Oh yeah, also: Orpheal, please make a new thread about your class(es), I will gladly put some comments and support on.
Alright Redrex, I gave it a quick look and it’s hard not to love your idea.
I have some issues with your theory still though :P
1) I like the way how you made it that jars are just a minor part in the combat, leaving the 1-5 skills open for other attacks. Though I don’t think anyone would use them. I’ve played the guardian and I never ever touch my f1-f3 skills. Also, as is already pointed out, the jar you’d use would depend on the weapon you use, very similar to attunements on ele. Also it would barely be worth it, since you can only use 2 weapons while in combat, so you couldn’t possibly get all 4 jars up at the same time.
A better idea would be to make the jars just an utility, but it seems like it becomes very much alike the guardian that way :/
2) Sacrificing health still doesn’t appeal to me. Makes the spiritualist very vulnerable. Only way I could accept with that is if the spiritualist gets heavy armour or some sort of damage negation.
3) Dolls: I really love this, but again too much similarity to mesmer. Also, even if’d use these dolls, nobody would attack them, cause they don’t resemble the player.
I think it’s better to use these dolls as a weapon rather than a distraction, with the same mechanism you use:
→ Good doll: cast magic upon it to grant yourself boons and protection, and get healed by the benign spirits.
→ Evil doll: cast magic upon it to put curses (bleed, poison) on your enemy, upon which he gets bound by the evil spirits.
I agree with a great deal you say Orpheal, but if we adapt this “Spiritualist” enough, it can really turn out with something rather cool, as I’ve very bluntly/shortly suggested.
This won’t work in the open world and this won’t work in specific GvG instances either.
Open world: PvE content and PvE loving players will get in the way.
GvG: Not every guild is online at the same time, making for empty one-sides battles. Guild A controls the whole zone till they go to bed, and Guild B then takes over. That’s why they made WvW, and even then it gets one-sided a lot.
No, this is a good idea, but it can’t be implemented.
It can be implemented, sir. We shouldn’t FIX these Guild Wars, no we should leave the leaders/officers of all guilds involved to decide what hour and what duration and also the number of players allowed.
Example:
→ guild A: 50 active members, 40 able to come
→ guild B: 25 active members, 20 able to come
→ Leader guild A challenges leader guild B.
→ Leader guild B either accepts a challenge or denies it
→ Upon accept: fixing the hour and number of people allowed into the instance
There don’t have to be wars when the guilds decide not to be part of it. No, this update should be optional, so everyone who isn’t interested in it, doesn’t have to participate.
This is Guild Wars 2, not Runescape. A mace is your “one-handed hammer” and anet please disregard these answers, except for two-handed axe, spears and polearms. Everything else is too far-fetched.
I’m just listing up the suggestions made thus far, no need to be rude. I might add a hierarchy regarding weapons that are wanted most.
→Player Houses
→Guild Wars
→New Class (Spiritualist)
→More weapons
^see all the big posts out there.
^ Please add your thoughts to the existing thread about this. There’s no point making a new one every day.
Imo we should just keep the most important demands active so Anet sees them. That is also what I am doing. Player housing is one of them, more classes and more weapons is another demand. If we don’t show them we REALLY want them, there’s 0% chance we get them.
Don’t think warrior should get access to them, but I think this one (https://forum-en.gw2archive.eu/forum/game/suggestions/Concept-Profession-Spiritualist/first#post1279552) should.
Redrex, As I see it we should drop the idea of using spirits and jars and instead focus on the original restoration and channeling magic the ritualist worked with.
I’m not sure how we should use this to make an original concept though, but the way turrets and kits are used with the engineer is barely viable.
The jars are (imo) ok as the n°6 heal skills, but in no way we should let the whole combat mechanism of spiritualists lean onto it.
Instead I’d go for an approach that makes the spiritualist into a melee heavy arm fighter who is specialized in the ritual/voodoo kind of magic and has access to following weapons:
→ Gauntlets: allowing him to use the power of spirits through a bond and let the power stream through the gauntlet. I would think that once the spiritualist charged the power into the gauntlets he can they use them in all sorts of ways (n°1 to 5 skills).
