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Skills are gained individually by mastering them by using each weapon. Once a weapon is completely mastered, skill slots should be able to be changed to other weapons skills that were mastered, but have a slightly different effect according to the weapon it is used with. Ex: For a Warrior, the axe throw ability causes cripple with an axe, and maybe cause knockdown with a mace, bleeds with a sword, boomerang effect with 2h sword, and maybe not be usable with a bow, rifle, and hammer. This will add more variation in the different builds people can choose, and make the game feel more like an rpg.
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In that regard, Tyler, if you see the “alchemist” as a wizard who manipulates the elements… that’s the elementalist. He manipulates the 4 core elements(fire, water, earth and air) and the arcane, the combination of these 4 elements.
Your profession seems to be a bit like a mix-up of the other classes and features we’ve seen so far.
-> “Nature”: these are just ordinary attacks like the ones elementalist use
-> “Morph”: mix between mesmer’s Moa ability, between thief (stealthing), between engineer (who uses potions and the like), between buffing…
Mhmm doesn’t look like very original. Sorry.Also I have some issues fitting it into the class system we have atm:
You said you have “Force” and with the Force you create attacks, that come from the utility bar? What about the number 1 to 5 skills? Are they spells that use Force too? Are they just random weapon attacks? I’m not sure what you have in mind, please specify.
An elementalist, and an alchemist are as different as a druid, and a shaman from wow (yes, i brought up wow). The alchemist uses the typical nature elements (Plants, solar energy, occasional water and wind). Nature utilities is more of a unique set of skills, that happen to be ones the elementalist could have. Morphing is almost essential to the idea of the alchemist since they are known to alter chemical formulas using magic. They do not use elixirs in their play-style like the engineer, but by using magic. Force bar, and cast time is a replacement for most of the weapon abilities cool-downs. That way, the player doesn’t just use what ever move is off cool-down, but what ever moves are fitting to the situation.
I think most people have an issue with the name. Change it to something that better suits the mechanics of your Profession.
One name people may like better could be the “sorcerer”. However, the “alchemist” works for this class as it was intended. Yes, when people think alchemy, they think of a scientist making medicine. However, the traditional alchemist is known as a magic user, that alters chemical elements. Ex: one who turns copper into gold. Just look up “alchemist” in Wikipedia, or the phrase “hermeticism”, and see what I mean.
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IM all up for a alchemist. But we already got one it’s called the engineer.
Look up the definition of alchemy and you will see you are wAaaaay off…
And there is no d&d alchemist class (officially) and path finder is still going on lol.An alchemist is essentially a chemist with the ability to ‘transmute
the ability to change and manipulate anything into anything else as,long as it share the same chemical makeup
But I’ll give you props for a attempt
Alchemists were known in the medieval era as being magic users. And I never played d&d, so don’t know much about that.
The alchemist is a nature wizard-like class that casts poison, blind, confusion, transformation, and nature magic. When the alchemist dodges, they transform into a ball of light for the duration of the dodge. One of their primary functions are debuffs (conditions that do not deal damage). They have a spike damage build, condition damage build, and support build.
Weapons
2h Both_ hands -> Staff (AoE + support skills), Hammer (AoE + control)
1h Main hand -> Scepter (Condition damage skills), Mace (Singular target skills)
1h Off hand ->Tome (New offhand magic weapon known for casting mighty AoE CC abilities), Shield (Heavy defensive skills)
Water Weapons -> Spear (Close range magic), Trident (Long ranged magic
Traits
- Druidism – Spike damage build. Improves power, and critical damage.
- Seer – Condition damage build. Improves condition damage, and precision.
- Black Arts – Debuff condition build. Improves Toughness, and condition duration.
- Shamanism – Support build. Improves boon duration, and healing.
- Evocation – Resource build. Improves force regeneration through the F1 ability, and
vitality.
Force
Alchemists use a resource called “force”, which is similar to initiative, but regenerates a lot slower. Alchemists moves are primarily all casting skills, that take around 2 seconds to cast for each skill. Dodging cancels the alchemist’s current cast. Not all weapon skills have cooldowns, but all of them use up force. Force can be regenerated by the following:
- The alchemists primary healing skill
- through the “1” ability that casts dealing minor damage, plus regenerating force
- “F1” ability which channels maximum force over 6 sec, but is interupted when struck. The F1 ability has a 10 second cooldown.
- Over time – the alchemist gains 1 force every 2 seconds, and has a base maximum of 10 force.
