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Old May 10, 2005, 09:15 AM // 09:15   #1
Lion's Arch Merchant
 
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Arrow Bugs, Wishlist, Concepts, and Ideas [Warning, Big Post], Dev(s) please read.

(This document may be updated with more ideas, concepts, etc. If you like what you read, please bump this thread... or better yet comment.)
05/10/05 - created thread, & added suggestion for necro skill, and two more ideas
05/11/05 - organized list with categories and a legend, added a few more ideas, trying to make this thread into an idea census, & added another idea or two, and added Judas's ideas
05/12/05 - added concerns of JediNeophyte and Ozymandias, and some other ideas, & added a few more ideas (we need a version history readme!)
05/13/05 - added class idea, "Doppelganger"
05/14/05 - updated compass ideas (for lines, colors, parties) & editor tossup
05/17/05 - updated with few more ideas, some ideas from this thread and outside
05/18/05 - added a few more tweaks that could help the gameplay experience.
05/21/05 - added more ideas
05/23/05 - added more
05/26/05 - updated with concept for party< at the bottom, also added few other ideas present in the forums recently

You can consider this post an attempt at a census for things that could help Guild Wars, and issues people are concerned about.

This is a list of things, briefly described, that I think would help Guild Wars and improve the gameplay. Some of these I have found in this forum, and noted here. I know some of these have likely been requested already.

Legend
-Bugs!
-Gameplay Ideas
-Minions, Pets, & Henchies
-Guild Suggestions
-Compass, Maps, & Quest Ideas
-GUI Improvements & Suggestions
-GUI Complaints
-Item Suggestions
-Skill/Spell Suggestions & Issues
-Storage/Inventory Suggestions
-Cosmetic Requests
-Environmental Requests
-Graphical/Audio Requests & Issues
-Ideas for Future Expansions
---------
-Devotee Class Idea
-Marauder Class Idea
-Doppelganger Class Idea
---------
-Necromancer minion skill
---------
-Party<Clan<Guild<Faction Idea

(Ideas are noted with -, bugs are noted with =, and implemented are noted with >>>)

- First and foremost, we should have a version history file so we can see what is new in each build.

Bugs!
= Allow summoner of minions to pass through their own minions, since they follow so closely it is easy to become trapped by them (and when they are "in the way")
= Fix minion AI (sometimes they stay behind and fight, win, and when you return to pick them up they ignore you and stand there dying)
= Fix <
= Animation Sliding, Sometimes happens when you ressurect and run, or cast a spell and run, effect is that the character slides along the terrian in a static stance.
= Possible serious bug with henchmen AI, death, and ressurection. See his post
= Clicking/spazzing characters occur when running lengthwise on a slanted surface (such as the rim of the fountain in lions arch, and some of the bridges)
= FIX IGNORE. :B
= Male elementalist dance is bugged - doesn't loop properly (if this is intended... then um... why :o

Gameplay Ideas
- Auction/Bazaar npcs to sell and categorize items that are city wide (all districts within that city)
- More character slots (just 2 would help greatly)
- More variety in mods that can appear on items (not necessarily more powerful or stronger, just different.)
- Super rare monsters that have a low chance of appearing in any instanced world, one may or may not show up, and there is no way to tell where either.
- Scout AI enemies that fall back to alert fellows of your presence, then charge out to find you and your team mates.
- Gambling - whether through an npc, a special town, or a window.
- Complex, team effort and thinking required, puzzles and riddles for some dungeons
- Warcallers to alert fellows of your presence if you attack a group (to prevent players from picking off a large group of enemies one by one by narrowily avoiding the detection radius; taking out warcaller first would be a good idea)
- Ability to designate another person as party leader during an instanced world.
- Ability for a leader of a party to disable/enable traveling to other map abilities of party members
- Zooming in to first person does not cause a sitting character to stand up, and the character can look around in first person while sitting down.
- Item/monster/player name culling (text not visible if target is not visible, except in towns)
- Monster Morale that can be bolstered or broken depending on the status of the battle at hand. (If you've played AD&D games you know what I'm talking about- if they can tell they are losing they will attempt to flee and get help, or run away all together)
- /respawn or /die or /release or SOMETHING. Please. Whether it autorespawn if the living party is too far away, or if they can just type /respawn and respawn. Waiting a long time is dull, annoying, and aggrevating- especially with the living person being an idiot.
- Lower Death Penalty when not doing a Mission, increase death penalty when inside a Mission.
- Death Penalty goes away over time. (A reasonable time frame!) Goes away slower in Missions, or not at all.
- Disconnect Memory, If a player is NOT in a mission, and they are outside of town, and suddenly disconnect or log off, they will log back on in the same area as they logged off - and the game kills any monster within 200 feet though it won't kill any quest imperative ones. (remembering what died and what did not could be too much data hassle, all it needs is a map digit an axis info.)
- Hard Mode. If certain circumstances are met (such as the mission is cleared within a certain time), the mission can be played in hardmode with extra rewards (1 skill point? 2 attribute points? moola?), with harder monsters and extra challenges.
- Mission scoreboard. Have a "points" system for certain actions (kills, etc.), and a time trial that all players within the mission town can view to see who's best. (Include varying difficulties if added)
- For shared, but already complete, quests (if implemented) the arrow should be red or another color to let that person know where the goal is, and that they've already done the quest.
- A Popularity System, once a week, one account (any of their characters) can give +1 popularity, or -1 popularity to another player. Anyone can see the popularity (whether positive or negative) of another player. There are upsides and downsides to this idea.
- Upon a player dropping out of a party while on a quest/mission, the leader of the party has the option to recieve or deny a henchmen that is similar in class build as the person who dropped out.
- Two handed swords, and axes, a one handed hammer, and a crossbow. Polearms if there is a new class to use them.

Minions, Pets, & Henchies
- Better henchmen AI.
- "Shift" and click AI commands for henchmen and pets, and numerous commands for this function. (these would be a radial AI, not too different then what the game already uses)
- Longer pet names
- Henchmen that chatter or talk sometimes (but not during fighting). Maybe even complain too.
- If a ranger dies, and the pet lives, the pet runs away (stops fighting) to find the ranger.
- A pet will not stay behind and fight to the death if you run away, they will follow you first and fight second.
- Undead minions that gain bonuses based on the necromancer's level as well as the levels from the Death Magic attribute rank (but still degenerate like normal?)
- Undead minions degenerate half as fast when "idle healing" would start normally, or stop degenerating all together.
- (possible alternative to above?) Undead minions that do not degenerate, but cannot be healed either.
- (or another change to above??) Or, Death Magic attribute governs max no. of minions, but minions degenerate over a FAR longer period of time. (Clocked/scripted HP loss, not degeneration ranks)

Guild Suggestions
- Heavily customizable guild halls, and "special" earned guild halls
- NPC(or window) that lists all guilds, and able to categorize guilds for better searching (and maybe list only 10 per page, for instance)
- Guild tag availability verification button for guild registers.
- Guild Treasure pool, basically a collection of items and money that allowed members of the guild can use or have access to (requires guild hall) (Treasurey needs to be -quite- massive)
- Allow guild creators to setup an array of ranks and titles within their guild, even parameters for each rank/title that can be met to allow low rank members to progress upwards.
- Array of configurable settings for each member (and ranks they make for members!) of a guild (Leader, Can initiate guild battles, Access to treasury, Can promote, Can demote, etc.)
- Actual "wars". Guilds team up, everyone gets color coded, each side has a specific objective to complete. Skirmishes, sieges, invasion, defense, and forts. All with large teams, possibly 64 people per server?
- Customizable npcs for guild halls.
- Ability for a leader to actually CONSTRUCT new objects, hallways, rooms, platforms, etc. in their guild hall, where they want them. As well as drape misc things such as flags, patterns, etc. where they want too (all for a price!)
- Guild Donation for the treasurey. Any member of the guild, even if they are not allowed to use the treasurey itself, can still donate gold to the guild treasurey.
- Guild Announcements need to be much longer. They dont even fill in the text window right now! How sad!
- Guild player names. Have the naming system work like the friends listing does. This way people can recognize who is who, easily. That, or give everyone numbers. :\
- Informational listings for a guild when an invite is sent, so that person who was given the invite knows what kind of guild it is. (Message written by the leader, as well as member list and cape preview?)
- Allow members of a guild to fight each other inside their own guildhall for practice - no rewards for winning, no penalties for losing. Just practice. Can setup teams, or go for a free for all.

