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Old Jun 13, 2006, 01:47 AM // 01:47   #1
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Thumbs up New Idea instead of new professions

I don't think this has been brought up... I used search and nothing relevant came up, so I think I'll post my idea.

Rather than create new professions for the next chapter (or maybe chapter 4),
I think Anet should add new attributes to each of the existing professions. This would breathe new life into older characters, and would save everyone alot of trouble from raising an entire new character.

I'll go over a few of my ideas for added attributes. Most of these will be concepts, but I may give a skill as an example.

**Note: some of these ideas include reducing the player's ability to use his character, rather than impairing the character itself.


Necromancer
The necromancer gets a torture attribute! This attribute would mostly focus on dealing a steady amount of damage while impairing the enemy. This could include skills which temporarily paralyze players for a short period of time, not allowing them to move or attack. Others could cause no damage, but deal temporary ailments that cannot be removed like regular conditions (breaking bones and such). These could impair movement, cause bleeding, disable a weapon, etc.

One skill that i would find interesting and unique, for example, would be Drain Blood (Elite). This would cause the receivers screen to become extremely blurry (much like being drunk, but even worse) to the point where the player would be entirely disorientated. All skills and attacks would still function normally, but this would not allow the player to see what he is targetting, and not allow him to communicate with his team (asthe chat box would be blurred too).


Monk:
I'm sure everyone has noticed the martial arts influence in monk emotes, and for this reason I suggest a Hand to Hand or Combat attribute for monks. I'm thinking this could work with either brass knuckle type weapons, or even with no weapon equipped at all.

Putting points into this attribute would increase defense and attack power of fists for no weapon equipped, or if knuckle items were introduced, act the same as current weapons.

The skills for this attribute could include a judo type of combat ability, using the enemy's attacks against them (much like deadly riposte), defensive abilities, and attacks that cause exhaustion to the enemy from powerful blows from fists or feet.
An elite skill could be Shock Heart. This skill would cause the target's screen to become blurry and cause the player to experience disorientation much like Drain Blood skill from the necro.



Elementalist:
For the elementalist, I would recommend the addition of a Dark magic attribute, which would consist of really odd abstract skills. The dark magic elementalist would be a much more offense based character.

One skill i thought of as an example, would be a Dark Legion skill, which would spawn X number of shadow warriors, who would each act as NPCs and select a target, and would then disappear after dealing one blow. This skill could be used against large groups to interfere and deal a small amount of damage to the group, or against one target to deal massive damage.

Another attribute to consider for the elementalist would be Light magic, which would be similar to to the Dark, but focusing more on dealing damage defensively.

One skill for light magic could be a reflect spell, which would reflect the next blow dealt to a team member back to the enemy.



Ranger:
Trailblazing. This attribute would deal in camouflage and using the environment to the ranger's benefit. Certain camouflage skills could make the user untargetable, making them impossible to attack directly, unless you are within a certain radius. This way, players (like warriors) would have to get closer to the ranger to target them for damage, or force them to walk into an AoE.


Warrior:
Not sure what to call this attribute, but it would deal with a Warrior's experience in harming the human body, and its weakpoints. Skills from this attribute could cause exhaustion to the enemy, disable weapons, render players immobile. Skill could include one that do not allow the target to regain health from healing for a short period of time.
An elite skill i thought could accompany this attribute, could be Soul Slam. This would reduce energy regeneration of the target.



Mesmer:
Trickery. Bad name I know, but I'm not sure what to call this one.
This could include skills that make all opposing players impossible to discern from one another, making the character unable to aim for a certain profession out of the enemy mob.
Some skills could also create clones of the caster, so that he can escape aggression while his clones get cut to ribbons.
One specific skill that I would like to see, would make the character look immobile to other characters for a short period of time, while the real player is elsewhere and invisible.





So I hope you guys liked my ideas so far, and I would like to know how many of you agree that implementing a new attribute to each class would be a nice change rather than new professions for one of the upcoming chapters. By all means, these are new ideas to me, so if you have some good ideas for skills to add, feel free to post!

Also, I haven't included new attributes for Ritualists and Assassins yet. This is because I haven't gotten around to experimenting with these professions yet, as I have mostly been playing with my older characters. So if you have ideas for additions to Assassins and Ritualists, once again feel free to post.

PS: I would like to see what Gaile has to say about this
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Old Jun 13, 2006, 01:56 AM // 01:56   #2
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Its been mentioned before on this forum about new attributes, and i agree that there should be more, although some of your ideas need a little work.