Utility skills (cds are low due to having a force cost)
Morphs
- Toad – The alchemist morphs the target into a toad for up to 5 seconds (3 second cast, 4 force cost, 60 second cooldown)
- Shrink – The alchemist shrinks the foe a bit, to reduce damage they deal by 20%, and increase damage they take by 20% (instant cast, 3 force cost, 30 second cooldown)
- Fade – The ally target becomes invisible for 4 seconds, and gains vigor for the duration. (2 second cast, 4 force cost, 20 second cooldown)
- Empower – the ally target becomes empowered, gaining 6 seconds of stability, and 5 stacks of might that lasts 6 seconds. (3 second cast, 4 force cost, 60 second cooldown)
Nature
- Fog – greatly reduces enemy targets in the area’s view distance. (3 second cast, 5 force cost, 50 second cooldown)
- Earth Grab – enemies in an are are immobalized for 4 seconds. ( 3 second cast, 3 force cost, 30 sec cd)
- typhoon – a wave of water splashes around the user, knocking all enemies back. (instant cast, 2 force cost, 35 second cd)
- Flare – an orb of light rises above the user blinding all foes in an area for ~3 seconds. (2 second cast, 4 force cost, 30 sec cooldown)
Materialize
- Confining Metal – the alchemist’s target is confined by metal, granting immunity for damage for 5 seconds. (instant cast, 3 force cost, 45 sec cd)
- Improve Weapon – alters the material of the targets weapon increasing damage by the target by 20% for 7 seconds. (2 second cast, 3 force cost, 25 sec cd)
- Hex Boots – turns the opponent’s boots into a really heavy material, causing immobilization and knockdown to the target. (2 second cast, 2 force cost, 20 second cd)
- Materialized Blade – summons a blade made from a legendary material that ignores armor. When the alchemist switches weapons, they drop the blade allowing allies to pickit up. When a magic user picks up the blade, they strike to cause material projectiles in the shape of a crescent in every swing, while physical classes use it as a melee weapon. Number 5 skill could throw the weapon at the target, and the blade will once again have to picked up. The blade lasts for ~15 charges, and a 30 second duration. (3 second cast, 5 foce cost, 90 sec cd)
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Katana for assassin?
Katana is just a type of sword skin.. it’s not a new weapon.
Katanas are light 2h swords, while great swords are massive. It is like a sword to a dagger.
a barbaric 2h waraxe wud be nice
You mean something like Adrenaline. Which we already got.
Thing is, we can’t have both
I wouldn’t be opposed to the Warrior maybe having a F1 + F2 skillset that uses Adrenaline:
- F1 – Mainhand
- F2 – Offhand (if wielding a 2H, this would just be an additional skill)
For example, if wielding a Sword and Shield:
- F1 – Flurry
- F2 – Charge (Gap Closer that knocks down)
Or a Hammer
- Earthshaker
- Unrelenting Blow (Knock down if foe is blocking, 2x damage if foe isn’t)
This would just be adding an additional skill. Wouldn’t fix my opinion of the warrior being boring, although your idea for the current system is pretty neat. My idea was to make warriors more interactive. Adrenaline is used to quicken or get rid of cds so u use skills more on situation rather than because it is the only available move. Cd only is so boring, but that is my opinion.
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i like it, good way to play with friends
Just an idea to make the guardian’s healing feel more interactive. All feedback is welcomed.
Spirit A resource bar the guardian generates with their weapon skills, and maybe a little through taking damage, or over time if specced. They use it for their healing skills, maybe boon skills, and spirit is consumed on use. Out of combat, the guardian regenerates spirit up to max. The moves that uses spirit are either the ones located in the healing slot, or in the function key slots. They have either short cool-downs, or none at all.
The amount of healing received will be based on the amount of spirit the guardian currently has. If the guardian uses a heal with 50% spirit for example, it is going to heal them for less than with 100% spirit. These heals and boons may or may not be allowed to be cast on allies, but if cast on an ally, the guardian wouldn’t get healed. The idea of spirit allows the guardian focus on damage, or supporting allies with their staff as means of getting heals off. Overall, guardians should continue heal for around the same amount as they do now.
Alternate names for spirit:
Charisma
Vengeance
Mana
Force
Power
Virtue
Courage
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WSAD, for movement where as A, and D are strafes
1-5 weapon skills
` as heal
Q,E,R utilities, with T as ultimate
middle click as weapon switch
alt-e for F1 key skill
alt-q for F2 key skill
alt-middle click as F3 skill
shift-space as F4 skill
V for dodge
F for interaction
Tab for target next
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no no and no again yes no, play another game if you want a completely different combat system :P
Not suggesting to completely change the combat system, just make it more interesting. I am sure I am not the only one who finds the “cd-only” warrior boring. I like the idea of adding a resource bar. Maybe in addition to cooldowns.
Sounds like a funner class than any of the classes out currently. They all seem too plain, and boring. I like this idea, although I can tell it is greatly inspired by a certain other game :P
I like these ideas. Arena Net really needs to start listening more to their fans.
An issue may be, like the EB jumping puzzle, camping. If I’m at war with Guild A and see them helping a noobie. I can go over and whoop their butts in Caledon.
Or
Fighting the dragons turns into fighting each other and the dragon just wipes us out.
PvE is no place for PvP. But it is called GUILD WARS. It would be nice if they could reintroduce GvG. That may end up being more like structured PvP.
The PvP could be disabled in certain areas. Like it would be quite a mess if all the main cities became battlegrounds. I for one am not really a big fan of pve gameplay, so the PvE world is wasted for people like me.
