Desert Nomad
Join Date: May 2005
Location: Calgary, Alberta, Canada
Profession: W/
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In Lieu of GW2 Suggestion Thread
With all the innovations in GW2, I cannot help but feel like plenty of these could work in GW1, and be implemented fairly easy (well....most of them)
So here are a few suggestions (not all from GW2 ofc) I was thinking of while I was at work today:
1.) With the usage of certain damage types being more evident, and being implemented in more and more skills, I think adding new mods for armor to these types.
These types are Dark, Chaos, Holy and Shadow Damage. They have always been here, but have been on the down low for a while, and we have never had mods/runes/etc. to combat these damage types. So who knows, they may throw a little spice into the mix.
A secondary way to combat this is to group these 4 misc types of damage as a certain type, similar to how the elemental damages count as simply "elemental damage" as a whole.
2.) Random Arena 2.0, as it stands, is populated, simple and fun...most of the time. (unlike the currently almost dead Codex)
But what is missing now in GW pvp is an "embark beach" + "random" style pvp area/outpost.
This may be beyond the limit of the LT, but you never know.
The suggestion is a mix between Random Arenas, and the "LFG" mechanic of outposts.
It would be a single outpost, in which you could use the LFG (or new window) to access a dropdown menu allowing you to choose which size and style of random arena you would like to enter. The choices would most likely be something along the lines of:
-Note: "Random" would be just basic team deathmatch, whereas "Objective Based" would be CTF, Shrines, Relic, Assault/Defend, TDM-
4v4 Random-------------(same as current random arena)
4v4 Objective Based
5v5 Random-------------(get ready for GW2...but we still have monks)
5v5 Objective Based-----(same as above)
8v8 Random
8v8 Objective Based
All of the Above---------(For those that just wanna play RIGHT NOW!)
And plenty of people have been asking (even though I personally hate this type of thing) but completely optional:
1v1 Random (no need for objective based really)
3.) With all the fuss over dynamic events and co-operative gameplay, I would not mind seeing more Core Co-op missions being introduced, lets call them Zaishen Order Missions.
The concept is that it is a quest (maybe daily changing, but not too many different ones that it is out of the LT's reach) that brings players into a co-operative mission with another random party (think Unwaking Waters 2.0 or Vizunah Square 2.0)
The quests will use an already existing zone, but modify spawns and objectives so that both teams need to complete something to succeed.
One option is starting teams on seperate sides of the map, and need to use objects in the map to aid the other team, or merely fight to a local area and defend/assault an area on the map.
Another option is to make it a "solo" mission but with other people (think Tihark Orchard 2.0) Each person ques into the mission with the Zaishen NPC, and are then paired with another person (this can be changed from 2 - 4 people) and they need to help eachother to succeed, in battle, in objectives and in spirit.
4.) "In GW2 everyone can res!" this is a great concept, and is already available in GW1 in terms of res signets and secondary professions res, but it is rather lackluster to say the least. So to add a little flavour to the mix, each class should have a class specific resurrect skill tied into the primary attribute. These are just a few examples I thought of:
-Warrior: "Stop thinking! Start acting!" Shout: 7 Adrenaline, 30 second recharge.
Resurrects allies in earshot with (10...100%) health, (2...25%) energy. Effected allies gain +24 armor for (0...5) seconds. (Strength)
-Ranger: Bios. Nature Ritual: 15 energy, 60 second recharge, 5 second cast.
Create a level (1...10) spirit (1...30 second lifespan). Resurrects a dead ally with 75% Health and 25% energy in spirit range every 10 seconds. Failure with Expertise 9 or lower. (Expertise)
-Monk: hahaha good one
- Necromancer: Empower Soul. Enchantment Spell: 10 energy, 30 second recharge, 3 second cast.
Resurrect target ally with (0...50%) health and (0...50%) energy. For 5 second target ally gains (0...2) energy when they use a skill. +1 second for every 2 ranks in Soul Reaping. (Soul Reaping)
-Mesmer: Feign Death. Spell: 5 energy, 45 second recharge, 4 second cast.
Ressurect target ally with 100% health and (0...50%) energy. Ally loses (400...50) health after 5 seconds. (Fast Casting)
-Elementalist: Glyph of Vigor. Glyph: 5 energy, 30 second recharge, 2 second cast.
Your next spell will resurrect an ally with (1...15) times your current energy as health and 100% energy. If this ally dies within 120 seconds, you lose all energy. (Energy Storage)
-Assassin: Release Shadow. Spell: 5 energy, 45 second recharge, 4 second cast.
Resurrect target ally at your location with (5...75)% health and 0 energy. For 10 seconds target ally has +(0...20)% chance to Critically Hit. Disables your assassin skills for 10 seconds. (Critical Strikes)
- Ritualist....has enough methinks
- Dervish: Deity's Touch. Touch Spell: 10 energy, 30 second recharge, 3 second cast.