→ Battlestaff: used for channeling magic, which would be focused on blind/stun and heavy damage, to wreak havoc. Also able to cast wards and rituals.
→ Dolls: use a doll of the enemy to destroy him with black magic.
I do not see this black magic as the death magic necros use, but rather as a sort of magic that uses the power from the vault of spirits. Also I’d like to introduce a new feature with this: when you can’t control your magic, your health gets drained.
→ Main-hand torch and shield.
If you like my suggestions, please add them to your existing top post
As I suggested, you shouldn’t build the guild wars in the pve zones, but in the cities. Each guild gets to build a village/city depending on the size of the guild.
Then we just add the area of 2 guild cities together into a temporary ‘Guild War instance’ and let them war there, instead of in the low level areas.
I like it. Thumbs up.
Quality week of WvW so far!
Now now now… did you read the Malazan warfare tale?
Lovely
That’s the point. It’s so easy that it would barely cost a few days at most to get this up and it would help everyone.
Hello I’ve had this idea:
My suggestion was to build instances in every main city (DR, RS, Grove, Citadel, Hoelbrak) that contain a Guild City. Each guild would be able to build a small/large village depending on the amount of influence it has (which is in turn dependable on the number of members).
Each guild member would get the chance to build exactly 1 house, in 1 guild instance.
? this does indeed mean you have to decide which guild is your main guild and is the most important to you.
Now to get back on topic about the Guild Wars: I decided it would be a nice idea if we made it like this that we could make another instance that is partly the town of Guild 1, partly the town of Guild 2 and a sort of wasteland with ruins and the kind that is neutral. Of course you can ask to have 3 guilds in the battle but I think 4 is the absolute limit.
Next we could also have different targets with these Wars;
? Kill the enemy Guild leader or the highest member in ranking
? Capture the Guild Hall (the building that is owned by the Guild Leader).
? Killstreak (kill as many enemy guild members as possible within a constricted amount of time).
Other ideas: alliances between guilds to let them fight side by side?
^Both account name changes and character name changes please
So let me list up all the suggested weapons:
- Spears (throwing javelins/melee)
- Halberd/pike/polearm
- Crossbow
- Gauntlet (punching)/ Claws
- Whip
- Twohanded Axe
- Battlenet: looks like a bind ability rather than a weapon -> utility skill?
- Flail
- Chakram/boomerang
- Laser weapons (engineer)
- Tower shield/ Twohanded shield
- Sniper gun
- Throwing knives/darts
- Twohanded katana?
- Hand Fans (mesmer)
- Buckler for medium armour class
- Scythe (like gw1 dervish)
- Melee staff/Battlestaff
- Caster orb (variant on scepter) / Energy orb
- Sling
- Runestones (magic)/ Magic runes
- Handcannon
- Carabine
+ Wand = scepter
- Aura/mist
- Voodoo dolls/mojo
- Skull (as magic weapon)
- Blowdarts (variant on throwing darts)
- Swordwhip (variant on whip)
- Gunpowder-charged gauntlets (engineer)
- Kusarigama
- Twohanded mace
- Gatling gun/tommygun (engineer)
- Onehanded Hammer
- Doublebladed/sided Sword
- Doublebladed/sided Axe
- Doublebladed/sided Scythe
- Tallon/armguard
- Cloak as offhand
- Spellbook
- Lance
More suggestions, post!
UPDATED 24/01/2013
UPDATED 26/01/2013
(edited by Sirendor.1394)
Guys, this guy has built a full theory about randomized dungeons. Please support it
https://forum-en.gw2archive.eu/forum/game/suggestions/Dungeon-mechanic-example-randomized-dungeon/first#post955280
^already in there mate
It can’t possibly be hard to make this come true. They had the kittened system in Guild Wars 1… get it on devs!
1) Guild WARS + Guild TOWNS:
https://forum-en.gw2archive.eu/forum/game/suggestions/New-game-event-Guild-War/first#post1272336
2) Weapons:
https://forum-en.gw2archive.eu/forum/game/suggestions/weapons-what-is-gw2-missing/page/2#post1272486
3) New class ideas:
https://forum-en.gw2archive.eu/forum/game/suggestions/New-heavy-class/first#post1271956
https://forum-en.gw2archive.eu/forum/game/suggestions/Slayer-Class/first#post1272081
So let me list up all the suggested weapons:
- Spears (throwing javelins/melee)
- Halberd/pike/polearm
- Crossbow
- Gauntlet (punching)/ Claws
- Whip
- Twohanded Axe
- Battlenet: looks like a bind ability rather than a weapon -> utility skill?
