ArenaNet:Guild Wars 2 suggestions/Accessories

Accessories (Discussion)
Guild Wars was missing things to complement your traditional headpiece + torso pieces + gloves/boots set-up. Reason why I didn't put this into the armor section was because of the very thing Guild Wars was missing: accessories! Earrings, rings, belts, pendants, charms, bracelets - You name it: they weren't there.

I think we've played enough RPGs to know what I mean: "Earrings of ____" which give you +2 energy unconditionally, and so forth. And we don't have to make it like all those other intricate RPGs -- it can be as simple as a Final Fantasy accessory system (1-3 accessories equipped and you're set).


 * Why this is a good idea
 * Additional fine-tuning to a Guild Wars that lacked some fine-tuning (i.e. compete with WoW!)
 * Accessory bonuses don't hurt.
 * Makes for interesting opportunities to obtain relics, treasure, etc. that can actually benefit you!


 * Why it may not work out
 * Affects the economy, maybe negatively.
 * More variables to add, more time to finish the game, more loading time as well...
 * Rendering the accessories so you can see them with your armor might be restrictive for the devs, and for us, in the long run.

Effect Accessories (Discussion)
Accessories, such as necklaces, rings, and bracelets, can be worn as an addition to armor rating, enchantment casting, or health or energy boosts. Like helmets and capes, their display is optional.

Further into the idea, some jewelry may be linked to elite skills and areas (i.e. "Skill has no effect unless wearing "; "You cannot enter this area unless is worn").

To link suggestions with Guild Emblems and Tags, some accessories - with as much armor rating as a festival hat - could be your guild's emblem and colors.


 * Why this is a good idea
 * Can offer a greater degree of character equipment options beyond type of armor (insignia).


 * Why it may not work out
 * Jewelry would add extra bonuses already supplied by max armor and runes.

Inprints Accessories (Discussion)
Accessories, such as necklaces, rings, and bracelets, have inprinted spells, but not with charge counters (like in diablo for example) they should act like signets. There could be also non-character spells on it (like a ghost or a skeleton ranger)


 * Why this is a good idea
 * It would make funny skill-builds
 * it can help lower class players in PvE (like the FireImp)
 * It wouldn't bring the balance not in any troulbe, if the imprints would be lower level (like a level 10 Golem)


 * Why it may not work out
 * Jewelry would add extra code in the memory (don't know how well that would be if some party has 20 jewelerys)
 * Maybe gameplay would be affected to heavy