Compass, Maps, & Quest Ideas
- Blips to indicate the direction of a fellow team mate or ally that is very far away (outside of the visible compass)
- Improve visibility of white circular detection radius on compass on like-colored terrain.
- Lines drawn on the compass stick around for a tad longer. (tad being a split second or one second)
- The leader of a party has the ability to disallow/allow a party member from drawing on the compass, or pinging it.
- Each person in the party has their name in the party window with a different color, that color matches their line color and ping color on the compass.
- The leader always has red pings and white lines, no other party member has the same.
- Map thumbtacks for parties (with notes)
- The leader of a party can jot down a direction they wish to travel on the map with a line that will stay there for the duration of the mission
- Party members identified by different colored dots on compass, both inside and outside towns.
- Party leader can denote which quest they have that everyone else can do. (not allow for game-progessing missions? Just quests for rewards?) Player who has done it before can do it again, get the info, but no reward? (??)
- Quest categorization. Allow a player to organize all of their quests by the following parameters : Exp reward, Rewards skills (yes no?), Skill point rewards, What area they started in. (Such as Ascalon... Shiverpeaks... Kryta... etc.) Or more specific if desired.

GUI Improvements & Suggestions
- Skinnable GUI
- Alt + u,i,o or p to quickly switch between chat All, Guild, Team, or Trade while mid-sentence.
- Auto stop for chating if the game detects many windows being opened within a very small time frame (ie: you started typing a sentence and the cursor is not in the chat bar)
- /clock or /time
- Ability to customize the color of all types of text that can appear in the chat window.
- /districtXX for quick district swapping. ie: /district1 or /district32 or /districtAD (active district)
- Identification system to tell easily what player is looking for what kind of gameplay, to make partying with strangers easy and user friendly.
- Character Bios for easy to access personality information, and RP information for those that want to.
- Minion button/indicator that lets the player know how many minions they have summoned
- Log on/off notices for friends or guild mates (can turn either on or off individually).
- Offline whispers (whispers sent to you while offline will be sent to you when you log in with the dates and times they were sent attached to the message)
- Abbreviation chat filter/converter (automatically convert bbs = be back soon) Can be turned on or off by the player, and variables defined by a player ingame.
- Ability to turn damage numbers on or off ingame. Ability to see damage dealt by minions and pets, and the ability to also turn theirs on or off.
- HP numerical digits on the right side of the red bar in the party window. (only needs to be current health number, such as 341, not 341/420)
- Tooltip delay feature (changes time needed for a cursor to be held over an item in question for a help box to pop up, does not include names/monster names), also ability to turn it off
- (now I may just be ignorant on this) Replace /help with a help file list that displays in the chat window, listing commands, etc. and replace current /help with something like /callhelp or /helpme
- Allow the GUI as a whole, or seperately and individually, to be faded (transparency)
- Worldmap (M) can be windowed or fullscreened.
- Detailed (H) menu. Attack damage potential, armor class/defense per body area, resistances, evasion, bonuses/penalties, etc. Menu could be tabbed onto the main (H) menu to avoid clutter.
- Thin blue line underneath a character's red bar in the party window that shows their current energy. (do not let two enemies see each other's energy)
- Change character option (instead of logging out, unless for some reason this is a security issue.)
- Quick switch (while in town) skill toolbar templates
- Instead of "American District 12", how about "12th American District". This way people will always know their district number without having to touch the district bar.
- A "Downtown", "Suburb", and "Backwater" global switch (toggle button) for all map teleports. Downtown would take players to the busiest district, suburb would take them to the active or middle-busy district, and backwater takes them to the least busy district, or empty if available. Switch would affect all map teleports, not each town.
- Improved foul language filters.
- /f <message> (For use with speaking to everyone that is on your friend list, ie: if you need to ask all your buddies something.)
- Pink Down arrows/Grey Down Arrows are clickable in the party menu. Doing so pops up a tiny window listing the ailments that player is suffering from.
- 'IN PARTY' and 'IN MISSION' icons for people on friends list, and guild list. Perhaps the default icon (what we have now) is for people in town. If it is a group of those icons, they are in a party. If they are holding a sword, they are in a mission, if its a combination of both they are in a party doing a mission. If it is just the one icon holding a shield, they are outside of a town and are alone.
- /whereis <name name> for locating players. Accounts on your ignore list cannot /whereis you, they get a "Not Logged In" return.
- While targeting an ally, holding down shift and using the mouse wheel will cycle through all allies within 150 feet. Same works if enemies are targeted, will cycle through all enemies within 150 feet.
- /report <comment> Comment is quick explanation of what the report is about, report also encloses 30 messages of the player's recent chat log.
- /rejoin If disconnected from a party, after reconnection and /rejoin is typed, player is teleported to the instance the party was in, and reunited with the party.

GUI Complaints
= Fix Esc key so it does not cancel running, attacking, skill casting, etc. if there is an esc'able window on screen.
= Autorunning and casting a skill/spell should stop autorun before casting the skill/spell. (only happens some of the time)
- Change dark blue names of party'd people to a brighter color, possibly white. They're difficult to read right now, but not impossible.
- "Assigned to yaddayadda" Dissappears after 30-60 seconds.
- NPC names are locked in place when holding down the ctrl and alt keys - this would prevent them from bobbling around with 15 people around him/her.
- Changes to Expertise does not change the energy cost when viewed from tooltip popups or the skill menu.
- When purchasing a cape, the accept menu needs to popup a Yes or No confirm box to prevent accidents.
- Please allow players to disable (and then enable if they want) the windows keys through the keyboard layout in options. (I've got some of my keys set to ctrl and shift, and its annoying when I accidently slip onto the windows key and resize the game.)

Item Suggestions
- Item learned (a mod, by no means something powerful either) skills and spells (such as " Enables level 2 flare ")
= Quest items cannot be "assigned to yaddayadda", anyone can pick them up (only for items like poisonous stinger, or beautiful pearl)
- Charm-like items, whether in the form of actual charm charms or jewelry charms.
- Customized items cannot be picked up or traded to people they are not customized for. (but can still be placed in the trade window, just not accepted)
- Ability to combine kits into same type kits. ie: Combine 3 salvaging kits to have one kit at 50, and another at 17. Combine 4 identification kits to have one kit at 78 (given they are used), etc.
- Mixed dyes have colors on the item itself, or easily let people know what colors are in there, exactly.

Skill/Spell Suggestions & Issues
- Special Cross-attribute skills (such as a fire/lightning spell)
- For certain area effect spells, should the player be able to target the ground?
- 'Raise shadow' esque skill for necromancers, allowing them to raise a weaker shadowed version of the fallen monster/entity thats highly vulnerable to holy damage.

Storage Suggestions
>>> A bank
- Purchasable extra rows of personal and guild storage (250g...500g...1000g...2000g...etc.)

Cosmetic Requests
- More emotes, /slap and /poke would be nice
- Ability to bind emotes to keys
- Ability to use certain emotes while sitting down (such as /wave)
- Make /me
- Color changing of hair, and preview window for dye usage and said color changes.
- Preview dye changes made to clothing!!
- Continuable Emotes (ability to continue an emote such as /point Charr Fighter, or /laugh Bob Dole (blah blah laughs at bob dole))
- More face meshes
- Proportion Sliders for total customization of a character's body shape, height, physique, fatness, slenderness, etc.
- For the love of god, make the character's mouths move in cinematics. All the formality flies out the window when their mouths dont move.
- Try-on's for capes. You get to hit a button and try on your cape (no one else sees it) while inside the emblemer window to see what it really looks like.

Environment Requests
- Night and Day for outdoor areas in searing and post-searing (and future expansion areas?).
- Weather/environmental effects appropriate for the terrain with character altering effects (Sand storm = lower accuracy), (Blizzard = slower movement), (near lava = fatigue), etc.
- Cosmetic indoor areas, such as houses in a town for instance.
- Different detection radius for monsters when it is night vs when it is day (Some see bad at night, some see good? and visa versa)

Graphical/Audio Requests & Issues
= Fix the first (and slightly third) person camera spazzing when traversing through shallow water.
= Terrain boundary walls and clipping is a minor, but ridiculous, nuissance.
- More sound effects for movement of monsters/players.
- Blips for when another player whispers you
- Some of the lightmaps (or lighting for that matter) in some underground areas do not match the "light sources" that are visible and obvious.
- Cape graphic toggle function
- Player torches. (No, I don't know what the engine for GW can do, but this would be nice for those dark and spooky places.)
- Free look option for camera when in autorun (such as holding the shift key and looking)
- Ingame controls for Brightness and Contrast (and controls for outdoors and indoors areas)

Ideas for Future Expansions
- Unlockable content for roleplaying (cosmetic items/races/quests/special dyes/etc.)

