Jul 03, 2007, 08:59 AM // 08:59
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#41
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Desert Nomad
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
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See no need to make another thread people would still post in here anyway^^.
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Jul 03, 2007, 10:21 AM // 10:21
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#42
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Lion's Arch Merchant
Join Date: Dec 2005
Guild: Imperial Guards (TIGI)
Profession: Mo/
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I like the idea.
The 'randomness' is something I like a lot about it. The class might deal damage on par with the elementalist and pull off a few more tricks if everything goes well, though whether or not something will turn your way is random. I think the card weapon damage ought to do 1-max damage instead of just a solid number. To compensate for being as low as 1, the max damage ought to be twice that of a normal weapon (average would be like normal).
If I had to rate the build in terms of creativity, practicality, and suitability, I'd probably give it a 9, 8, and a 2 respectively.
The reason why I'd give suitability a 2 is because I don't know how well it suits Guild Wars to use cards. It seems more like it could be a superhero in 'City of Heros' and less like a Guild Wars class. Everything else seems quite cool and interesting. I even like the shuffling idea, though one would have to sit down and think about how it would work exactly.
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Jul 04, 2007, 04:48 AM // 04:48
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#43
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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Quote:
Originally Posted by KlutzySpy
Joker: Same as Echo
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lol, then whats the point?
Quote:
Fresh Deck: for x seconds, your cards deal +15dmg
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Might be ok, depending on how much it costs, recharge, and how many seconds... the damage should be more like 5...12 though
Quote:
King's Power: For 7 seconds, all allied warriors within range gain double adrenalin.
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LOLZ
Quote:
Ace of Spades: Target foe is interupted and suffer from dazed for 5-10-13 seconds
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thats a pretty long dazing skill, so ill add it, but the time will be reduced
Quote:
Flush: All nearby foes are knocked down for 3 seconds, and you shadowstep to closest ally
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ROFL. 3 seconds? this would prolly be better suited in the assassin skills, and only knockdown 1 nearby foe, then shadowstep to a random ally in the area.
Quote:
Bluff: Sacrifise 33% of your hp, gai 100...200...250hp when hit in melee, and blind and cripple adjacent foes
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ROFL, LOLZ, ROFLCOPTERS!!!! Ha ha, thats a funny one. Im hoping that you only gain the health once, it is a stance, and the description reads:
Sacrifice 33% maximum health and gain 50...250 health the next time you are hit in melee. When you are hit in melee next, this stance ends and up to 2 nearby foes are crippled. If they are under the effects of an enchantment, they are blinded instead.
15e/0c/45r
Thanks for the suggestions though, ill add some of em.
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Jul 04, 2007, 04:52 AM // 04:52
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#44
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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Quote:
Originally Posted by Hawkeye
I like the idea.
The 'randomness' is something I like a lot about it. The class might deal damage on par with the elementalist and pull off a few more tricks if everything goes well, though whether or not something will turn your way is random. I think the card weapon damage ought to do 1-max damage instead of just a solid number. To compensate for being as low as 1, the max damage ought to be twice that of a normal weapon (average would be like normal).
If I had to rate the build in terms of creativity, practicality, and suitability, I'd probably give it a 9, 8, and a 2 respectively.
The reason why I'd give suitability a 2 is because I don't know how well it suits Guild Wars to use cards. It seems more like it could be a superhero in 'City of Heros' and less like a Guild Wars class. Everything else seems quite cool and interesting. I even like the shuffling idea, though one would have to sit down and think about how it would work exactly.
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I see what you mean by teh suitablility, but in all reality, i can see this fitting into GW. I can imagine a Cignatus starting area as some back alley, where an old geezer gambler teaches you skills and gives you the Cignatus tutorial. I can also imagine the attack style, but thats a lot harder to explain.... Also, i did kinda get the inspiration from a Gambit picture i saw. Ill try and add some pictures to show you what they might look like.
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Jul 04, 2007, 10:28 AM // 10:28
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#45
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Krytan Explorer
Join Date: Jun 2006
Location: Denmark
Guild: Venatus Una
Profession: N/Rt
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well you know it's just some ideas, the numbers will be changed for balance :P
cus if you want echo, you must take /Me, and you might not feel like it :P The joker is a stand-in for any card(read skill) and that is the same as echo does :P
oh, and yeah i only ment the first meleehit :P
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Jul 04, 2007, 01:58 PM // 13:58
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#46
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Lion's Arch Merchant
Join Date: Dec 2005
Guild: Imperial Guards (TIGI)
Profession: Mo/
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Well gambit was an awesome idea for an x-men superhero, but again, I can't see a person throwing cards and injuring their opponents.
If you subtract the 'coolness' factor, what you're looking at is a guy who throws pencils at his opponents and fatally wounds them. I don't buy it.
Though I really do like the idea. I keep trying to think of a nice mid-range (half distance of a ranger) weapon like a flail or a whip that would more or less translate, though of course you'd lose the 'card' analogy because I don't think that's doable.
Maybe it's just me being anal-retentive, but I think the weapons should be somewhat realistic to Guild Wars (and magic, of course being realistic to guild wars). Maybe they could be magic cards, but that'd be sort of gay.
