizard can be a stand alone class focusing on the base spells that are left out !!! And this is the point of the class.

“But to be honest, the theme of the wizard isn’t needed, and it also encroaches upon existant classes too.” From Castle …

You say YOU dont need it. I say i can barely exist without it -_- So who is wrong again?
You , becosue playing it is an OPTION ! You are not forced to do so, but by having the option (that you wouldtake away just for ….what again? Pure hating? Or what exacly lad?), many would get happy……

(edited by Nekroseth.5186)

New profession "Wizard/Arcanist"

in Suggestions

Posted by: Nekroseth.5186

Nekroseth.5186

Yes, i cant argue with that, since it does work the way you describe it, the problem is …the “support” and heal you obtain with the Aoestealthheal combo is useless…it hels so low you cant have a decent build on that. Unlike dmg. ….

I mean…can you “outsupport” someone in pvp? Like you can dps down someone?
Support needs to be strong to be noticble….if it is to strong, it throws out balance easyer then anything other.
Trough there are many games that have terrible balance, and are still fun, or even more then balanced crap.

Lol is balanced, the only thing it achives is : All heroes feel the same, lack imagination, and are boring.
Dota didnt give on balance that moch, (it was clearly unbalanced) but it was 10 times more fun.

Engineers: What do you want to see that we don't have?

in Engineer

Posted by: Nekroseth.5186

Nekroseth.5186

“I just added the 4th update to the thread.

Xyvius
I would honestly prefer if instead of suggesting new ideas, we would mull over those already presented to us and seek to help improve them.

This is a wise suggestion indeed. We’ve got many ideas on the front page now, it wouldn’t be a bad idea to extrapolate on them. Anyone who responds now, feel free to do so!"

I understand your resons for it, but thats actually quite not right. Noone here should have the right, to sort out, what needs to be presented and what not.

for example : i have an idea to give some option to Egnineers to play rifle as a ranged weapon (with some kit or weapons swap ect…) but it wont be in the list, i would feel terrible, and it would be the fault of someone’s personal opinion?

The problem is, not only would it not be selected, but propably would shut out the idea for ever !!! Becaue the devs would say, “ah we wont implement that because ppl didnt like it that moch, it didnt made it inside” ….

Leave the selection and categorization to devs, i am sure they are working on forum insanely, just dont show anything…..some of the ideas here might also be on there way.

One hand sword animations!

in Warrior

Posted by: Nekroseth.5186

Nekroseth.5186

Agreen on that. Ill look your thread soon.

New profession "Wizard/Arcanist"

in Suggestions

Posted by: Nekroseth.5186

Nekroseth.5186

Ok i might have been to agressive on the topic but seriously, there are so many insanely narrow visioned ppl here, that dont care what or how, olny that it is good as it is because its is Anet-s design.
Its the same as fanboying Wow…

On 1
- You really think THAT would be a problem? Its all abaut design, onl because oyu cant imagine it, others can. Besides, it was not stated, that he will have a skillset only for bare hands only. there could be a 4-1 or 3-2 ratio like at staff-s. Using its attribute.
-Or it could be a class mechanic- You had a weaponed skill set that you could switch to a fitting skillset, without using the weapon (but still usee its stats, since it is “equipped”)

Besides as offtopic, you seriously say, there should be no weaponless combat in gw2? Becaus it cant be implemented? If i would underestimate the devs so moch i would have RIP the game in the first week.

You are talking abaut balance….leave that to the devs…we are talking abaut the theme.

On 2
-So you say noone should EVER have a new class because everyone will play it? I dont recall to play only with monks in Gw1. Trough it was not just fun, but a must have for farming. Or Ritualist, or Assasin…..
What you dont realize is, the more classes there are, the less chance you meet a same class as you, and that is an AWESOME feeling. Also can be countered, by adding not only 1 class but 2-3 at the same time, as Gw expansions did…..really stop underestimating the devs.