Stupid Requests! Bork bork bork!! (tossups! hurray!)
- Score/point based Minigames (No gold or item rewards! But you do get a scoreboard everyone can see!! Possibly require 10gold or 50 gold, etc. to play the minigame so people don't hog it.) Just like the arcade!
- Jumping (ability to jump off a ledge or onto one?)
- Annual create your own area or dungeon contests to promote player loyality and interaction with the game, and to promote a mod community.
- With the silliness of some of the emotes, why not a /bathe ? Or a /scrub ...
- A Pre-Searing *only* demo for people that are curious about the game, but not willing to dunk 50$ into the pot without trying it out first. (Word of mouth is can be good marketing....)
- Card (or something) game where gold is spent to acquire better playing cards, and players would compete against one another. Simply an entertaining outlet for the excessive inward flow of gold. A piece of the pie.

That's it for now. Below here are ideas for classes, and (soon) game changes that might make it more interesting. Please, read on. And remember these are conjecture. If I find myself interested enough, I may try and draw the classes (no, I don't suck at drawing).

======================
Class Idea One
======================


Devotee
This class is essentially a subpar all-around class. They are the psychics, who have developed their mental abilities intensely. They mimic the abilities of a monk, warrior, and elementalist, but have limitations set in to those abilities and although that sounds overpowering, their damage capabilities are below that of the aforementioned classes. Their strength lies in their ability to control the battlefield, and the placement of other creatures through kinetic psychics. Their armor is less then that of a fighter, but more then that of a spellcaster. They have no regular energy regeneration bonuses from equipment, and thus would start in pre-searing with 20 energy, and 2 energy regeneration. Devotees also have a unique penalty and advantage to their "spells". Psychic "spells" are cast quicker by a primary class Devotee, and recharge faster as well. "Spells" of other classes such as a Monk or Elementalist, if used by a primary class Devotee, will cast much slower, and recharge much slower then a secondary class Devotee would cast and recharge them. Likewise|, a secondary class Devotee will cast and recharge Psychic "spells" slowly.

They have five attributes, Focus, Force, Mind, Body, and Spirit. Their primary attribute is Focus. Explanations of the attributes are below. The devotee's attributes are heavily interlinked, requiring spread out points to be an effective class. The damage, health/energy restored, or other numerical effects are governed by the Focus attribute. Other effects like the size of the area effected, duration, etc. are affected by the actual governing attribute.

Their appearance could be a well draped, and clothed, "magic-modern" looking getup, with a conservative uniform-esque flair. Quite possibly with tall, rimless hats to boot. Devotees are very taciturn.

Attributes
Focus - Unlike other spell casting classes, this primary attribute is what determines the damage of their "spell" attacks, not force, mind, or spirit. For every two ranks in this attribute, the character's base energy regeneration will increase one rank. Remember, most of their abilities are maintenance spells, and will drain energy regeneration ranks in order to be held, and will disable some max energy when disengaged for a short while. Force also controls the Devotee's ability to amplify their physical-psychic damage in hand to hand combat.

Force - Force skills, though not technically spells, are abilities that work similarly to spells but require little energy to cast. They are attack skills, designed to deal physical(psychic/kinetic) damage to a target, or area of targets. Force skills are also able to affect the lay of the battlefield, by moving creatures around, or slamming a creature into another creature with telekinesis.

Mind - The Devotee's defensive psychic skills fall under the Mind attribute. Many mind attribute skills require energy regeneration ranks to be maintained, and some, not just one. Some may require as much as three to be maintained. Mind defensive skills barrier-like, and are maintained. They are usually not usable while fighting directly, they are more distance and battlefield oriented.

Body - The art of the body, this is the Devotee's all encompassant martial arts attribute, endurance attribute, and body psychic attribute. Skills under the wings of this attribute help the Devotee's defense, and ability to resist physical and elemental damage. These are the skills that are based on the Devotee's body, and will follow them around unlike the barrier-like defensive skills of the Mind attribute. Body also helps the base damage (hardness) of their fists in hand to hand combat. This is base physical damage that is calculated into the target's armor like normal weapon damage.

Spirit - Psychic through the spirit is the manipulation of magical energy, whether theirs or of others. Spirit also houses skills to restore their own energy or health. Most unique to this attribute, are skills that allow the Devotee to shift the elemental attributes of their own attacks. Such as giving their fists fire properties, or lightning properties.


Skill Examples
The Devotee's skills work through maintenance, and cost energy regeneration ranks to maintain (therefore requiring the Focus attribute, or sufficient energy regen ranks to manage the skills). Some will lower the maximum energy they have after being disengaged for a brief while. Many of their skills require 10, 15, or even 20 energy to use. With their maximum energy being lowered in the case of some skills disengaging, this will disable some of their abilities for a short while. These are some examples of what their skills could be like. (a, adrenaline; e, energy cost; c, cast time; r, recharge time; m, energy regeneration rank maintenance)

[Focus] Expand Power : 5e | 3/4c | 2r | 1m : For 4-24 seconds, all psychic skills used by the player are expanded to affect a larger area, with reduced effectiveness and damage potential. This skill activates a maintenance icon, and can be cancelled at any time by double-clicking the icon. Expansion ratio increases with Focus attribute ranks.

[Focus] Compress Power : 10e | 2c | 4r | 1m : For 4-12 seconds, all psychic skills used by the player are compressed to affect a small area, or a single target, with increased effectiveness and increased damage potential. This skill activates a maintenance icon, and can be cancelled at any time by double-clicking the icon. Compression ratio increases with Focus attribute ranks.

[Force] Render : 5a | 20e | 1/2c | 30r | 2m : Targets a single creature, and sub-targets anyone within 3 feet of the main target (ally or foe). For the next 8 seconds, the Devotee is unable to perform any actions because this skill requires all his attention and concentration. The main target is grappled telekinetically, and lifted into the air. The subtargets are also lifted partially. Over the next 5 seconds, a series of many psychic lashes will rapidly strike the target doing 1-3 damage each strike, seldomly striking the sub targets as well. The lashes bypass armor and defense. Afterwards the main target and sub targets will be hurled into the air and slammed into the ground for an additional 10-22 physical damage that calculates into the target's defense. The main target also suffers 1-5 energy damage. During the process of this skill, if the Devotee is struck enough the skill will disengage, and they lose all their energy for 4 seconds and will not be able to use psychic skills for 8 seconds.

[Force] Mind Drive : 15e | 1/2c | 40r : Expels a sphere of psychic energy onto a single area within the line of sight, that expands outward from that location. All entities within the path of the sphere are pushed out of the way and suffer 1-8 energy damage. Upon impact a slow moving wave will expand outward up to 20 feet in all directions. Any entity that is hit by the wave is pushed away 3 feet, and have a 1 in 3 chance of being knocked down briefly. They also suffer 1-4 energy damage. If the sphere hits a psychic barrier, it will bounce back and collide with the caster causing them 1-12 energy damage as well as the expanding wave effect.

[Force] Force Lance : 5e | 3/4c | 5r : Creates and shoots a lance of psychic energy which will strike the target for 3-40 piercing damage(before armor). If this spell is expanded, the lance becomes larger and can knock down an opponent and keep traveling for up to 80 feet, suffering no damage loss. If this skill is compressed, the damage increases, and gains the ability to penetrate 10-50% of the target's armor.

[Force] Magnetique : 10e | 1.5c | 10r : Momentarily suspends one target within 15 feet of the caster, then hurls them towards the nearest enemy. If no enemy is within 10 feet of the target, the target is raised and slammed into the ground. The speed at which the target is hurled improves with Focus attribute point ranks. The base damage of level 1 is 4-12 (random) physical damage, this is modified with speed of movement and applied to armor.