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Jul 04, 2007, 04:53 PM // 16:53
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#47
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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lol, i do get what your saying, but i have been thinking about a class with a flail, or even a whip. Though, i think the Cignatus should stick with the card idea. Shuffling on the other hand, along with Shuffling Points, might need to be changed.
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Jul 05, 2007, 08:31 AM // 08:31
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#48
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Desert Nomad
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
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may I help with your idea^^?
But I am only free at fridays, saturdays and sundays also special days when school is suspended^^.
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Jul 05, 2007, 12:58 PM // 12:58
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#49
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Lion's Arch Merchant
Join Date: Dec 2005
Guild: Imperial Guards (TIGI)
Profession: Mo/
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Lets brainstorm on an idea.
Lets start with the big picture:
Guild Wars is missing a mid-range (that is to say, half distance of ranger to enemy, but not melee) fighter class. All fighter classes are about adrenaline. How about we make the first 'caster' mid-range class?
It would be something of a mix of a caster and a melee fighter. Spells which give enchantments, not stances which boost attack performance.
Its weapon would be a physical weapon, like a whip or a flail or something with a bit of range to it.
The enchantments would likely be elemental in nature, which is to say, it would add weapon enchantments which cause the attack to deal fire or cold damage.
For example:
Spark (10 energy) - Weapon enchantment. For 15 seconds, your attacks deal fire damage. Any foe successfully struck by you is set on fire for 3 seconds.
Perhaps I would go so far as to say it would have a 'cold' and a 'fire' attribute which deals primarily with weapon enchantments dealing with damage (fire attribute) and weapon enchantments dealing with manipulation (cold attribute).
It would be like an elementalist if it had decided to specialize in cold and fire and go melee.
What do you guys think so far? Anyone want to continue this idea in a new thread?
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Jul 06, 2007, 04:47 AM // 04:47
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#50
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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Srry, but im just not liking that idea Hawk. The elementalist already has weapon enhancing enchants. HOWEVER, I do want you to work on the mid range whip/flail weilding bit. Maybe my Cignatus should still use cards, but do more of what you were describing, using Adrenaline, along with enchantments and hexes/conditions at midrange. Im sort of liking that idea. But please elaborate on this in a new CC. But dont go for the cold/fire attributes, they will be shot down almost immediately (i.e., too much like ele).
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Jul 06, 2007, 04:53 AM // 04:53
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#51
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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Quote:
Originally Posted by [M]agna_[C]arta
may I help with your idea^^?
But I am only free at fridays, saturdays and sundays also special days when school is suspended^^.
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Of course MC, ive always liked having your advice around. Lol, even though i sometimes shut ideas down, itd be nice to have some more input.
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Jul 06, 2007, 09:23 AM // 09:23
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#52
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Desert Nomad
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
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^^, BTW I was talking about te CC with a Flail or Whip thing^^.
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Jul 07, 2007, 02:07 AM // 02:07
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#53
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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lol, yeah i know, but its gonna be hard to fit it in and still have the "gambler" flair to it, dont you think?
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Jul 08, 2007, 11:41 PM // 23:41
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#54
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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More ideas are completely welcome from anyone, as well as comments and questions.
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Jul 08, 2007, 11:50 PM // 23:50
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#55
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Ascalonian Squire
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I like it, but it makes GuildWars a bit offtopic a bit.. Like Guildwars is a like a fantasy medieval game. It's based and warfare characters. It would be cool to have it. But makes the game a bit generelized (I didn't know what word I should put there) So yeah... BUT STILL GOOD!
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Jul 09, 2007, 03:54 PM // 15:54
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#56
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Ascalonian Squire
Join Date: Apr 2007
Guild: [HOT]
Profession: E/N
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Ive said it before, now i will say it again. Gambit was a bad idea in X-Men, its no better now. But i do have to give u props for thinking this out and developing it well.
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Jul 10, 2007, 04:52 AM // 04:52
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#57
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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Quote:
Originally Posted by YongX
I like it, but it makes GuildWars a bit offtopic a bit.. Like Guildwars is a like a fantasy medieval game. It's based and warfare characters. It would be cool to have it. But makes the game a bit generelized (I didn't know what word I should put there) So yeah... BUT STILL GOOD!
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Quote:
Ive said it before, now i will say it again. Gambit was a bad idea in X-Men, its no better now. But i do have to give u props for thinking this out and developing it well
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lol, thanks for the props guys. but do you have any suggestions?
-Dean
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Jul 14, 2007, 01:44 AM // 01:44
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#58
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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more suggestions always welcome
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Jul 23, 2007, 05:03 AM // 05:03
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#59
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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I still need more feedback....
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Jul 23, 2007, 10:48 AM // 10:48
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#60
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Lion's Arch Merchant
Join Date: Dec 2005
Guild: Imperial Guards (TIGI)
Profession: Mo/
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I think suitability is the problem. That is the feedback, and that is what must be corrected consequently.
Unfortunately, that's the whole point of the build, which means you need to start from scratch. Retain the ideas, make the suitability a little different. It's a shame, because it is very creative and even very practical to implement.
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