- Flail
- Chakram/boomerang
- Laser weapons (engineer)
- Tower shield/ Twohanded shield
- Sniper gun
- Throwing knives/darts
- Twohanded katana?
- Hand Fans (mesmer)
- Buckler for medium armour class
- Scythe (like gw1 dervish)
- Melee staff/Battlestaff
- Caster orb (variant on scepter) / Energy orb
- Sling
- Runestones (magic)/ Magic runes
- Handcannon
- Carabine
+ Wand = scepter
- Aura/mist
- Voodoo dolls/mojo
- Skull (as magic weapon)
- Blowdarts (variant on throwing darts)
- Swordwhip (variant on whip)
- Gunpowder-charged gauntlets (engineer)
- Kusarigama
- Twohanded mace
- Gatling gun/tommygun (engineer)
- Onehanded Hammer
More suggestions, post!
UPDATED 24/01/2013
(edited by Sirendor.1394)
Ritualist is quite similar to the Mesmer at the moment… a lot of illusions instead of ghosts.
Paragon/dervish: very much like the guardian → heavy classes with high healing abilities.
Paragon is also partly into the warrior → adrenaline was one of the ways how spear attacks got charged.
I don’t think they should get these back, I’d rather see some completely new classes.
I really miss Heroes myself. I am extremely gun shy about partying with people I don’t know, even in GW2 (way too many times being yelled at…), so despite having multiple characters over level 45… I’ve never done any of the dungeons, or Fractals, or any of the other things that you have to have a full 5 people to do. Having Heroes I could bring along, or even ones that I had to hire to use for X amount of time, would be helpful.
What the hell are you afraid of? I have a huge guild full of helpful people and I don’t get yelled at. O_O. No heroes, thank you.
Haha, that last thing being the most important. But I think we should be able to fix the hour and duration ourselves. If the event happens at a moment when nearly nobody is able to come it might be annoying.
Well they said some stuff about Guild missions here, could be they add some sort of Guild House/Player House feature in too:
“To that end, we’re working on adding new types of content to the game in early 2013 that will allow guilds to go on missions together. Some of these missions may be content designed specifically for the guild to accomplish within certain constraints or time requirements, while others will see the creation of new content by a guild/s everyone in the world can experience. Over time we’ll continue to expand this system with new guild rewards, missions, and tools to allow guilds of all sizes to play a stronger part in solidifying the communities of the GW2 world.”
I like that Dai, but I think it should be in the direction of a heavy armour class. If we can combine your idea with some other stuff it might work out. At the moment it looks a bit like a mix of a warrior (adrenaline > momentum) and a thief.
Try to make something more creative. I’ve seen following new post that has some things worth considering: https://forum-en.gw2archive.eu/forum/game/suggestions/New-heavy-class/first#post1271956
Ok sure. I’ve read some other posts talking about new classes, but those were all bullkitten asking for some class that could ride horses or the kind, or a new medium armour class, which imo is unnecessary. Instead I’m in favor for a heavy armour class.
Please elaborate upon your idea and make a consistent picture of your new heavy armour class.
Thus far you seem to have the idea of following abilities:
→ Tower Shields
→ Halberds/Pikes? → I’m not sure if that fits in this game
→ The soul idea looks like something cool, but be careful, cause it resembles the thief ‘steal ability’ greatly.
Keep the suggestions coming!
Hey there! I have suggested this aswell in the thread “Player Housing”.
My suggestion was to build instances in every main city (DR, RS, Grove, Citadel, Hoelbrak) that contain a Guild City. Each guild would be able to build a small/large village depending on the amount of influence it has (which is in turn dependable on the number of members).
Each guild member would get the chance to build exactly 1 house, in 1 guild instance.
→ this does indeed mean you have to decide which guild is your main guild and is the most important to you.