[Body] Pain of One : 5e | 3c | 35r | 1-3m* : For 28 seconds, the body of the Devotee is encased in a psychic barrier, enabling them to deal 1-6 extra crushing damage with their attacks, as well as resisting 4-16% of physical damage taken. Physical damage resisted in this manner is redelivered back to the dealer, and only if the damage is melee and physical. Pain of One will not redeliver ranged damaged, elemental damage, or magic skill damage. If the Devotee's energy reaches 0 while the skill is being maintained, the skill breaks and the Devotee takes all physical damage resisted during the effect of the skill, surrounding creatures within 4 feet, friend or foe, take 4-33% of this damage. *The energy regeneration cost needed to maintain this skill increases with the number of Body attribute ranks the character has (this also increases damage with hands, and physical damage resisted).

[Body] Guillotine Fist : 8a | 10e | 10r : Slam into an opponent twice to knock them off balance at 33% attack power per strike, then a large crushing strike from above to knock them down, dealing 4-20% extra damage. Skill takes 2.5 seconds to complete, cannot disengage once started.

[Body] Explosion Fist : 6a | 15e | 3c | 15r : Charge up for a large hit, and strike the ground directly infront of the Devotee, or if present, the enemy directly infront. This skill does not require a target to be used. It creates a burst and shockwave of psychic and physical energy that will damage anything within 5 feet except the Devotee.

[Body] Psychic Coat : 10e | 2c | 28r | 1m : This encases the Devotee's fists with a shield of psychic energy, adding 1-4 psychic damage to their attacks. This skill cannot last for more then 24 seconds.

[Mind] Sunder Area : ALLe | 6c | 120r : Creates a 7 foot radius barrier that no ally, creature, minion, pet, enemy, or npc can enter or exit. No attacks of any sort can pass through or penetrate the barrier, this includes area spells. However if the barrier crosses a trap, if the trap is triggered it can still affect contents inside and outside the sphere. Contents within the barrier are still visible to everyone. The barrier will last for 1-11 seconds. During the time of this spell, the Devotee is unable to move from their spot, and has no energy or energy regeneration. They are still capable of attacking, however the attack speed is much slower then normal. If their HP drops to 33% or lower, the sphere will collapse and the Devotee is paralyzed for 4 seconds. This skill cannot be cast if the Devotee has less then 33% HP. Creatures that are too large to fit inside the barrier are automatically pushed out and repelled by the field. Phased entities or attacks can pass through the barrier.

[Mind] Repel Foe : 10e | 2.5c | 25r : Creates a psychic blast that will push back enemies within 5 feet of the Devotee. The blast can repel enemies 1-14 feet away. If an enemy within the area was casting a spell, there is a 50% chance that the casting was interrupted. This skill does no damage directly. If a pushed back entity slams into another entity, they will take minor crushing damage from the impact that is calculated into armor.

[Mind] Karmatic Mirror : 20e | 3c | 70r | 3m : All entites, ally, player controlled, or enemy within a 5 foot radius become confused and will see every creature near them as hostile and will attack them randomly, they may continue attacking the Devotee. This effect lasts for 2-7 seconds. Becuase of the nature of this spell, the Devotee will channel the fear into themself, and become attacked by spirits of fear. These lash outs will damage the Devotee's energy, if their energy reaches 0 the Karmatic Mirror is broken, and the Devotee becomes berserk for 4-14 seconds (if they become berserk they still experience the 3 energy degeneration maintenance). The berserk effect of this skill can affect players.

[Mind] Preserve Mind : 3a | 1e | 1c | 25r | 4m : For the next 4-11 seconds, the Devotee is 50% resistant to any skills that cause energy degeneration except this one, effectively halving the degeneration they would of normally recieved. When this skill ends, they take 6 energy damage. (Expanding this spell allows it to affect anyone within 3 feet, compressing it allows it to resist 75% of energy degeneration for less time.)

[Mind] Enrage : 15e | 20r | 3m : For the next 3-18 seconds, Adrenaline charges faster and melee attacks deal 1-2 extra physical damage. Devotee becomes dazed for 2 seconds when the skill ends.

[Spirit] Mantra Shroud : 1e | 4.5c | 30r : Gradually restores the Devotee's health and energy over the course of 3-9 seconds, starting with 1 health regeneration rank, and adding 1 health regeneration rank every second after the third per the duration, and 1 energy regeneration rank every 2 seconds per the duration from the start. (Expanding this spell allows it to affect anything within 3 feet, as well as lasting longer and adding ranks more slowly. Compressing it shortens the duration slightly and increases the regeneration.)

[Spirit] Eye of the Salamander : 15e | 8c | 50r : For 3-30 seconds, all psychic damage made by the Devotee is converted to fire damage. This includes psychic skills, "spells", retaliatory psychic damage, and hand to hand attacks that have psychic damage.

[Spirit] Rasp Area : 20e | 1/2c | 50r | 2m : When used, this skill will break any area effect spells, cancelling them immediately if they are within 30 feet. The skill remains active for 5 seconds once cast, requiring 4 energy regeneration ranks to be maintained for this time period. If an area effect spell is cast within the paramaters, it is consumed and canceled. For each area affect spell canceled, the Devotee will gain 1/5th of that spell's energy cost at the end of the skill's duration (5 seconds). If more then one spell is "consumed" this way, the Devotee takes energy damage equivilant to the area spell's effects over one second. When the Devotee is out of energy from this negative effect, all allies within 5 feet will suffer energy loss at half the amount until all respectful energy damage is delivered. If nothing is available, the damage is converted into health damage and delivered to the Devotee.



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Class Idea Two
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Marauder
This class is a fast, lite hitter determined to increase their volume of hits. They specialize in shadow property skills, phasing, thievery, and gunpowder related skills. They have armor equivilant to that of a monk, or elementalist. Their starting equipment, while only offering 1 additional energy regeneration, does offer 10 energy, totalling their energy at 30 at the start of the game. Marauder's melee skills specialize in one handed weapons, and they are the only primary class that can equip two one handed weapons at the same time, thus, dual wielding them. Dual wielding makes each weapon attack 33% slower, and for 33% less damage, and each weapon is 15% less accurate.

They have five attributes, Alacrity, Shadow Arts, Dirty Fighting, Skullduggery, and Fireworks. Their primary attribute is Alacrity. Explanations of the attributes are below. The Marauder's attributes are fairly stand alone, and can be concentrated on heavily and individually allowing for specialization. Their main "ability" is the ability to cloak, and sneak around using said cloak. They are also the only class that can increase their attack speed with an attribute.

Their appearance could be rugged, uncooth, and technical in atirical detail.

Attributes
Alacrity - This attribute improves the Marauder's attack speed with one handed weapons, it does not, however, increase their damage. They have no attribute to increase their damage, and rely on on-hit skills and attack volume. This attribute also allows the Marauder the ability to wield two one handed weapons at the same time. This attribute also improved the accuracy when dual wielding. This is available only to primary class Marauders.

Shadow Arts - This encompasses skills that manipulate the shadows to hide one's self, protect against shadow damage, or unleash shadow damage on an enemy. This also includes skills such as Phasing, which allow the Marauder to pass through certain effects such as an area effect spell, or a barrier. Most of their shadow skills are harmful to the Marauder, and will damage them when the skill ends. This can kill them if their health is too low.

Dirty Fighting - Underhanded combat ploy are the Marauder's specialties in combat. Although they have no attribute to increase their attack power, they are capable at using the hits they do make. Dirty Fighting attribute skills work off of an 'on hit' basis, activating only when the Marauder contacts a target with a physical melee attack.

Skullduggery - Their more intruiging attribute. Under this attribute are skills that can trick enemies, steal from them, and bribe monsters to do your bidding. Tricks can be useful, and cheap, ways to attempt to distract the enemies.

Fireworks - Expertise at the manifacture and use of simple bombs and rockets. These skills have a number of uses, from distraction and blinding to smokescreens, to simple and plain explosive damage.


Skill Examples

Many of the Marauder's skills work on an on-hit basis that is determined by their accuracy and Alacrity attribute.
The Devotee's skills work through maintenance, and cost energy regeneration ranks to maintain (therefore requiring the Focus attribute, or sufficient energy regen ranks to manage the skills). Some will lower the maximum energy they have after being disengaged for a brief while. Many of their skills require 10, 15, or even 20 energy or more to use. With their maximum energy being lowered in the case of some skills disengaging, this will disable some of their abilities for a short while. These are some examples of what their skills could be like. (e, energy cost; c, cast time; r, recharge time; m, energy regeneration rank maintenance)

[Alacrity] Burst of Speed : 15e | 1c | 20r : Double attack speed for the next 3 seconds. Unable to attack with physical attacks for 6 seconds after the double attack speed ends.

