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Old Jun 28, 2005, 08:49 PM // 20:49   #1
Frost Gate Guardian
 
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Talking An idead for future updates and chapters

First of all feel free to discuss them or change them as you see but this is just me talking.

List of things to add

-Be able to join freinds or guild members in the field while they are questing. (I know that would be hard to do but its a start)

-Be able to customize your guild hall by hireing more guards or buffing them.

-Make changes to your guild hall like buy as a clan, a recreational place or a meeting room or reneforced towers some kind of physical upgrade

-New Class ideas

Summoner - to be able to summon huge beast and not slowly drain health like necros summons do

Auramancer - a class that can cast perminate auras in battle and degenerate the enemy's health

Theif/Rogue - some kind of sneaky class that kills in the shadows

So these are some ideas and good luck with it and go ahead and change these ideas if you wish. Just something to think about.
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Old Jun 30, 2005, 04:16 AM // 04:16   #2
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Red face this is sweet

this is sweet why dont you like this idea its awsome
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Old Jun 30, 2005, 04:24 AM // 04:24   #3
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Summoner and Auramancer sound like direct spin off's of the already exsisting classes. Though the Theif/Rogue sounds interesting.
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Old Jun 30, 2005, 04:30 AM // 04:30   #4
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Lightbulb

Also, reptiles and shape shifters are other possiblities...I'll leave it at that.
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Old Jun 30, 2005, 06:27 AM // 06:27   #5
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Quote:
Originally Posted by asd334
Theif/Rogue - some kind of sneaky class that kills in the shadows
I've been thinking of a class like this for a while now:

Rogue:
Lore: Survivors of the many cities destroyed in the Guild Wars and the subsequent Charr invasion, the Rogues are now refugees from all three kingdoms, living off the land as mercenaries, bandits, or spies.
Other info: Characters in this class will journey from poor refugee/bandit to skilled adventurer.
Color (e.g. Monk=blue, Mesmer=purple, etc.): Dark Brown
Symbol: Undecided
Appearence: Very varied, since these are people from all three kingdoms
Headgear: Mask
Weapon: Dagger/various handgear. Daggers are like swords with faster attack and less damage (rarely used at top levels). Handgear does low damage but gives bonuses like focus items and counts as being "unarmed".
Non-attribute Runes: Rune of Material Storage (bought at Merchant) - gives 5 additional storage spaces to your belt pouch to be used for common crafting materials only.

New Concepts:
Visibility: Decreases in visibility decrease your aggro radius and the range at which you appear on enemy players' screens and radars. Note that if you attack an enemy, you become visible to them, regardless of visibility decreases.
Deftness: Like adrenaline. You gain 1 deftness for each second you are near an enemy and are unarmed. If you equip a weapon or if you move away from all enemies for too long, you lose all deftness. Deftness is primarily used in Thievery and Unarmed Combat.

Attributes:
Scouting (Primary): Each point in scouting decreases your visibility slightly. This attribute gives bonuses to skills that decrease your visibility and otherwise aid in your exploration.
Skill examples: A skill that decreases your visibility, an elite skill that decreases your party's visibility, a "Flee" skill that increases your speed as long as there's an enemy behind you,...
Mask: Cameoflague mask

Thievery: No inherent effect. This attribute gives bonuses to skills that steal from your enemy.
Skill examples: Skills that make items drop (randomly assigned as normal), also skills that steal enemy health, energy, skills, morale,...
Mask: Bandit's mask

Unarmed Combat: Increases the damage done when unarmed. This attribute gives bonuses to skills related to combat while unarmed.
Skill examples: A combination of judo and dirty fighting, has skills that paralyze and inflict various conditions,...
Mask: Ninja mask

Ingenuity: Each point in Ingenuity gives you a 5% chance of regaining each crafting material spent on skills related to this attribute. This attribute gives bonuses to skill related to the use of common crafting materials.
Skill examples: Moa Bird Suit (give up feathers to avoid aggro while you don't attack - hilarious visual), Replenish Corpse (give up bones to replenish an exploited corpse), Ingot Toss (give up an iron ingot to do a height-based attack), Plank Bash (quick Flare-like attack with a Wood Plank that has a chance of breaking it),...
Mask: Workman's Mask
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Old Jun 30, 2005, 07:44 AM // 07:44   #6
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Quote:
Originally Posted by Aidan Gawain
I've been thinking of a class like this for a while now:

Rogue:
Lore: Survivors of the many cities destroyed in the Guild Wars and the subsequent Charr invasion, the Rogues are now refugees from all three kingdoms, living off the land as mercenaries, bandits, or spies.
Other info: Characters in this class will journey from poor refugee/bandit to skilled adventurer.
Color (e.g. Monk=blue, Mesmer=purple, etc.): Dark Brown
Symbol: Undecided
Appearence: Very varied, since these are people from all three kingdoms
Headgear: Mask
Weapon: Dagger/various handgear. Daggers are like swords with faster attack and less damage (rarely used at top levels). Handgear does low damage but gives bonuses like focus items and counts as being "unarmed".
Non-attribute Runes: Rune of Material Storage (bought at Merchant) - gives 5 additional storage spaces to your belt pouch to be used for common crafting materials only.