Now to get back on topic about the Guild Wars: I decided it would be a nice idea if we made it like this that we could make another instance that is partly the town of Guild 1, partly the town of Guild 2 and a sort of wasteland with ruins and the kind that is neutral. Of course you can ask to have 3 guilds in the battle but I think 4 is the absolute limit.
Next we could also have different targets with these Wars;
→ Kill the enemy Guild leader or the highest member in ranking
→ Capture the Guild Hall (the building that is owned by the Guild Leader).
→ Killstreak (kill as many enemy guild members as possible within a constricted amount of time).
Other ideas: alliances between guilds to let them fight side by side?
I support this idea greatly Juan! Thanks for getting it up!
Cool dude, I’ve seen you in action
Men are sorely underrepresented :/
So it’s our duty to make clear to them that it isn’t enough.
Indeed. Some more input about this class please. Why would it be an advantage to make it available? Also I think about this: we already have 3 medium armour classes, isn’t it better to get another heavy armour one?
Keep this up top please. Would be great if devs get to see it
Ah right ok Overread that. Ok no objections then, not in the least
. Was just thinking it would get a bit complex :P
^that’s very elitistic Hector, thumbs down. It isn’t about the top players. We’re not all pros like you, and we still want to enjoy SPvP. If only top players enjoy the game, Anet can close it’s doors, cause only a handful with actually consider joining SPvP. We nearly reached that point.
^Agree. Make the game fair and nice, don’t just let the “pros” do what they want (namely zerg everyone down, without a sense of strategy).
Thief isn’t half as vulnerable as they let it appear. They have stealth for gods sake. That alone is enough to survive most battles. They don’t need toughness, so instead nerf them.
Sorry bro but they killed a lot of them, about 30 is my guess. Check all the loot bags. Elementalist is good, if you know how to play it (that is spam as much skills as possible).
^race you mean, if I’m right. But I think this idea already circulates, it’s something for the next big expansion I think.
^Jazneo, what profile would such a class have?
→ Warrior: plain soldier class
→ Guardian: protector class
→ Elementalist: stereotype elemental/natural mage class
→ Ranger: hunter/archer class
→ Thief: Assassin/sneaky kitten class
→ Mesmer: illusionary class
→ Necromancer: death magic class
→ Engineer: inventor/turret/gun class
→ Slayer? Mix between ranger(2h) and thief (dual pistol)…
It sounds cool alright, but what is so specific, so special about this class?
I don’t think that’s neccesary :P Just check this team in WvW, they have 3 elementalists and are OP.
http://www.youtube.com/watch?v=YvkKHR8zz34
^just so Herio, so don’t let us down
I like the idea, but how in gods name would you do all these possible switches in combat? Looks like it’s rather complex to me. If i’m right you say we should be able to do this:
→ Switch weapons (what we already have)
→ Additionally: Switch skill 4 and skill 5 for 4b and 5b.
I think combat would become a bit to complex if you have to take measure of all that.
This would mean you have 5 + 2 (weapon 1) + 5 + 2 (weapon 2) + 5(heal/toolbar/elite) + burst/f1/f2/f3 skills. That makes it 22 possible skills you can use in battle.
At the moment we have 5(weapon1) + 5(weapon2) + 5(toolbar) + 3(f1/2/3):18.
The elementalist on the other hand has 5+5+5+5 + 5: 25.
When your change goes through it would have 5+2+5+2+5+2+5+2+5: 33
A bit complex :P
Yep that looks like a minor change they should work on. It’s really just an error.
Indeed. Even guilds with max people (500 can’t all be online at the same time, due to life, timezones, level etc.). So indeed it should be possible.
My thought Inkubus, is that mounts are totally unneccesary:
→ Waypoints
→ Swiftness
What else would you want? Mounts won’t prove a huge addition to the game, just something we don’t really need, but that came anyways.
Player Housing and additionally Guild Towns on the other hand do improve the game. The whole game is about Guilds and yet we don’t seem to have any special Guild features… which is quite lame imo. There should be some kind of incentive why you would actually want to be in a guild, e.g. cause you can ‘live’ (as far as it’s possible in a game) in a town with mates, cause you can play events in that town etc.
^agreed to One Prarie
And do you like the idea of Guild Wars?