[Alacrity] Fleet of Foot : 10e | 30r | 4m : Doubles movement speed, effect lasts for 6-34 seconds. If the character's energy hits 0, they collapse and pass out for 5 seconds. They are knocked down automatically if they are attacked or damaged while running with this effect on. If Concealment is cast during this effect, the running boost is cancelled.

[Shadow Arts] Concealment : ALLe | 12c | 120r | ALLm : Costs all energy and energy regeneration to cast and maintain, all subsequent energy regeneration applied to during the effect is void. Decreases the character's detection radius, lowering it to as low as 50% size. This allows the character to move around and between mobs normal characters could not "sneak" past. If the player is detected, attacked, or if they attack or cast a skill the effect cancels and all enemies within the defualt detection radius are immediately alarmed at their presence and attack. Also, if detected, energy will not begin to regenerate for 5 seconds. Character moves at 75% speed while concealed. When used in PvP, character's dot on the compass vanishes, and holding ctrl will not display their name until detected.

[Shadow Arts] Depart Matter : 25e | 4c | 45r | 2m : Creates a shadow pillar on the player, phasing them. They are able to move around in any direction and travel within 15 feet of the pillar. They are able to pass through other players, npcs, enemies, and barriers while phased. They are immune to attacks of all kind except phased attacks, but cannot deliver any attacks (including phased attacks) while phased themself. The effect lasts for 2-5 seconds. Anything standing within the shadow pillar suffer -2 health degeneration.

[Shadow Arts] Mirage Assault : 15e | 5c | 40r : The player phases and divides into 1-4 copies that surround the target, making a total of 5 copies including the real Marauder at maximum level. The mirages will strike the target in a random flurry, they may or may not attack each "tick". All mirages do damage to the target each hit, for information on how the damage is calculated, check below. If a copy is struck by an attack it vanishes. If the real Marauder is struck, all copies vanish and the Marauder takes 15% of their maximum hp as shadow damage. Attacks made during this effect can only be from physical attack power. If a weapon has elemental damage, it is excluded from this attack and its damage calculations. Physical damage increases from skills are still applied, and on-hit skills work too, however they will automatically expire once the skill ends or is cancelled. Each mirage, including the real player, will have 3-15 attack "ticks" over the next 2 and a half seconds.
(The damage calculation is equal division of the "whole" character's attack power, then after that calculation, another -20% of the current damage is subtracted and an additional -6% per copy present. Example : Player normally does 22 damage, two mirages are attacking the target and one of them is the player. Each one hits for 8.2 damage, totalling 16.4 damage per tick if they both attack. Second example : Player normally does 22 damage, five mirages are attacking the target and one of them is the player. Each one hits for 2.6 damage, totalling 13 damage if they all attack. Maximum possible damage if all hits contacted, is 195 damage with five mirages (and 30 hits), and 246 damage with just two mirages. Average damage is 123 with 2 mirages, and 97 damage with five mirages (with 75 hits) - this is with an attack of 20, this is not calculating random attack such as 10-20 and this is still calculated into armor too. Remember, on-hit skills still count for mirage's attacks, so more hits = more on hit effects. I'm sure this skill could need some nerfing, but this is just an idea.)

[Shadow Arts] Decoy : 20e | 60r : Player is phased out and becomes invisible. They are jolted in a random direction up to a distance of 5-10 feet. A copy of the Marauder will be in the exact spot and position as when the skill was used. This copy half the level, defense, attack, and health of the original Marauder. It will continue to attack whatever is near it, not moving from the spot. This effect lasts for 3+(ShadowArtsRank/2) hits, or for 10 seconds. If the Decoy is defeated, the Marauder takes half the health it lost as shadow damage.

[Shadow Arts] Mad Blur : 5e | 20r : Blurs the target horribly, decreasing their attack speed and making 11-50% of all physical attacks miss them, as well as making 4-33% of their attacks miss. The skill lasts for 3-12 seconds, and during this effect the blurred creature takes 50% extra damage from elemental attacks, skills, and spells.

[Shadow Arts] Stigma : 10e | 3/4c | 2r : Creates and triggers a magical seal. Magical seal will fly out and enwrap one target within 50 feet, doing 11-48 total shadow damage over the next three seconds. More then one seal cannot be placed on a target, the seal does not paralyze or in any way inhibit the target from attacking or casting spells.

[Dirty Fighting] Vicious Combo : 5e | 3/4c | 3r : For 30 seconds, the next 3 attacks made will do 1-8 extra damage.

[Dirty Fighting] Backstab : 5e | 10r : If behind an enemy, attempt a backstabbing attack. Attack is an automatic critical and cannot miss, be blocked, parried, or resisted. The backstab bypasses 33% of the target's armor. Skill has 50% chance of failing if Dirty Fighting is 6 or lower.

[Dirty Fighting] Butterfly Slash : 5e | 3/4c | 5r : Can only be used when two weapons are equiped. Weapons are quickly slashed forwards and backwards, hitting infront and behind of the Marauder. The front is hit three times, and the rear is hit twice. These attacks do 33% less damage.

[Dirty Fighting] Target Weakness : 10e | 4c | 25r : For 3 seconds, all attacks will target a specific weakness of the target. These are randomly selected from numerous body areas such as the eyes, ears, hands, neck, etc. With more ranks in Dirty Fighting, more and better areas become available. Attacks that target specific areas have additional bonuses, such as a chance to blind the target, or deafen them.

[Dirty Fighting] Filet Blade : 15e | 3/4c | 20r : For 4-14 seconds, hits that strike a target will have a 20% chance to cause the target to bleed for 3 seconds, this bleeding is stackable three times.

[Dirty Fighting] Digging Edge : 15e | 2c | 30r : For 2-8 seconds, hits that strike a target will dig into the armor, penetrating 10-40% of the armor and dealing 1-2 extra damage.

[Dirty Fighting] Feint Striking : 10e | 1c | 25r : For 1-5 seconds, attack speed is quadrupled, however 3 out of 4 of these attacks are fake and do no damage. For each fake "hit", there is a 2% chance the target becomes dazed and disoriented for 3 seconds. Daze durations do not stack.

[Skullduggery] Bribe Signet : 15c | 300r | 100-1000g : For a price of 100 to 1000 gold pieces, the Marauder can attempt to bribe a sentient monster to work for them, and betray their comrads. A Marauder can only have one bribed creature at a time, and if they attempt to bribe while having a bribed creature, the bribed creature will attack the Marauder first, and only the Marauder. Bribed creatures will stay with the Marauder for 10 minutes, then they will wander off. The level of creature that can be bribed is dependent on the Skullduggery rank. Special/boss creatures, henchmen, and players cannot be bribed. If the character enters a town, the Bribed creature leaves. Some creatures are much harder to bribe then others.

[Skullduggery] Hire Signet : 60c | 600r | 4000g : For a hefty price of 4000 gold pieces, the Marauder can attempt to hire a bribed monster they control. A hired creature is considered a one-time "pet" that cannot be revived if dead, and cannot gain levels. Hired creatures will stay with the Marauder, even if they traverse in and out of towns, or log out and in. If the Hire fails, the creature will take 1000g, and leave quickly.

[Skullduggery] What's That?! : 5e | 30r : Considered a shout. Marauder points in a direction randomly, and yells and panics. This effects any enemy within 5 feet, and a 25% chance to affect any ally. The ploy has a 25% chance of succeeding. If it does, then that enemy or ally will turn around and look in that direction for 2 seconds. If they fail, then there is a 25% chance that they will get an automatic strike the Marauder.

[Skullduggery] I Got You! : 10e | 30r : Considered a shout. Marauder attempts to "assault" the target, and make them think that something has been done to their armor, weapon, etc. This has a 40% chance of succeeding, If the target is convinced they will pause and attempt to figure out what happened for 2-3 seconds. Afterwards they will be alarmed, and gain a free attack on the Marauder - if they are still within immediate attack range.

