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Old Jan 12, 2011, 06:44 PM // 18:44   #1
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Post New Game Mechanics: Specialized Vision

With the implementation of the 7 hero party coming up i was thinking there might be other game mechanics that might be useful. If you have an idea for a new game mechanic post it here.


My suggestion is for a Specialized Vision that is unique to that profession.

Specialized Vision


Description: A type of visual aide that the player sees, the actual effect depends on the profession. A character only gains this vision if it is their primary profession(debatable?). Further details of this mechanic regarding implementation have yet to be explored or created. Examples below:

Examples:

Elementalist: Can see all Elementalist and other AoE spells (including Ward, Well, and other AoE Spells) as a transparent yellowish tint. Ex: Savannah Heat would appear as normal but the actual Area of Effect would be clearly visible. Allowing them to easily navigate the battlefield without getting caught in a spell.

Ranger: Can see hidden traps. (Don't play ranger much, not sure what else would be useful)

Necromancer:
Can see all exploitable corpses as a greenish tint around the body, with the nearest exploitable corpse having a unique tint to it as well. Also, all allied undead creatures have a light blueish tint surrounding the body.

Warrior:
Can see a slight green tint around foes that have a speed boost, and a slight red tint around foes that are moving slower than normal.

Monk: Can see a blueish tint around allies already under a Monk enchantment. Also sees a purplish tint around allies that are suffering from more than one hex.

Assassin: Can see a light purplish tint around foes that have hexes or conditions. (Not too practical but at least its something for now)

Mesmer: Can see casting bars (or maybe numbers) above foes' heads if they are casting spells that take 1 second or longer to cast. The idea is for Mesmers to quickly switch to a target that is taking a long time to cast a spell.

Ritualist: Can see a quick transparent text display of any allied spirit that dies. The idea is to allow Spirit Masters the immediate knowledge of which spirits have just died in order to formulate a counter strategy.

Dervish:
Can see a yellowish tint around foes that have multiple enchantments on them. Also can see a number above the players head that represents the number of enchantments currently on the player.

Paragon:
Displays a number above the characters head that represents the number of allies within earshot for a shout to affect. The idea is to give feedback to the player on how much energy (or adrenaline) that the player can expect to receive after using a shout/chant.


Any feedback is welcome and if you have suggestions for improvement or implementation, please do so!

Last edited by Mia Clemons; Jan 12, 2011 at 07:01 PM // 19:01..
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Old Jan 12, 2011, 07:27 PM // 19:27   #2
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Your ideas are great, but tbh...... If Anet don't change the thinks THEY said they were going to change, don't spect they'll change something they hadn't said.

About the tint around allies/foes, that is "implemented in gw2, and everybody was against it, they said it was unsthetic.
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Old Jan 12, 2011, 08:24 PM // 20:24   #3
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It's a good idea and all, but alot of it is there, you just need to look. Like exploitable/exploited corpses. Exploited Corpses turn black and are pretty easily noticed. The monk just has to look at the party window to see who is hexed/enchanted. And for the warrior idea, I think it would be better fit to the assassin seeing as how they specialize in quick spikes, or maybe foes with less than x% health would be tinted so they know what could be killed fast. Overall though, I like the idea.
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Old Jan 12, 2011, 08:33 PM // 20:33   #4
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Perhaps it may be different in PvE, but every functionality you're suggesting (outside of possibly seeing traps) duplicates information that you should already know from paying attention to the playing field.
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Old Jan 12, 2011, 08:35 PM // 20:35   #5
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Actually that's a good idea to improve this game! Think maybe one of the best ones ever posted here.

/Signed
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Old Jan 12, 2011, 09:04 PM // 21:04   #6
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I wouldn't expect to see this implemented (in GW1 at least...) but is still a nice idea. It need a little of working tought(anybody cares about hidden traps? exploitable corpse are already shown also..), cause as it is only certain palystyle/builds would benefit from it.