New Concepts:
Visibility: Decreases in visibility decrease your aggro radius and the range at which you appear on enemy players' screens and radars. Note that if you attack an enemy, you become visible to them, regardless of visibility decreases.
Deftness: Like adrenaline. You gain 1 deftness for each second you are near an enemy and are unarmed. If you equip a weapon or if you move away from all enemies for too long, you lose all deftness. Deftness is primarily used in Thievery and Unarmed Combat.

Attributes:
Scouting (Primary): Each point in scouting decreases your visibility slightly. This attribute gives bonuses to skills that decrease your visibility and otherwise aid in your exploration.
Skill examples: A skill that decreases your visibility, an elite skill that decreases your party's visibility, a "Flee" skill that increases your speed as long as there's an enemy behind you,...
Mask: Cameoflague mask

Thievery: No inherent effect. This attribute gives bonuses to skills that steal from your enemy.
Skill examples: Skills that make items drop (randomly assigned as normal), also skills that steal enemy health, energy, skills, morale,...
Mask: Bandit's mask

Unarmed Combat: Increases the damage done when unarmed. This attribute gives bonuses to skills related to combat while unarmed.
Skill examples: A combination of judo and dirty fighting, has skills that paralyze and inflict various conditions,...
Mask: Ninja mask

Ingenuity: Each point in Ingenuity gives you a 5% chance of regaining each crafting material spent on skills related to this attribute. This attribute gives bonuses to skill related to the use of common crafting materials.
Skill examples: Moa Bird Suit (give up feathers to avoid aggro while you don't attack - hilarious visual), Replenish Corpse (give up bones to replenish an exploited corpse), Ingot Toss (give up an iron ingot to do a height-based attack), Plank Bash (quick Flare-like attack with a Wood Plank that has a chance of breaking it),...
Mask: Workman's Mask
very nice Aidan....nice outlook..i like this character already ' The Rogue Thief'
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Old Jun 30, 2005, 08:34 AM // 08:34   #7
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Interesting class, but there would have to be a direct counter for it... fail to see how it could to be fair trying to fight someone you cannot see at all.
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Old Jun 30, 2005, 08:37 AM // 08:37   #8
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I like all the ideas (including the later added shapeshifter class) except for the auramancer... it seems too similar to mesmer. But I love the idea of a summoner! Very very cool! All the other ideas get a 4 nose salute from the slug
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Old Jul 02, 2005, 11:52 PM // 23:52   #9
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Quote:
Originally Posted by RTSFirebat
Interesting class, but there would have to be a direct counter for it... fail to see how it could to be fair trying to fight someone you cannot see at all.
I may not have been clear enough about this. The situation you described couldn't happen. The explanation as to why not is different for each of the three ways of becoming invisible, as follows:
1. Visibility vs. mobs: This just decreases your aggro radius, and they already have it so that if you attack something outside of your aggro radius, it still "sees" and attacks you.
2. Visibility vs. players: I said that you become visible to enemies that you attack, but I guess that was incomplete. I should have said that if you attack, take damage (AoE or traps), or use a skill on an ally who is attacking, you are visible as normal to the player who you or your ally is attacking, or who you are taking damage from, and his teammates. You also lose your visibility bonus while laying traps (in case you have a Ranger sub). This corresponds with the mob behavior mentioned above.
3. Invisibility/disguise skills (e.g. Moa Bird Suit): These will all say something along the lines of "This ability ends prematurely if you attack or use a skill."

To summarize, these skills are good for scouting or sneaking past enemies, but not for combat. Rogues should never be invisible while fighting - if they are, someone's found a loophole that needs to be closed.
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Old Jul 03, 2005, 02:51 AM // 02:51   #10
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Quote:
Originally Posted by DrSLUGFly
I like all the ideas (including the later added shapeshifter class) except for the auramancer... it seems too similar to mesmer. But I love the idea of a summoner! Very very cool! All the other ideas get a 4 nose salute from the slug
Summoner is just a big necro wannabe lol. If you wanna summon different stuff just add skills to death magic, like summon lvl 1-10 bone Slug :P, bone slugs throw sticky slime at the enemy to blind them and reduce their attack speed. hehe

Thieves sound a bit confusing but cool, replenish corpse will never happen lol, way to many minions
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Old Jul 04, 2005, 03:21 AM // 03:21   #11
Frost Gate Guardian
 
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Default Im glad you like some of these many ideas

These are just ideas and what I meant about that Summoner is to summon something like elemental monsters or some huge hell beast that will beat the shit out you or has some kind of redeming attribute like cause a slow effect or more attack damage. Or just something that looks cool such as a flying bird that attacks theres many ideas about the summons but I was just saying something that does purely summoning as the first thing and also maybe add more summons in the future for the necros and as for the Auramancer have a perminate aura around them that can also have negitive auras when they are near the enemys. thats all DISCUSS!!
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Old Jul 05, 2005, 04:32 PM // 16:32   #12
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Red face Summoner