[Skullduggery] Yoink! : 15e | 60r : Attempt to steal an item or gold from a non-player enemy that is distracted or turned around. Gold stolen this way will be 75% of the amount that would normally drop from death. As well, items stolen this way are of lesser quality then what would drop from death. There is a 75% chance of failure if the target is simply turned around, and a 50% chance of failure if the target is distracted. There is only a 25% chance of failure if the target is distracted and turned around.

[Fireworks] Smokescreen : 10e | 2c | 45r : Toss bomblets onto the ground 4 feet infront of the Marauder. This creates a 4 foot long, 6 foot wide area that will become filled with smoke over the next 3-12 seconds. Creatures (including allies) that are within the smokescreen have a 33% chance of being blinded for every second they stay inside the cloud. Blindness lasts for 2-6 seconds as soon as they leave the cloud. If they become blind while inside the cloud, they remain blind until the cloud disperses or they leave the cloud. While within the smokescreen, targets are 50% harder to hit by targets outside of the cloud, and 90% harder to hit by anything inside the cloud. Certain area effect magic/skills can disperse the cloud prematurely.

[Fireworks] Pound Volley : 15e | 1.5c | 15r : Hurl a pound heavy bomb into the air, and smash it down onto any target within 8-15 feet. Deals fire 11-54 fire damage and 5-15 crushing damage to the target, and deals 4-26 fire damage to any target within 5 feet.

[Fireworks] Remote Bomb : 20e | 5c | 25r | 1m : Target must be turned around to use this skill. Creates a sticky bomb substance, that is attached to the target's back. This skill is considered a maintenance skill, and can be maintained for 10-45 seconds. Disengaging the maintenance will detonate the bomb. The bomb will do 30-55 fire damage to the target it is attached to, and 12-48 fire damage to any creature within 8 feet. After 45 seconds the bomb falls off harmlessly and the skill is wasted. If the target that has the bomb attached to it is hit by fire or lightning damage, the bomb will go off prematurely. If they are hit by cold damage, the bomb is disabled and cannot go off. If the victim is hit from the back, there is a 33% chance the bomb is disabled.

[Fireworks] Rocket : 25e | 5c | 15r : Creates and fires a rocket that will propel and accelerate for up to 150 feet before exploding falling to the ground. For every foot after 70, the rocket has a +1% chance to miss the target, this is not including the already existing chance to dodge from the target walking around. The rocket does 30-70 fire damage to the target (if it is a direct hit), and 4-34 fire damage to anything within 10 feet (the target if hit with a direct hit does not take this damage). If the rocket misses the target, but still hits the ground within 10 feet of the target, or any other creature, will still take 4-34 fire damage.


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Class Idea Three
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Doppelganger
These guys are shape changers, spiritual magicians, soul hunters, and brutal barbarians. They pride themselves in their control over other creatures. Especially their ability to take that creature's form. To take a creature's form, they must first have two things. The adequate shapechanging rank to acquire the form they want, and the creature's soul. A doppelganger can only carry two souls at any given time, one within themselves, and another within a vessel (a special doppelganger pet). If the vessel is killed, the spirit will escape and the player has a short time to recapture it before it is lost. To acquire a soul, the character must use a spirit magic spell called Soul Snare. The creature must be killed in the time that the snare is active in order to catch it. The Doppelganger has limited magical abilities, and what he does have is designed soley to support his fighting. His armor and attacks are lower then that of a warrior, but he makes up with it with empathatic spells, rages, and shapechanging. If anything, this is the "were" class.

They have five attributes, Shapechanging, Spirit Magic, Natural Empathy, Were Lore, and Wild Instinct. Shapechanging is their primary attribute, and what allows them to effectively control their shape changing abilities. A secondary class can still shape change, however they will have a poor duration.

Their appearance could be - well, honestly I dont quite know.

Attributes
Shapechanging - This skill is paramount to their shape shifting abilities. It enables them longer times of staying in a shape shifted form and improves the form's health and energy.

Spirit Magic - The doppelganger has a unique connection to the spiritual realm, they can even manifest this physically. Spirit magic has a new type of skill, a dance, and the ability to possess and control other creatures, as well as the doppelganger's staple spell, Soul Snare. Spirit magic cannot be used while controlling another creature, or while shapechanged.

Empathy - The doppelganger is sensative to the spiritual realm, and the realm of dreams. They can incur dreams and emotions to allies and enemies with this attribute. Whether it be making one's allies brave and fearless, to making their enemies fearful and paranoid.

Were Lore - This is their knowledge of creatures, and their skills. This attribute is needed for any shapeshifter, it controls what forms they have access to, as well as what monster skills are available to them. Skills of these attribute can only be used while shape changed, and they can only be used with some forms. (Such as you cannot use a beast skill while turned into a bird form)

Wild Instinct - The raw barbaric brutality of a warrior's spirit, and the rage inside the doppelganger's heart. They can convey their monstrous urges into their human form, and use savage skills. These skills specialize in the use of two handed melee weapons. This attribute does not, however, increase their weapon damage. Some of these skills cannot be used if the Doppelganger is shapechanged.


Skill Examples
The Doppelganger's skills are not based on nature, like a druid might. Their skills are more based on manipulation of the physical, and manipulation of the spiritual. Their skills work primarily while either inside a shapechanged form, or while not shapechanged. Spirit magic for example cannot be used while shape changed, and the same goes for several wild instinct skills. However, were lore skills and some shapechanging skills cannot be used while in the human form. The main advantage of were-forms is the health. While in a non-human form, equipment and armor is nulled, and obviously spirit magic cannot be used. The main advantage is some extra speed movement, attack bonus, and health. They are vulnerable to a mob, but powerful. (a, adrenaline; e, energy cost; c, cast time; r, recharge time; m, energy regeneration rank maintenance) Below are some possible skills for examples.

[Shapechanging] Take Form : 20e | 8c | 300r : Combines the Doppelganger's form with the form of a captured spirit, creating a were-form. Equipment (attack/armor/resistances/etc.) is ignored while shapeshifted. Effect lasts for 30-600 seconds. NOTE: When inside a were-form, the Doppelganger will suffer a constant 1 health degeneration.

[Shapechanging] Expel Form : 5e : Cancel a form currently in. This skill "is" the Take Form skill. When inside a shapeshifted form, the Take Form skill turns into the Expel Form skill. The Expel Form skill cannot be equiped to the toolbar.

[Spirit Magic] Soul Snare : 25e | 10c | 30r : Capture spell. Places 10 second seal on a creature. If that creature is attacking the Doppelganger, and dies by the Doppelganger's hands during the duration, then there is an attempt made at the creature's spirit. On the first second, there is 100% chance of success. For each second after the first, there is a -33% to -10% penalty to success. This improves with Spirit Magic ranks. The Doppelganger can store one spirit inside themselves, and another inside a vessel.

If the Doppelganger already has full spirit(s), then the new one is stored inside themself. This causes a health degeneration of 1, and is a maintenance icon will appear telling the player they have too many spirits. Double-clicking the icon will expel the spirit of their choice. A spirit vessel can only hold one spirit at any time.

[Spirit Magic] Create Vessel : 20e | 5c | 30r : Pet. Creates a spiritual vessel that will fly around and follow the Doppelganger. The vessel will unable to fight, and has high defense and resistance. It will avoid enemies if possible. Vessels house a spare spirit captured by the Doppelganger, if the vessel dies the spirit is set free. (Spirits are used when changing into different forms)

Including the Doppelganger themself, and a spirit vessel, a character can only have *two* usable spirits at a time.

[Spirit Magic] Fog the Mind : 15e | 2c | 20r : Area enchantment. Creates a 22foot wide, misty cloud that fog the mind of any creature inside it except animals, undead, and the Doppelganger. While mindfogged, victims have a 10-40% chance of not attacking when they normally would. Spells also have a 3-20% chance of failure. Cloud lasts for 8 seconds.

[Spirit Magic] Witchunter's Dance : 10e | 5c | 10r : Ritual dance. Easily interrupted. No other actions can be made while dancing. When completed (when done casting), all enemies within 10-20 feet who are casting a spell are interrupted and that spell takes an additional 5 seconds to recharge.

[Spirit Magic] Warlord's Dance : 15e | 5c | 35r : Ritual dance. Easily interrupted. No other actions can be made while dancing. When completed (when done casting), all allies within 35 feet recieve a +10-150 health bonus, a +5-20 armor bonus, and their attacks deal 5-15 extra damage. Effect lasts for 20 seconds.