Still, /signed

P.S: Lemming is right.
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Old Jan 12, 2011, 09:15 PM // 21:15   #7
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/notsigned. As Lemming mentions, all this does is give everyone battlefield awareness without having to do the awareness part. Profession balances are a better option than this.
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Old Jan 12, 2011, 10:29 PM // 22:29   #8
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Quote:
Originally Posted by lemming View Post
Perhaps it may be different in PvE, but every functionality you're suggesting (outside of possibly seeing traps) duplicates information that you should already know from paying attention to the playing field.
PvE can get fairly clusterf*ck-ish with large groups of massive enemies obscuring everything, but even then you should have a pretty good idea of what's going on.
I really don't see why you should add mechanics to make up for a lack of awareness at this stage of the game.
Then there's the fact that other professions have more useful abilities than others - I don't really care about the Nec or Rit one, but the Monk one would be a bit more useful when in a PuG with another hybrid monk.
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Old Jan 13, 2011, 01:00 AM // 01:00   #9
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Some of the ideas are pretty unnecessary but some of them are great. I love the idea for rangers to detect traps. It would give them an extra team role (it's better than yet another skill balance effort) and would allow ranger trapper teams better usability.

The elementalist ability sounds good as well, and the paragon one is nice but I use the minimap for max shout usage..

Let me add the caveat that this would be nice in PvE only, these skills would once again throw PvP into chaos. Of course since PvP is currently all about hexes, maybe a shakeup would be nice.

If this isn't practical maybe they'll consider it for GW2 or in a later on update to that game.
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Old Jan 13, 2011, 01:35 AM // 01:35   #10
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Quote:
Originally Posted by chuckles79 View Post
I love the idea for rangers to detect traps. It would give them an extra team role (it's better than yet another skill balance effort) and would allow ranger trapper teams better usability.
Since you're talking about PvE, it makes player rangers using traps worse. Enemy ranger mobs will just avoid all traps, and may possibly alert the rest of their team to your traps.

Players can easily mark their own traps by dropping a token on the ground. Single gold coins are handy and plentiful for this, and waste no inventory space.
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Old Jan 13, 2011, 02:04 AM // 02:04   #11
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Quote:
Originally Posted by lemming View Post
Perhaps it may be different in PvE, but every functionality you're suggesting (outside of possibly seeing traps) duplicates information that you should already know from paying attention to the playing field.
I agree, but my idea is half baked. Some of the Visions arent entirely practical (Monks, Assassin, etc)

The point of this is to give each profession a unique perspective (Rangers already know how to lay traps, therefore, they should be able to seek out enemy ones as well; Elementalists deal the most with AoE spells, therefore, they should know the original location of the spell; Mesmers specialize in interrupts, hence they should be able to see on a larger scale which enemies are casting, etc etc) If you have suggestions, i would love to hear them

Thanks for the feedback!
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Old Jan 13, 2011, 09:57 AM // 09:57   #12
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Quote:
Originally Posted by lemming View Post
Perhaps it may be different in PvE, but every functionality you're suggesting (outside of possibly seeing traps) duplicates information that you should already know from paying attention to the playing field.
Pretty much.

/notsigned
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Old Jan 19, 2011, 05:46 AM // 05:46   #13
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Had a different idea for Assassins.
Maybe your character could have a number above their head representing their total Critical Hit chance with their current weapon. OR numbers above foe's heads with the chance of striking a critical hit on them.
Some skills increase (or decrease) the chance of striking a Critical Hit and this information is sometimes not available to the Assassin even with careful observation.
Yes? No? Maybe?
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Old Jan 19, 2011, 09:28 PM // 21:28   #14
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Still not particularly useful for two reasons.

1) Crit hit rate doesn't really change outside of your +crit hit chance skills dropping.
2) There isn't anything you can do with the information.
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Old Jan 19, 2011, 09:51 PM // 21:51   #15
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Quote:
Originally Posted by Marty Silverblade View Post
Still not particularly useful for two reasons.

1) Crit hit rate doesn't really change outside of your +crit hit chance skills dropping.
2) There isn't anything you can do with the information.
Do you have any better ideas?
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Old Jan 20, 2011, 01:16 AM // 01:16   #16
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The only thing I can think of for an assassin is maybe highlighting foes that are within the range of a shadowstep. I can't really think of anything else.
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