Controlling a player's perspective or muddling their view, messing up their GUI, etc skills might be fun, but i dont see how it would be very effective (or fun) in PvE.
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Old Jun 13, 2006, 02:06 AM // 02:06   #3
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Well I clearly stated these are new ideas of mine that are still under construction, so of course they need work. I posted here so that others could add to them or make suggestions to make them more complete.

As for some of the skills I mentioned, they would mostly be for PvP, but would be still quite effective when used against you in PvE. I definitely think I'd have more fun with getting my screen screwed up than the occasional blood spike insta kill that I get from afflicted mobs. Plus it would be a change, so it would be nice and refreshing.
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Old Jun 13, 2006, 04:50 AM // 04:50   #4
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i got an idea for assassins:

assassins are always known for being able to sneak up on an enemy, so why not make them invisible? the attribute could be called cloaking mastery or evasion mastery and would make the assassin either completly invisible or untargetable. it would really add an element of surprise, but if they get hit by an aoe or something, they become revealed and take more damage from it than usual.
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Old Jun 13, 2006, 05:03 AM // 05:03   #5
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They allready have shadow step and don't need any more damage, they can't handel the dmg. as it is. What they need is more armor and defence skills
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Old Jun 13, 2006, 07:19 AM // 07:19   #6
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I love the mesmer one, how about the ability to posses the enemy?
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Old Jun 13, 2006, 07:22 AM // 07:22   #7
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I kinda like the idea of new attributes, but I don't like any of the examples here... I was thinking more like a spear mastery attribute for warriors or something like that.
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Old Jun 13, 2006, 08:25 AM // 08:25   #8
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I like your ideas, but as you said, most of them are mainly PvP and would have little to no use in PvE. I don't think it would be such a great idea to have entire attribute lines devoted to PvP. I'm also not to terribly fond of skills that affect the GUI in any way, such as blacking out the screen, warping (other than cosmetic effects like drunkedness), and inability to chat.

That said, I really love the idea of a new attribute for each class. Here are some of my ideas:

Warrior: (Cool idea, but I think this one is long overdue - see Devona in the first Guild Wars CG trailer)

Dual-Wielding - Would allow a warrior to wield two swords or axes (but not one of each), and still use skills pertaining to that weapon. This effect would halve the damage of each and keep the attack speed the same, but allow for Dual Strike just like assassin daggers. Each weapon would function individually, with their own modifiers as usual (for instance two swords of fortitude +30 would give the wielder +60 total). There could be skills in this line dealing with special dual-wielding moves, and each point could increase the chance of dual strike.

Monk: (Love your idea on the hand-to-hand combat for the monk. Another possibility...)

Staff Mastery - With points in this, the monk no longer uses staves for long-range combat, but rather melee bludgeoning. The staff damage remains the same, but has an increased attack speed to 1.33. All staff mods remain the same, but more could be added for attacking benefits. Otherwise, this line is attack skills primarily with some defensive maneuvers.

Mesmer: (Trickery is too much like Illusion, they mean essentially the same thing... I love dr_james2k idea of posessing the enemy, so how about...)

Mind Control - Alright, skills that cause the enemy to be stuck in place for a short time, move in one direction for a short time, activate skills randomly, cause the enemy to cast a helpful spell designed to target a friend to target you instead, and cause foe's harmful spells to be randomly cast against target foe. Maybe even have the opposite effect of the thievery spells, where you disable an opponent's skill and have it replaced with a worthless skill, or one that harms themselves.

Elementalist: (Took your idea and ran with it, sorta)

Ether Magic - Basically, the raw mana put into physical form. This would function essentially like any of the other four elemental magics, except it would deal (I guess) chaos damage. There could be skills like (from old school Diablo) Mana shield, which reduces your mana instead of your health when you take damage; or perhaps Mana Construct, a simple conjuring, like a spirit, that inflicts a steady flow of damage each second to an area.

Necromancer & Ranger:

I just can't think of anything for these two... I like your ideas, as I've said, but these two just already seem to have their place set. The torture thing is too close to Curses, IMO... and the Trailblazing thing, while not bad, doesn't seem to be broad enough for an entire line of skills.

Assassin & Ritualist:

Kinda the same with these two, they're kinda set with their attributes. It might just be too early for me to tell what either of them is missing, though. Invisibility just wouldn't work well, I think. The shadow-stepping is plenty good for that purpose. Maybe the Assassins could use a new weapon mastery? Maybe Ritualists could have some form of Conjuring, instead of just binding spirits, they could conjure demons momentarily for various effects and damage? I dunno.
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