Leave it to A-net to decide whether the suggestion is possible or not.
Leave it to A-net to decide whether the suggestion is possible or not.
so… they made the guardians anti condition abilities useful.. what of it?
You just gotta learn to play as a team instead of soloing all the time… sounds awesome to me…
Leave it to A-net to decide whether the suggestion is possible or not.
We have a lot of new weapons, armor and whats not… While we don’t need anymore full time gamer items like the Ascended weapons and armor or the Legendary items…
It would be nice to see some content that will improve the game for casual players too.
Elite Professions is a suggestion, that could improve the character customization, Here is the initial thought:
- The elite profession should have its own panel in the skills menu, where the character can alter, activate or deactivate his/her elite profession.
- needless to say, that one can only use one elite profession at a time.
- Once active, an elite profession alters the characters weapon skills, for the weapons the character is able to use. Additionally, it adds 6 special utility skills, and 2 special elite skills, that can only be used with that elite profession active.
- The elite professions should be unlocked for 100 skill points at level 80, All elite weapon skills should be unlocked one at a time like normal weapon skills needs to be unlocked.
- The elite professions alters what armor the character can wear and what weapons he/she can use.
- The elite professions does not affect the initial profession mechanics.
As you can imagine, theres a few things that would need thinking though, I’m not going to try to make all of the skills for this on my own, but here is a couple of examples for possible elite profession.
Elementalist – Obsidian Knight
Armor
- Heavy armor
Additional weapons:
- Axe
- Sword
- Shield
- Hammer
Human – Priest
Armor
- Light armor
Additional weapons:
- Staff
- Trident
- Scepter
- Focus item
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I have another bug to report… same mission same situation… but why are our character, you know, the heros? the only ones affected by fear? and the onlyones who cant just stand around in the dragons poison without being affected?
how come that we as the heros are there at all? i mean… the easiest way to take down that dragon minion, is to stay in the forst and watch the npc’s do the work… cos you bare scratch it and it dies on its own without you being there… your presense seasms to be completely without any value… and on that note id like to refere to Arenanets own MMO Manifesto: “They dont care that im there”… since you are of that oppinion… theres clearly a bug here… no?
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I only partialy aree with the garbage can… i still think some of the awesome things could be implimented.. i miss the fealing of swinging a scythe in combat for instance… would be awesome to have that weapon reintroduced… and the javelin aswell…
i dont think introducing new calsses for the awesomeness of the old ones to be preserved, just keep their weapons… javelins and scythes… make em available to other classes?
Leave it to A-net to decide whether the suggestion is possible or not.
I dont think a new profession is needed to introduce what your looking for…
it would be nice to see all classes be able to use all weapons tho, as someone surgested in the other post.
and as i said, have another set of skills depending on what armor your using.
Leave it to A-net to decide whether the suggestion is possible or not.
Iv had this idea for a while. I dont like introducing these as classes since they were all in some way absorbed into the new game.
Instead i would like to see them introduce that all classes be able to use all armor, and have their skills chaged in accordance to what armor they use. a necromancers staff skills would thus change to schythe skills when wearing heavy armor, since their staff graphicly is a schythe when they cast spells anyway.
I have not tought them all through, cos, theres a lot to work though: but heres an example of what iv thought could be possible:
Necromancer
Medium armor
Staff skills
Vamperic touch: Scythe attack – Siphon health.
Vameric mark: Mark – Siphon health.
Soul Reap: Scythe attack – Siphon health. Summon a spirit horror if the target dies from this attack.
Blood lust: Scythe attack – Bleed foes in the area for 3 seconds
Order of the vampire: Order – For 3 seconds Party members have +16 damage and siphon health on attacks.
Heavy armor
staff skills
4 scythe attacks of some sort. one of them should reap life force. 2 should cause conditions. the first should be a chain.
Order of pain: Order – For 3 seconds Party members Inflict bleeding and cause + 16 damage on attacks.
Thus, it could be possible to introduce these 3 classes mecanics divided on the other classes, but making all armors available to all classes.
Leave it to A-net to decide whether the suggestion is possible or not.
(edited by Zelanard.5806)
What really sets me off in this is, when one order presents one thing that needs doing, and another order presents a completely different thing that needs doing… it was like that all though the sylvari storyline but right now, im standing as a human, and have to decide weather i want the vigil to go save a town, or the order of wispers to go gather information! gee seriously who swallowed their pacifier there? what idiot would not tell the order of wispers to go gather information and the vigil to go save the town… its not like they intend to work togeather anyway… and then i can make the choice who of them i want to work with while both of them are freaking working…
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Hunting & Fishing
As suggested above, it would be natural to be able to skin animals. I DO NOT think that this should apply to intelligent creatures. Even so, i think that theres a lot of materials that would fit into hunting and fishing: Leather, Pelts (this one does not exist yet, read suggestion later in this text), Bone, Scales, Blood, Teeth, Claws, Venom sacks,
Hunting animals
• Leather: Leather could be farmed from a slain animal, with a fitting skin.