Also to me, PvP seems quite lacking in the gameplay currently. sPvP gets boring fast; and for WvW, it seems like a matter of which server has more people.
Totally disagree with the adrenaline revamp.
Unlike other MMO’s, Warriors would only have one move we can open with and use to build adrenaline, whereas every other class would have 5.
Not only that, your generic layout of weapon skills defeats the purpose of having different weapons: to bring different things to the fight. Notice how the Sword is different from a Mace and Axe?
Utilities
CC – Throw Bola, Bull’s Charge, Kick, Stomp, Fear
Reduced damage – Dolyak Signet passive, Endure Pain
Improving Damage – For Great Justice!, Signet of Might + Fury passives, Banners, Frenzy
I thought about that and decided to add more adrenaline generators.
Most utilities should grant adrenaline giving the warrior more options to open with, and mainly all have lower cds. This way, the warrior has the option to maybe use shout or charge as a way to grant adrenaline.
I also added that the warrior may gain one bar of adrenaline upon entering combat.
Thanks for the feedback btw!
Adrenaline should act more like a resource bar for other weapon skills. One that values up to 100, gains 2 adrenaline per second, and is increased with your adrenaline generator attacks. Your key 1 ability should be an adrenaline generator, and your other weapon abilities should cost adrenaline, and have a minimum cd. Some utility skills could also add adrenaline, such as shouts, banners, and charge.
Left Bar Skills should be arranged on weapons as such:
1-adrenaline builder/auto-attack-like move, that does x amount of damage
2-[single burst, smaller aoe burst, or condition damage] move (depends on weapon) that does ~1.5x damage to it’s targets.
3-[gap closer, CC, projectile, or condition] move, that could vary from throwing a weapon + crippling, to charging at the target. Does x damage, and has a cd (as charge spam would be lame) Maybe generate adrenaline on a successful hit.
4- [AoE, CC, condition, or boon] move, that hit targets doing ~3/4x damage.
5- [varying effects]“Ultimate” move that does ~2x damage overall, and can have a cc effect, aoe effect, etc varying greatly on the weapon. This move should cost more adrenaline than the others and maybe have a cd
Example of axe skills:
Ability 1: Auto attacks with both weapons gaining adrenaline on hit. (less adrenaline gain if wielding shield, but shield enables adrenaline gain from damage taken)
Ability 2: Hack and Slash – strikes the target, and can be used in a combo of 4 strikes for additional damage. The move does not have a cool down.
Ability 3: Weapon Throw – The user throws their weapon at the target crippling them, and granting swiftness to the user. The move has a 10 second cool down.
Ability 4: Whirlwind – The user spins around. The move does not have a cool down, but has a high adrenaline cost. Can be held to continuously spin.
Ability 5: Berserk – The warrior breaks control effects, gains additional movement speed, and is granted additional damage, but also takes more damage for the duration.
High adrenaline cost, and ~60 to 100 second cooldown. Does not stack with other enrage skills.
Right Bar Skills
Heal
-one option can be instantly converting adrenaline into some health, and increasing precision for a limited time (not stacking). low cd
-another option can be a passive ability that does healing per target hit, and can be used to heal over time for limiting time.
-3rd healing ability grants a bunch of defensive boons including regeneration, and also removes conditions
Utilities
should consist of moves that hav cc, damage improving, defensive, mobility, damage dealing, and many should grant adrenaline, and have lower cds, as they are used to grant adrenaline. Ex of new ideas:
-a shout that knocks down targets in a cone in front of the warrior, ~30 sec cd
-a stance that reduces damage taken for a limited time ~30 sec cd
-a physical where the warrior smashes the target with his/her weapon dealing 1.5x damage, and crippling them ~15 sec cd +adrenaline cost (or maybe generate adrenaline)
Ultimates
-the warrior becomes an enraged juggernaut where he/she gains stability, and a nerfed version of quickness for ~10 sec, and maybe no adrenaline costs, but the moves would have to have a limited amounts of uses. ~180 sec cd
-The warrior stomps the ground, dealing ~2x damage, and stunning targets in area for 2 sec. ~90 sec cd and generates adrenaline.
-lastly, a move that generates max adrenaline. ~60 sec cd
Just a few ideas for warriors I thought i should post. Let me know what you guys think of these ideas. All feedback is appreciated
(edited by tyler.4170)
YES, i definately agree
i thought you would be complaining about the ranger only having to spam traps and auto attacks. Ranger is currently a broken class imo, I am sure they will work out this stuff eventually
i think they should take all mobility skills away from being able to move you around map without having a target. I wouldn’t mind playing a “hammer/axe+shield” warrior, but I keep wanting to have my “sword+warhorn” mobility
I think this game needs more of an excuse to travel through the PvE world. My idea is that Guild’s can become “at war” with other guilds. Both guilds of course have to accept the war request, and then members of the opposing guilds are free to kill each other until one of the guilds forfeits. Points (maybe) should be rewarded to the guild for kills, but this may cause conflict between experienced and inexperienced guild members in the topic of feeding points to the opposing guilds. Overall, this should just be yet another reason to enjoy the game.
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