Besides, you realize Bright “wizards” are pyromancers and not real wizards. They didnt even had a SINGLE non fire spell. (the name is just a nickname because they are casters)
And the reson everyone played them was, because they ware INSANELY owerpowered.
I know, i played one right after beta, and ppl followed, like sheep.

No offense, non ment, but do some bacground work, and not just react from impression, or anger. I know somethimes my replyes can be agressive a bit, but am starting to get since of brilliant ideas to get destroyed by narrow minded foolishness,

The more so, take Patrick Redding he clearly states, the time for aaa games is ower. Devs keep making cod and black ops and splinter cell and all these boring, cliche games, but the problem is, they do because ppl buy them and there is a profit in it.
THe problem is with the players that act liek a sheep, like here,:
“its something new, its not in alredy, then it has no right to be in, besides its a crappy idea, exuse, exuse…..ect”

Again sorry for my bad english…

New profession "Wizard/Arcanist"

in Suggestions

Posted by: Nekroseth.5186

Nekroseth.5186

I totally agree with this.
Exuse my bad english.

Edited by moderator: post edited since it was breaching one of our rules of conduct

Wizard is one of the most core and basic fantasy, mmo, rpg classes. And gw2 should not be exused, for ANY reson.

Ele, Necro and Mesmer are NOT wizard, are NOT like wizards, but they origin from them. Still the class is not even present when it is supposed to be the most basic “class” of the game like a Warrior.

Dont even start on me, that there are no wizards in Gw…there are so many hints and suggestions, and the game is building on it so heavy it CANT be denied.

To be on topic :

I like the idea, you think they should be able to use only hands. Would be a quite good simbol to show how supreme there spell casting is.
On the topic of blood stones, i also agree on destruction theme, or maybe could even tap on the Keystone that unlocks there power.

I also understand where castlemaniac mentions, wizards must specialize. But keep in mind, they specialized after they mastered spellcraft to its hights.
And that comes with knowing the basics, whitch is not present in this game.
For example: all caster classes would be able to use simple spells like : heal, shield, summon simple stuff and so on.

I personally would play Wizard, instead of Elementalist. I find the current classes totally 1 dimensional. All they can do is deal damage. Some say there are support and cc roles as well, but this is a lie, there are no “support” only or “cc” only roles. You do those besides dd ing always. A wizard with a full set of “manipulation” or neutral spells would give a chance for greater array of skills.

I also think that taking aways the trinity was a simple and good solution for taking away the trouble of looking for members in partyes, but it also destroyed a LOT of custumization in characters.
The soultion should have been a bit more complicated like : Leaving the trinity or even making more roles, but every class could take any of those up in a easy way. (propably not with 30 skill each class…but like 150 atleast) Or by not forcing players to take up a role, but letting them still pick it up…..

The game is FAAR from perfect, and that shows exspecially at classes.

Summa Summarun : Please give us Wizard. I love it. (with the idea of casting spells without weapons)

(edited by Moderator)

One hand sword animations!

in Warrior

Posted by: Nekroseth.5186

Nekroseth.5186

Whell i dont mind effects we currently have, but more likely the mechanic, or more likely the owerall concept of the fight.

Dual wielding weapons differs with nothing from wielding a shield.
Many think shields give oyu passive benefit by only beeing there in your offhand…WRONG !!!
You also have to move it to block in the time it is needed, and you also have to use it to attack, or you wont EVER land a killing blow (unless your opponent is a lot less skilled). Because your opponent will simply block it with his offhand weapon, or main hand one.

Dual wield’s sole purpuse is to have an additional item you can use in a fight, wont matter if it is another sword or shield. Both can block attacks and make attacks.
You can strike from different angles with them, and block from different angles.

Shield are onyl better at defence because they can block arrows more easy, and have a wider block range.

BUT to use up this benefit the wielder must use them almost the same time, CONSTANTLY. And not only 1 at a time. Thats the whole point.
How could you benefit 2 things if you only use 1.

I dont mind the effects, but the animation.
I also think many swords are to long, or look to long, or the effects make them look way to long. And it looks stupid….

One hand sword animations!

in Warrior

Posted by: Nekroseth.5186

Nekroseth.5186

Greetings all.
First of all exuse my terrible english.

