Dec 02, 2006, 09:25 PM // 21:25
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#1
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Pre-Searing Cadet
Join Date: Sep 2006
Location: Dirty South
Guild: FATE
Profession: W/
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A New Age For Pet's
I would like to start off by saying I know not all will agree with me. (which is fine! But these are some of my thoughts)
I think it's time for pets to evolve in Guild Wars, the following is a small project I have been working on. I'm sure some will agree. They have added a minion to game which causes bleeding (Jagged Horror) So I feel it long past due to give pets the respect they have earned.
I will name off pets then their ability that I think would be effective.
Core
Black Widow……….....Poisoned
Tyria
Black bears ........... Knock down
Wolves ................ Crippling
Lynx…………….....…...Bleeding
Melandru’s Stalker….Bleeding
Strider/Moa bird……..Blinded
Warthog…………….... Dazed
Dune Lizard……...……Diseased
Cantha
Tiger/White tiger……Bleeding
Lurker/Reef Lurker…Crippled
Crane………………......Blinded
Black Moa………....….Blinded
Phoenix…………....…..Set on fire/dazed
Elona
Flamingo……….….Blinded
Crocodile………..…Knockdown
Lion/Lioness………Bleeding
Jahai Rat…………. Diseased
Hyena………….…..Crippled
Warthog……….…..dazed
The skill should be a 5-20% chance Depending on level.
Duration should depend on level as well.
Also I would like this to lead to having the tamer having more of a role in the game.
1. Stable:
This feature could give us the option of having more than one pet. I would say charge us for changing pets. According to the length of time that they have been stabled. This would stop some players from having all the pets in game!
2. Training:
Being able to pay for special earned skills to match the condition of the pet , at certain levels. Bring better meaning to elder/dire/hearty. (This would mean not being able to cap elders/dire/hearty) When your pet achieves this status give him a elder/dire/hearty armor or new look so that he may stand out and recognized.(maybe a weapon to add to damage) Also with each level they gain (until 20) you must pay to train your pet so that the duration and percentage of conditions are raised. (20%being max)
3. Selling collars.
Collars can be runes for pets:
Duration: Lengthen the duration time on conditions.
Percentage: Raise the percentage of success per hit for conditions.
Protection: Armor against elemental damage.
Endurance: Armor against attacks
Vigor: Health
4. Common foods.
Certain foods could help your pet in battle. Which will only be held and activated from a pet sack.(which you will have to buy from tamer)
Ex. Charr heart could add to the attack damage for a certain time duration.
Mursatt bone could bring health regeneration for a time duration.
(this idea came from Night Fall/Drake ka bobs/Skale fin soup/iboga salad)-not sure of spelling
Well hope you have enjoyed reading the thread. Please feel free to list all and any ideas/comments!
Edited added dazed to the conditions
Member Ideas
Morrin: I would also add that for some of the bigger creatures I would like to see armor. Even if it was just a skin to match your characters armor. It would give all creatures a different appearence, and, I think, make them a little more unique.
I say bigger creatures becuase I think it would be easier to adapt armor to say wolf/tiger/bear than it would be to spider/crab.
Tarek Amandi: Maybe even a diffrent color(aura).
Last edited by Tarek Amandi; Dec 03, 2006 at 09:10 PM // 21:10..
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Dec 02, 2006, 09:34 PM // 21:34
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#2
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Lion's Arch Merchant
Join Date: Dec 2005
Location: North Poll
Guild: None of your buisness
Profession: R/Mo
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/signed
I love your ideas, very original and would add alot of spice to the game!
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Dec 02, 2006, 09:36 PM // 21:36
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#3
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Ascalonian Squire
Join Date: Jan 2006
Location: no where
Guild: Lords of the Abyss [LORD]
Profession: W/Mo
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/signed
would make seeing them in battle more likely
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Dec 02, 2006, 09:54 PM // 21:54
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#4
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Krytan Explorer
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/signed
Ive been thinking of something like this myself
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Dec 02, 2006, 09:59 PM // 21:59
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#5
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Academy Page
Join Date: Jul 2006
Profession: R/
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/signed
Good ideas. Not to sure about the pet sack/item idea though. Going abit overboard there imo
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Dec 02, 2006, 10:01 PM // 22:01
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#6
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Ascalonian Squire
Join Date: Nov 2006
Location: U.S.A.