[Spirit Magic] Confuse Resources : 10e | 1.5c | 15r : Hex. Target enemy confuses their health and energy, spells will cost health, and damage taken to energy will damage health, and damage taken to health will damage energy. Effect lasts for 3-5 seconds.

[Empathy] Brave Impulse : 10e | 2c | 20r : Shout. Lets out a large shout, increasing every ally's morale within 39 feet by 1-10% for 5-18 seconds.

[Empathy] Hopeful Impulse : 10e | 1/2c | 20r : Shout. Lets out a large cry, and all allies within 39 feet gain a 6 second reduction in casting time and recharge time. For the Doppelganger, all skills are disabled for 15 seconds.

[Empathy] Aura of Bravery : 20e | 5c | 45r : Aura. Every ally within 5-15 feet of the Doppelganger has a morale boost of 1-6% while inside the area. Aura lasts for 10-90 seconds. Only one aura can be active at a time.

[Empathy] Aura of Fear : 20e | 5c | 60r : Aura. Every enemy within 4-12 feet of the Doppelganger has a morale penalty of -1-4% while inside the area, and 1-10% of them will cower in fear (checked every 4 seconds). Aura lasts for 5-20 seconds. Only one aura can be active at a time. Aura of fear has no affect on undead.

[Empathy] Tame : 10e | 1c | 15r : Hex. Attempt to pacify a target. 5-33% chance of success. If successful, victim will stop attacking/casting, and stand there for 3 seconds in a placid state.

[Empathy] Enrage : 15e | 5c | 15r : Attempt to enrage a target. 2-20% chance of success. An enraged target will become berserk, and wildly attack anything near them, friend or foe. Enraged targets gain 5-25 points of damage per attack, and slightly increased attack speed. Effect lasts for 4-8 seconds. Experience is not gained from an enraged enemy attacking and killing another enemy.

[Were Lore] Devour : 10e | 2c | 15r : Devour a corpse to regain 10-70 health and one health regeneration rank for 2-6 seconds. Can only be used in beast forms.

[Were Lore] Maul : 5e | 8r : Attack for 8-21 extra damage, knocking the target back 5 feet and causing bleeding for 4-12 seconds. Can only be used in beast forms.

[Were Lore] Whiplash : 10e | 7r : Tail lash the target, dealing 5 extra damage, and an additional point of damage for every point of energy the Doppelganger has at the time of the attack. 33% chance to cause bleeding for 5 seconds. Can only be used in lizard forms.

[Were Lore] Fire Breath : 10e | 3/4c | 10r : Do 15-60 fire damage to any target within a 10-25 foot long cone, starting from the Doppelganger's location. Each enemy hit by the flames has a 25-50% chance of catching fire for 5 seconds. Can only be used in dragon forms.

[Were Lore] Screech : 5e | 5r : Scream very, very loudly. High pitch scream causes deafness to any creature within a 15 foot long cone, starting from the Doppelganger's location. Any creature within 5 feet of the doppelganger and inside the cone of effect also starts bleeding from the ears for 12 seconds. (Deafness causes 25% chance of failure in spell casting) Deafness lasts for 12-24 seconds. Can only be used in bird forms.

[Were Lore] Bloodlust : 5e | 10r : For 8-24 seconds, while attacking or taking damage, Doppelganger gains 2 health regeneration ranks. (They already have -1 all the time while in a were-form, so with this they would have +1) All attacks made while bloodlusting have an 11% chance to miss. Can only be used while shapeshifted. This effect is considered a condition and can be spread by Epidemic.

[Wild Instinct] Ferocity : 10e | 20r : For the next 4-12 seconds, attack speed is increased, and all attacks deal 1-6 extra points of damage. Under this affect, the Doppelganger will strike at anything in their immediate vicinity randomly, including allies. Cannot be used in were form.

[Wild Instinct] Brutality : 5e | 1/2c | 10r : Enchantment. For the next 8-16 seconds, all attacks made by the Doppleganger deal an additional 2-8 points of damage, and penetrate 2-10% of the target's armor. Cannot be used in were form.

[Wild Instinct] Sense Blood : 5e | 1c | 10r : Enchantment. With the instincts of a predator, the Doppelganger can sense the blood of a target, and where their veins are. Doppelganger does 5-15 extra damage to a bleeding target, and each attack has an 8% chance of making the target's bleeding worsen and last longer. Sense blood lasts for 12 seconds.

[Wild Instinct] Ravage : 10e | 6r : Viciously attack the target, dealing 9-22 extra damage, and causing bleeding for 12 seconds.

[Wild Instinct] Bash : 5e | 3r : Smash your weapon into the target blunt side first, dealing 4-16 extra crushing damage. There is a 33% chance the target is knocked down. Targets considerably larger then the Doppelganger cannot be knocked down. Cannot be used in were form.


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Something that would be nice for a necromancer
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[Death Magic] Bloodspawn : 20e | 10c | 25r : Lower necromancer's maximum health by 50 points and summon a blood minion. Health returns when blood minion dies. Blood minions share health damage with the necromancer, and the necromancer shares damage with the blood minions. Blood minions do not suffer from health degeneration, and can be healed (they do not exchange healing). A Necromancer can summon up to 3 blood minions, strength of the minions improve with Death Magic rank. Blood minions are weaker then bone horrors. Leech spells such as life siphion or vampire gaze will give all blood minions within 5 feet of the necromancer a small portion of the health regeneration or health healed. If the necromancer dies, and there are still blood minions alive, they explode dealing a third of the remainder of their health as damage to any creature or ally within 3 feet.



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Party < Clan < Guild < Faction ?
===================================


Alright alright, bit outlandish of an idea. But consider this. Parties, are temporary. You leave when you leave. Parties are for doing missions on the fly with other people, or quests on the fly. People in a party can vote to make that party into a Clan. A clan is permanent, and is similar to a more chatroom-ish friends list. Clans can form together to make guilds. Guilds get all them capes and halls, and GvG. In the end game of things, Guilds can merge together in agreements via votes to form a Faction. Factions are large scale, may get additional perks (Perhaps considerable addons to their guild hall or a special, much larger, faction 'base'). Large siege battles could be waged between factions, or factions and guilds. Perhaps limit the number of bases, so there can only be so many factions in control of so many bases, guilds and other groups have to come up to the challenge, assault a faction base, and take theirs by force if they want it - and keep it by force, too. Of course, how would one tell who is in what faction? Perhaps an emblem next to a person's name could suffice.



Opinions and debate would be welcome!

Last edited by Dubby; May 26, 2005 at 04:54 PM // 16:54..
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Old May 10, 2005, 10:54 AM // 10:54   #2
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WOW - Big Post - You we'rnt kidding!

Looking through your list of bugs I agree with quiet alot that are in there, hell knows, we've all experienced at least 1/2 the things in your list (especially that damn pet issue), heres a few i'm aware of too.

= Animation Sliding, Sometimes happens when you ressurect and run, or cast a spell and run, effect is that the character slides along the terrian in a static stance.

= Alpha Blending Issues, Happens when there is a character stood between some foliage and a backdrop, the foliage is anti-aliased with the colour from the backdrop, rather than the character between the two.

- Free Look Camera, Needed when following or auto-running, to look around character without changing direction (perhaps hold middle mouse button?).

- Choice in not having a 2nd Profession if one so wishes.

I do question a couple of the bugs you've pointed out tho;

- A bank

There is storage of your items (in post anyway), and in an upcoming patch you'll be allowed to store you gold in here also.

= Quest items cannot be "assigned to yaddayadda", anyone can pick them up

If you don't assign them you're gonna have people leaving parties and running straight for loot in levels, rather than working as a team, which I think goes again the whole point of Guild Wars.

As far the characters ideas, you've gone into alot of detail here, but it just boils down to you wanting the best elements of each of the professions into a single profession, but obviously, not as strong as the professions individually, perhaps you want to be able to choose a 3rd/4th profession, like you can in many old skool RPG's?
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Old May 10, 2005, 11:19 AM // 11:19   #3
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I wonder when people can get bigger bags and belt pouches, as you could in D2 depending on the belt?
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Old May 10, 2005, 11:39 AM // 11:39   #4
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Quote:
Originally Posted by Omega_2005
I wonder when people can get bigger bags and belt pouches, as you could in D2 depending on the belt?
I don't know that you need more space, you've got you backpack(25?) + belt(5) + bags(10*2) + storage(30?) ? Thats seems like plenty to me, if you're fillling that, then you're probably keeping things you arn't ever going to use.
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Old May 10, 2005, 12:41 PM // 12:41   #5
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I'd really like to see a purchasable guild storage for like 3-4k somewhere your entire guild could use to put extra items etc. We have alot of guys that play on off hours due to their job schedule, and it just allows everyone to have access to the stuff we've all found instead of scheduling a meeting at x city in district x, with that also putting notes on things in guild storage, like do not take needed for person x.