Second i would like to suggest some ways to improve the One handed sword animations, that many find terrible and strange.
Exspecially when :

-dual wielding them
-using skills like Flurrly, Blurred Frenzy
-Riposting

I was wondering why do they look so strange, but i alredy made a topic on that.
To be short : The way of holding weapons and that is clearly hurting the eye.
-the characters hold them out way to faar, and high.

Anet you laim, that combat is dinamic and reactive, trough i think its stil way to situational. Dodge is a really brilliant mechanic, but parry and attacks are still way to old fashioned, and exacly because of the big difference they look even worse.

Weapon attacks, (exspecially sword) should be more fluid, and “parry” skills and mechanics should be remade to :

-That wont really effect the characters look, or force them to a hunkering defensive bubble.
-Instead after activation your character simply automatically makes 1-2 or 3( max) parry animations in a limited time if getting hit. This could grandly improve the animation on fight, and would look more dinamic.

Seriously, if you want an example how it would look really dinamic and cool, check out some episodes of Spartacus, or any film in the theme. ( the third season, vengance got really good parts that show clearly how sword animations should be)

I also think the skill 1 (auto attack) should change when equipping an ofhand weapon (that can make attacks) to contain atleast 1 offhand weapon attack. Atleast only for the look. Because it looks terrible, to simply hold an ofhand weapon, untill the skills it has get used….takes the point of having them, if you just hold them.

I understand that you want more interaction in combat (as moch as possible) but the time for it is still to soon. The technology and design it lets, wont leave to many choices yet. The only solution is to make some automatic moves in combat, that happen from them self. (like passive parry-or a passive short time parry status you can active, as above).

How to implement the "ranged kit" for rifles.

in Engineer

Posted by: Nekroseth.5186

Nekroseth.5186

There been a lot of discussion abaut having a more viable ranged setup for damage for rifles, and i am starting to get sure it will became reality…..(.i do kitten hope so-_- )

And there have been many Quarrels, but what i see they are mostly resoned araund, how to implement this “option to be viable in range as dd with rifle”. And the biggest issues ware :

Its a kit, having another skill would be unbalanced (or unfear) compared to other classes.
-In my opinion it would be not, since you can still use the same way 4 skills as utility, even if you have 10000 skills. (besides you cant switch them in combat)
-And propably would be implemented when others get some additional skills to.

I think the problem would be more of : It would replace the rifle itself, that you wanted to use to begin with. So it has to either
- keep the current weapon you hold, and only change the skill set (would be a bit wierd)
-Or only attach some effect. Like a antigravity scope above the weapon or something.

But my solution is a bit more “elegant” i think.
Since Engineer cant switch weapons, it should get an option to “switch” when using rifle.
Pressing the “button” would not switch to another weapon, but the character would mod the current one ( rifle) and get a new set of skills instead of the current one.
Basically having the same switch cooldown as other characters have on weapon switch in combat.

Engineers: What do you want to see that we don't have?

in Engineer

Posted by: Nekroseth.5186

Nekroseth.5186

Hmm nice things Kitai. could not agreith 7 more.
But the kit is not a solution, since takes the point of having adamn awesome looking weapon(we alredy can use to few, lets not make it even less). Like The predator for example.
Unless using the kit, would not efect the look of the equipped weapon.
Or since you cant switch weapon as Engineer, you get the option to switch when using a rifle, and instead of equipping another weapon, the character would only mod it with some gear, to be set for ranged use, instead of shotgun. And give a new set of skills for rifle.

I also like the idea of a “machine gun” like weapon, with the same mechanic of swapping weapons. I dont see a anything stand in its way, there are alredy “rail” and lightning guns, magic, dragons and floating cube cityes….why could not be there repeater guns?
Trough i also add, i would like to see that as a kit instead of a mod to the equipped weapon. It would be more fitting to have a robust big gun as a repeater, instead of some narrow sniper like gun.