• Bone: Animals that can be killed for leather and then farmed for skin, could provide bone as a bi product.
• Tool: Hunting Knife
Predators
• Pelt: Pelts could either be a trophy, that can be farmed from predators, or later on a common crafting material for towns clothing or exotic armor.
• Teeth, Claws, Venom sacks, Blood: Predators that can be killed for their pelt, could provide these things as a bi product.
• Tool: Hunting Knife
Fish
• Teeth, Scales: Instead of providing skin, a fish could be farmed for its scales with teeth as a possible bi product.
• Tool: Fishing rod – As an alternative to diving, and using a knife underwater, a fishing rod could be used, with a chance to catch either nothing, or something dangerous. That dangerous thing, such as a shark or barracuda, could provide a mini game, that if the character lose, the rod is destroyed or the character is pulled under watter and have to fight the fish.
To farm something of the catch: use a knife.
Tapping
With the rest of the ideas we might as well throw tapping blood from animals into the fry. This could work quite simply by adding vials of blood to the gathering if the character have a any empty vials.
Tapping should be possible from both predators and hunting animals
• Tool: Bag of empty vials
Rich nodes in animals
All rare materials gather-able from animals, could have some veteran/champion creatures equivalent to rich nodes.
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About the tools: i was just thinking out loud ^^’ you are right about them
I agree. Coal, Tin and Primordium should indeed be mineable… Coal, wherever you mine Iron and Tin wherever you mine Copper i might add to that.
id say that as it is, the non gatherable minerals are rather unballanced to the normal materials… no?
In addition its a bit strange that there is some food materials, that you can only buy for karma, isnt it? oO
Leave it to A-net to decide whether the suggestion is possible or not.
(edited by Zelanard.5806)
I still think that there would be a huge advantage to higher tire tools (they last longer). A possibility could be that higher quality tools could provide a higher chance of providing rare materials.
I’ll have to admit that i missed some of it up there. you already mentioned that it should be possible to gather higher tire materials with lower tire tools…
However i still think that a message telling you that your unable to gather the material, before you spend the durability on the tool would be nice.
And you are compleately right on the second part.
The small side ideas asside, what did you think of the textiels addition?
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Gathering higher level materials with lower level tools
It makes no senes to me why a low tire tool isnt able to gather a higher tire material…
And with these functions a 1st tire tool would still only be able to gather 16 6th tire materials…
Gathering restrictions based on crafting level
It might work better to have the restricotions on what you can gather, to be based on your crafting level.
If you can use it, you can mine it, if you cannot use it, you cannot mine it
Id belive that if you cannot mine a crafting material, its not that the material is lost and your tool lose durability, you simply get the message “You need a higher crafting level to mine this material”.
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I complately agree with your idea and have to add: I allready add higher level runes to my lower level equipment… since the black lion salvage kit have 100% chance of retriving them. (and i have about 100 uses of those…) so game breaking? i dont think so… people does that anyway… but it would lower the income for black lion keys, if only a little bit.
I also have some additions to this, regarding textiles:
Textiles refinement really needs a look though, instead of the scrap, it would be propper to add fibers. You should be able to farm these crafting materials in the following manner:
• Jute, Cotton, linen: plant – These plant fibers could be farmed as any other plants, to drop fibers of the respective kind. (jute fibers, cotton fibers, linen fibers).
• Wool: Sheep – Wool could be farmed by adding farms here and there with sheep or wild sheep, or Sheppard’s herding sheep. Shearing sheeps should be considered farming and should be done using a shearing tool.
• Silk: Larva cocoon – There is a lot of larva around, since there is an ageing system for adding more exp to old mobs, why not make an evolve system for the many different larva? When a larva reaches a certain age, it’ll evolve into a cocoon. After a while it’ll evolve further into a new, now grown up mob, if it isn’t killed first, for its silk fibers. Killing a cocoon should be considered farming and should be done using a shearing tool.
• Gossamer: Spider silk – All Spiders could drop spider web fibers,
• Tool: Scissors – This shearing tool should be used for shering wool or silk fibers.
Numbers:
1 fiber = 10 spool of thread.
10 spool of thread = 1 bolt of cloth.
And then remove the spools of thread from the merchant. it should be enough that you have to by the Scissors…
After attaining the fibers, it should be possible to refine them into first threads, and then refine the threads into bolts.
I do not believe that “patchwork” was the thought of the games system, so refining spools of thread into bolts of cloth, would be appropriate. dont you agree?
Leave it to A-net to decide whether the suggestion is possible or not.
(edited by Zelanard.5806)