Just an idea, that has probably come up somewhere else in the forums but I figured i'd throw it in here.
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Old May 10, 2005, 12:54 PM // 12:54   #6
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Quote:
Originally Posted by Dubby
- Guild Treasure pool, basically a collection of items and money that any of the guild members can use or have access to (requires guild hall)
Dubby mentioned it above - but yeah it is a good idea, since guild members share stuff anyway!
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Old May 10, 2005, 06:41 PM // 18:41   #7
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Quote:
Originally Posted by Judas Hawksriff
= Quest items cannot be "assigned to yaddayadda", anyone can pick them up

If you don't assign them you're gonna have people leaving parties and running straight for loot in levels, rather than working as a team, which I think goes again the whole point of Guild Wars.
No no no, just -quest items-. Ie: stuff like a Beautiful Pearl, or a Poisonous Stinger for instance! Just so a person who needs that quest item doesn't have to ask someone else who doesn't need it to pick it up and drop it so they can grab it and do the quest. Everything else like Longsword, etc. those wouldn't change at -all-. Just the quest items.


Quote:
Originally Posted by Judas Hawksriff
As far the characters ideas, you've gone into alot of detail here, but it just boils down to you wanting the best elements of each of the professions into a single profession, but obviously, not as strong as the professions individually, perhaps you want to be able to choose a 3rd/4th profession, like you can in many old skool RPG's?
Well frankly, given that the existing classes tend to cover alot of ground as is, its a little tricky to come up with something new that doesnt, in some way, cover or extend into already existing class abilities and skills. They'd just be varients. For instance the devotee could be a useful de-mob/gangbang character. And marauder? More of a scout. I think ranger originally had stealth, but they took it away.
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Old May 10, 2005, 07:00 PM // 19:00   #8
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your thread's pretty good here....but as for new classes...i think the marauder thing has been touched upon by the mesmer...but yeah...overall they are very good ideas..
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Old May 10, 2005, 10:12 PM // 22:12   #9
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Whoa, how about breaking all that down into categories, it's huge. I have a couple bugs that I've noticed, but I'm not sure if they've been said or not.

Blood and Smoke quest from Ventari's refuge: Only one player character can complete the quest at one time, even if a whole party slays the boss. Only one gets a heart. I understand that there's only one heart in a Centaur, but come on. Give the rest of the group the credit, you've done it before.

In Druid's Overlook, Trader Versai is supposed to be a trader/merchant, I'm assuming from the tables of goods behind him, but he isn't? Strange. There's no other merchant in the town.
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Old May 10, 2005, 10:43 PM // 22:43   #10
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Yeah, I was hoping you could upgrade all your bags to 25 slots...
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Old May 10, 2005, 10:54 PM // 22:54   #11
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another thing, in the guild/friends menu, when you go over a guys name it would be nice to see their class and level.
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Old May 10, 2005, 11:06 PM // 23:06   #12
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I'm in favor of this idea as well. First, I'm in favor of a personal storage area - which can be kept in a file off-line to save on the GW servers, where you can store an unlimited amount of stuff you find to trade with characters in your own account (i.e. when playing my monk, I can drop off extraneous stuff which I can have my ranger persuse through and use the next time I play).

Second, there definately has to be some kind of a storage system for the guilds as well. Naturally, this must be an on-line database and accessible by all members of the guild. Certain restrictions can be placed by the guild leaders, and allowing players who drop of arms and armor to flag the item as customizable or not - i.e. a weapon that they will allow someone else to customize and use permanently, or a breastplate that is only allowed to be used to complete a certain number of quests or used within a specified time period before it must be returned to the hall to allow someone else a shot at using it.

On a different note, I am glad to see that they are making some of the scarce items more readily available with the upcoming patch. I would also like to suggest an easier means to finding vials of dye within the game. Dye is one of the more important items used for customizing a character's appearance, and should be more readily available for that purpose without having to track down someone who has the particular color you are looking for (and for a reasonable price as well).
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Old May 11, 2005, 12:04 AM // 00:04   #13
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Quote:
Originally Posted by Judas Hawksriff
- Choice in not having a 2nd Profession if one so wishes.
you can just be 1 profession if you want, you just dont accept a secondary profession from the other skill trainers. However, i dont see the point of going only 1 profession, as it doesnt hurt you at all to have a secondary but not have anything in it. there may be a skill or 2 from another profession that works great with your current build.
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Old May 11, 2005, 01:12 AM // 01:12   #14
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Quote:
Originally Posted by Hanok Odbrook
I'm in favor of this idea as well. First, I'm in favor of a personal storage area - which can be kept in a file off-line to save on the GW servers, where you can store an unlimited amount of stuff you find to trade with characters in your own account (i.e. when playing my monk, I can drop off extraneous stuff which I can have my ranger persuse through and use the next time I play).
This is a hacker liability... if I was one of the GW designers I wouldn't put that in, it would be nice but there is risk and hazard involved and you can tell the company is avoiding that to keep it safe and fair. They've had -more- then their share of hacking with D2. Just avoiding it all together is always safer then stretching encryption.
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Old May 11, 2005, 01:55 AM // 01:55   #15
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Quote:
Originally Posted by Dubby
= A pet will not stay behind and fight to the death if you run away, they will follow you first and fight second.
Maybe create hotkeys for "attack", "stay", and "follow" (and possibly "avoid enemies"). This could be implemented for henchies as well.
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Old May 11, 2005, 02:01 AM // 02:01   #16
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Im not shure all of the things you listed as bugs are bugs
Quote:
= Fix Esc key so it does not cancel running, attacking, skill casting, etc. if there is an esc'able window on screen.
and some of them sound more like custimization of the game not so much bugs
Quote:
= Autorunning and casting a skill/spell should stop autorun before casting the skill/spell.
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Old May 11, 2005, 02:13 AM // 02:13   #17
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Also, how about a warrior skill (possibly elite) along the following lines (with possible adjustments for balancing, etc.)? It would help them to be better tanks.

[Tactics] Guardian's Valor : 10e | 0c | 30r : Stance. Lose all adrenaline. For the next (10...25) seconds each time target nearby ally is attacked, that attack [before adjusting for defense] is reduced by 50% and you receive (75...60)% of that attack. This ability ends if you move away from target ally.
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Old May 11, 2005, 02:20 AM // 02:20   #18
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MORE loot drops (more items... not frequency)... character profiles... and more additional classes like "Armorsmith", and "Weaponsmith"... allow people to effect the economy. I'd also like to see the option to own houses.
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Old May 11, 2005, 03:51 AM // 03:51   #19
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I'd like to see sort of a dueling option (could be turned on or off). If you're just sitting in a town, you could challenge a person to a duel that takes place right in the middle of the town (you could only attack that person). Incentive could be winner gets set amount of experience or the players could bet eachother stuff and then fight for it. It would also be awesome if bystanders had a way to watch and bet on the dueling parties as well.

@Dubby. Was a long post, but i read most of it and in general I liked and agreed with your suggestions
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Old May 11, 2005, 04:26 AM // 04:26   #20
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Quote:
Originally Posted by ManadartheHealer
I'd like to see sort of a dueling option (could be turned on or off). If you're just sitting in a town, you could challenge a person to a duel that takes place right in the middle of the town (you could only attack that person). Incentive could be winner gets set amount of experience or the players could bet eachother stuff and then fight for it. It would also be awesome if bystanders had a way to watch and bet on the dueling parties as well.

@Dubby. Was a long post, but i read most of it and in general I liked and agreed with your suggestions
Thanks for reading the whole thing!

Dueling... hm, that would be a simply marvelous thing to watch. It would involve some.... packet increases. And could be bad for the server if everyone is doing it. How about an npc in a certain town that lets people spar one on one on the spot? People get to watch, and they get to wait in line so no nasty packet growth on the server's side.
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