The idea of 4 is also decent, the turrets get buoys underwater why could they not get grabbing hooks and be used on walls?….Whell might be unbalanced since melee cant reach them, but i also add,,,barely anyone cares to destroy them, sont think that would throw up balance, or be a big deal.

If we are at it(at dreams), i also would love a skin for rifle turret, that resambles something like Tarantula turret in Warhammer

Engineer using The Predator - Animation change (hip shot?)

in Suggestions

Posted by: Nekroseth.5186

Nekroseth.5186

Hi there all, and sorry for my bad english.

First of all i must state this is not my opinion only. I clearly see a lot of comments and feedback on every turn on this, so please dont say i QQ, or Moan and exspecially on petty thing’s, since it is a thing we would like to get improved…. even if bugs are important, getting a legendari is not easy.

So here is the thing : I suggest, that Engineers use an animation for “auto attack”, where they put the rifle to shoulder instead, of shooting from the hip. ( even if it is called hip shot) -_-

After all its a scoped “sniper” rilfe. Even if Blunder bluss (that is quite stupid actually) would look strange, the auto attack would be nice to redesign, atleast only for the Legendary weapon.
Jump shot not really a concern.
and Net shot wont bother me

For referance look up youtube : Guild wars The predator :
http://www.youtube.com/watch?v=b3gnNwwuO6w&feature=plcp

All this applyes only i you dont plan on implementing a way to give Engineers a more “ranged” kind of skillset for rifle (dunno like : the weapon changes aspect with a “weapon switch” and gives a new skillset. Or a kit or anything like that)

Since then ppl can use rifles with the theme they wish, and are not forced to use them all as a shotgun. And the Animation can stay then. (even for Predator)

Engineers: What do you want to see that we don't have?

in Engineer

Posted by: Nekroseth.5186

Nekroseth.5186

Whell i actually dont know to agree or disagree with the Automatic Granade tossing…

It could actually be worse then it is. If the game dones not care to calculate it correctly, they will propably barely hit. Unlike a decent player who can get a good grip on using them and can see where he should throw then to hit a moving target from most ranges.

Unless they are designed to always hit, and somethimes miss…..that would be actually boring for my taste, trough i barely use any weapon besides rifle.
(trough i agree, using them on there max range is impossibile to hit almost.)

Rifles Viable at all?

in Guild Wars 2 Discussion

Posted by: Nekroseth.5186

Nekroseth.5186

Hmm, whell i must admit, i read quite many (!!!) interesting posts.
First of all thank you Mimbaguy .

Second, i realized, there are decent uses (if its the truth) for both Engineer and Warrior, even with only slight weapon swaps, and use of kits.

The combo field-shoot trough sounds quite good, considering how good some cc can be in a real pvp fight, trough i still hate the shotgun concept and the melee ranges on Engineer. (even trough i must melee quite to much in pvp).
-And the whole thing of : shooting from the hip with the Predator , that clearly looks like a supersniper rifle.

Third. Whell i was thinking on warriors, why does it feel strange to see them use rifles as they do, even trough they use it in some quite awesome way. (even considering they lack utility and cc when dooing so→not counting utility slots)
Warriors are not supposed to be a class that can use a rifle with high precision, making Aimed shot’s, and Kill shots, i can accept the rest of the skills trough.
-the whole feeling it gives is like, it should be a Thief or Assasin skill set.
It is there role to make percise, aimed shots, with big lethality. Warrior is a more frontal and direct class, he should be having the more shotgun like skills, instead of Engineer.

Whell owerall, i still miss a bit of indetail work with the weapon considering the current state, but i am a bit more satisfied now, after hearing all these, the more i think abaut it i want to play a Warrior, the more i let my feelings guide me, i want to play an Engineer.

Might be for the reson, there are so many topics abaut Engineer to have a way to use rifle in some more ranged way (like a sniper kit), it might be really implemented afterall in the moderate future. Your opinions on this?

I am also going to make a suggestion for Engineer (not sure here or suggestion topic?) to have its shoot animation revorked for atleast auto shoot when using The predator…(the shoot from hip really looks odd…..)