Guild: Bittersweet Agony [Rose]
Profession: R/
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/signed, I like my pet
I would also add that for some of the bigger creatures I would like to see armor. Even if it was just a skin to match your characters armor. It would give all creatures a different appearence, and, I think, make them a little more unique.
I say bigger creatures becuase I think it would be easier to adapt armor to say wolf/tiger/bear than it would be to spider/crab.
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Dec 02, 2006, 10:08 PM // 22:08
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#7
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Academy Page
Join Date: Feb 2006
Guild: Death By [Emo]
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/signed
that would be a good idea to have to the game and would make it much more fun
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Dec 02, 2006, 10:17 PM // 22:17
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#8
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Academy Page
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/notsigned, for the majority. As for pet storage, I've already signed the multiple pets thread, and as for the rest...
You're ideas are creative, and I love pets as much as the next beast master, but that's all rather too much. Having a pet at 12 beast mastery is already like having "Conjure Illusion" going constantly, in addition to pets having their own health and just being downright cool. I already see pets in battle just as much as the next attribute; I think their perfectly balanced as they are, and your suggestions would simply overpower pets.
I kind of like the idea of pet collars, but not collars that act as runes. Increased aestetic customization of pets might be interesting, like changing the color slightly or changing the skin, almost similar to dying a weapon. Perhaps there could be a pet stylist NPC :P
Sorry to reject your idea, but at the rate you were going you were making pets their own class...
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Dec 02, 2006, 10:20 PM // 22:20
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#9
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Furnace Stoker
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Nice idea
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Dec 02, 2006, 10:42 PM // 22:42
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#10
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Banned
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if phoenix can inflict daze i will sign.
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Dec 02, 2006, 10:48 PM // 22:48
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#11
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Banned
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/signed
Pets are one of my favorite features in GW, nice ideas.
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Dec 02, 2006, 11:42 PM // 23:42
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#12
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Desert Nomad
Join Date: Aug 2005
Location: Behind you with a knife
Guild: Celebrity Gangsters [FamE]
Profession: Me/
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The whole point of pet attacks is to do stuff, inherent condition causing is way too overpowered.
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Dec 03, 2006, 12:55 AM // 00:55
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#13
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Jungle Guide
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I love the ideas. But Kai Nui is right. The inherant condition causing is overpowered. Stables and collars would be nice....as long as the mods on collars are balanced of course.
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Dec 03, 2006, 01:00 AM // 01:00
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#14
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Academy Page
Join Date: Sep 2006
Location: wouldn't you like to know..
Guild: none
Profession: Mo/
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/signed but kai nui is right it'll be a bit overpowered, everything but the conditions, or at least dumb them down a bit
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Dec 03, 2006, 01:42 AM // 01:42
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#15
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Krytan Explorer
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/Signed
If they don't plan to make pet control easier, at least give pets a little more power. These conditions make natural sense, and we need to see more beastmasters out there.
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Dec 03, 2006, 01:50 AM // 01:50
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#16
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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If you change the natural skill into a new pet skill that triggers the special hability of the pet, I may like it.
Otherwise I won't.
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Dec 03, 2006, 02:31 AM // 02:31
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#17
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Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
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Concept is alright, but implementation would require utmost balancing.
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Dec 03, 2006, 02:33 AM // 02:33
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#18
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Desert Nomad
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I can't believe people sign this! I really don't like this idea, sorry. The type of pet should affect only the appearance, not how it works (or causes conditions! some of which are much more powerful than others).
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Dec 03, 2006, 08:19 AM // 08:19
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#19
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Academy Page
Join Date: Jul 2006
Profession: Rt/Mo
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/Not signed
collars, food, training, stable, all costing money!? My god, we've got enough expenses as it is, 1k per skill etc. And the way you describe the stables, more money for a pet longer stabled, so if I'm say using some pet for about a month, and I'm feeling like changing my pet I have to pay a full month's stable commission, could become one expensive joke there...
Also, the conditions pets would deal out, even though only at a small chance seems unbalanced, we've already got skills to make a pet poison or cripple etc.
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Dec 03, 2006, 10:26 AM // 10:26
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#20
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Banned
Join Date: Jul 2006
Location: hell
Guild: Woot
Profession: P/W
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/signed
no pets that daze?
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