Resurrect target touched ally with 100% health and energy. For 10 seconds you cannot be enchanted.
-Paragon....they got some...maybe can improve em, who knows.
5.) There are so many skills in GW that it becomes meaningless to use some, lets say, "uselesss skills. And although Anet has always been trying to make things fun, and scramble the meta with skill changed, some are in desperate need of love. But for this thread, I will focus just on elites (some don't change THAT much though):
-Amity: 5 energy, 1 second cast, 45 second recharge. Elite Enchantment Spell. For (0...10) seconds, Nearby allies share damage, Damage and Life Steal is also reduced by (0...10). (Protection Prayers)
-Archer's Signet: 1 second cast, 20 second recharge. Elite Signet. For (1...20) seconds, conditions you apply while wielding a bow last 100% longer. Your attacks cannot Miss. (Expertise)
-Balthazar's Pendulum: 5 energy, 1/4 cast, 10 second recharge. Elite Enchantment Spell. (3...10 seconds.) Target other ally cannot be knocked down and has (5...15%) chance to knockdown with attack skills. (Smiting Prayers)
-Bull's Charge: 5 energy, 15 second recharge. Elite Stance. You move 33% faster for 1...15 seconds and deal +3...12 damage against moving foes. Causes knockdown on critical hits. This stance ends if you are knocked down. (Strength)
-Cleave: 6 Adrenaline. Elite Axe Attack. Deals +(10...26...30) damage. Causes Deep Wound if target foe is Weakened. (Axe Mastery)
-Decapitate: 8 Adrenaline. Elite Axe Attack. Deals +(5...41...50) damage. Inflicts Deep Wound condition (5...17...20 seconds). Automatic critical hit. You lose all adrenaline. Also lose all Energy with Axe Mastery 12 or lower. (Axe Mastery)
-Defenders Zeal: 5 energy, 8 second recharge, 1 second cast. Elite Hex Spell. (5...21...25 seconds.) Target foe deals (0...30%) less damage with skills and you gain 2 Energy whenever target foe hits with an attack. (Smiting Prayers)
-Extend Conditions: 5 energy, 10 second recharge, 1 second cast. Elite Spell. Spread all conditions from target foe to foes near your target. Those durations of those conditions are increased by (5...81...100)% (maximum 30 seconds). If target foe is suffering from 2 or more conditions you gain (1...10) energy. (Inspiration Magic)
-Gladiator's Defense: 5 energy, 20 second recharge. Elite Stance. (5...11) seconds. You have 75% chance to block. Your attacker takes (5...35) damage and you gain 2 energy whenever you block a melee attack this way. (Tactics)
-Headbutt: 5 energy, 15 second recharge, 3/4 cast. Elite Touch Skill. Deals 40...88...100 damage. You and target foe are Dazed (1...4) seconds. (Strength)
-Healing Light: 5 energy, 1 second cast, 4 second recharge. Elite Spell. Heals target other ally for (40...88...100). (1...3) nearby allies are also healed if target ally is enchanted. (Healing Prayers)
-Martyr: 5 energy, 10 second recharge, 1 second cast. Elite Spell. Transfer all conditions from all allies to you. Party members are healed for (1...20) for each condition transferred. (No Attribute)
-Quicksand: 10 energy, 30 second recharge, 4 second cast. Elite Nature Ritual. Creates a level (1...10) spirit (30...90 second lifespan). Creatures lose 1 Energy each time they attack or use a skill and move 10% slower, speed boosts have no effect. Does not affect spirits. (Wilderness Survival)
-Rage of Ntouka: 5 energy, 20 second recharge. Elite Skill. You gain (1...7) adrenaline and attack 25% faster for (1...10) seconds. For 10 seconds, adrenal skills have a 5 second recharge when used. (Strength)
-Scribe's Insight: 5 energy, 20 second recharge, 1/4 cast. Elite Enchantment Spell. (10...30...35) seconds. Your spells that target allies have double divine favor bonus and you gain 3 Energy whenever you use a signet. (Divine Favor)
-Second Wind: 5 energy, 20 second recharge, 2 second cast. Elite Enchantment Spell. 12 seconds. You gain (1...30) Energy. When this enchantment ends you lose (1...30) energy. (Energy Storage)
-Shadow Meld: 5 energy, 20 second recharge, 1/4 cast. Spell. You and target other ally Shadow Step to each other's locations. (not sure about this one....) (No Attribute)
-Signet of Suffering: 2 second cast, 30 second recharge. Elite Signet. Target foe suffers -2 Health Degeneration (Maximum 10) and takes 5...29...35 damage (maximum 140) for each hex on target foe.
-=Please Not I did not put a terrible huge amount of thought into these, so please no hatin :P=-
Those were just some random thoughts, pick at them if you must, but try to keep it clean.
Last edited by Chronos the Defiler; Mar 16, 2011 at 12:41 AM // 00:41..
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