Summoner: Pets are the primary concern,

The Summoners have been repressed for years for their love to control the uncontrolable with magic and Summon creatures made of energy. Summoners were cast apart because of others overwhelming dislike for such thing
But ever since the war broke out the calling for every avilable warrior.
So the Summoners started to reorginze for the larger war comming

Attributes: Haste: increases the pets attack speed
Rage: increases the pets attack damage
Defence: incresses the pets armor and infuse

Primary Atribute:
Life: increases the pets Health and elemental defences

Skill Ideas:
Summon Elementals:
Light elementals
Fire elementals
etc..
Summon Beasts
Camoto Dragons
Black Dragon
etc..
Summon Shadows
Lurker
Shadowsnake
etc..
Summon Buffs
extra armor
healing
etc..

Just the ideas in focus about the Summons and stuff
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Old Jul 07, 2005, 02:34 AM // 02:34   #13
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In Future update ,GW should add more Weapon,Armor & Item..,Also Money in GW community is starting to becom useless,GW Should add something like 'Repair Weapon,Armor or Areana fees' something to keep money as daily use..and in GamePlay future GW should add 'Stamina Bar' which make while you Run Stamina Will Degeneration after Stamina bar reach to 0 you move 30% slower or become tried',So This's improve in PvP battle.

Last edited by naynayjun; Jul 07, 2005 at 02:37 AM // 02:37..
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Old Jul 07, 2005, 03:39 AM // 03:39   #14
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I don't agree with being able to hire more guards or buffing guild halls. That would make GvG unbalanced. Same with having stamina (at least for the current professions, it would be too unbalancing. However, if it was implemented onto a new profession such as a thief or whatever in a balanced manner, then I'm all for it.)

I do agree with being able to "improve" guild halls aesthetically though, or just adding recreational places or things to do as long as they have no effect on GvG battles.
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Old Jul 07, 2005, 05:01 AM // 05:01   #15
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Quote:
Originally Posted by RTSFirebat
Interesting class, but there would have to be a direct counter for it... fail to see how it could to be fair trying to fight someone you cannot see at all.
more use for traps ^^ put some down around the team and if a sneaky guys walk on it he's revealed.
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Old Jul 07, 2005, 05:02 AM // 05:02   #16
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Quote:
Originally Posted by Magus
I do agree with being able to "improve" guild halls aesthetically though, or just adding recreational places or things to do as long as they have no effect on GvG battles.

and yes like he said, only to improve the look maybe but no effect on GvG
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Old Jul 07, 2005, 05:15 AM // 05:15   #17
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I love the idea of joining a guild mate's party! Put a extra line when u click the name in the Guild Menu and it'll send a pop-up to the member (if member is party leader) to accept or decline.

I personally want NPCs in the Guild Halls when not in a GvG battle. Like the rune trader, a merchant, material trader etc. Storage NPC please!

Even though this is already a Henchman class character, an Enchanter would be amazing. To be able to cast increase elemental damage to allies or grant the ally more attack speed. These of couse would just be "15-30 second" lenths instead of degen ^^ . Just to throw this in to an expansion, more character classes like Dwarf, Halfling, Elf, Troll, Undead (even tho we have a undead-like-necro) instead of everyone being humans. Just my thoughts.
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Old Jul 07, 2005, 10:10 AM // 10:10   #18
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My idea of new Weapon: Two-hand Sword,Glaive,Double Blade,Lance,Mace,Spear,Gun?? perhap new class "Gunner" somtig like old european style of gun
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Old Jul 07, 2005, 10:33 AM // 10:33   #19
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The thing about the rogue is that their primary would be useless in PvP. Having a useless primary is not a good thing. Other than that I like it. Maybe as a PvE only profession? I don't know.
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Old Jul 07, 2005, 11:05 AM // 11:05   #20
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Quote:
Originally Posted by Mesmer1287
I personally want NPCs in the Guild Halls when not in a GvG battle. Like the rune trader, a merchant, material trader etc. Storage NPC please!
I'm not really sure about the traders, but a merchant, storage agent, and weapon customizer would be handy to have around in a guild hall. I think that guild halls should be made more into a suitable meeting place where people actually have a reason to go to when not in a guild match.

Quote:
Originally Posted by naynayjun
My idea of new Weapon: Two-hand Sword,Glaive,Double Blade,Lance,Mace,Spear,Gun?? perhap new class "Gunner" somtig like old european style of gun
I agree, depending on what the new professions are, there would be new weapons complementing them. I'm not sure what you mean by "double blade" (dual wielding swords?) but it all looks pretty good except that the lance and spear would probably be mixed into one weapon (like short swords/long swords/tribal blades/dragon swords/etc.)

Also, imo guns would be out of place in a fantasy setting. Also realistically, while it is true that Europeans had primitive guns such as harquebuses, firelocks, etc. they were mainly used because they offered extreme power and could decimate the enemy's front row in one volley. Relative to bows, they took forever to reload and were less accurate, so I don't really think they'd be very fun to play (something similar to air spike elementalists, except as their normal attack.)
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