User:Arcdash/Guild Wars 2 Suggestions

''Here are Various ideas for Guild Wars 2. None of them are too drastic, and many of them are based off of what was in the original Guild Wars. Most of these have been discussed off site, and are mostly considered unique enough to warrant there posting here. These aren't what I'd want to see, but rather just interesting things. Since most of my suggestions for Guild Wars concern specific skills, they won't be posted here.''

Proffesions

First off, on the list of ideas we through around, are new proffesions. There are many suggestions for proffesions out there, but many are too similar to existing proffesions to be included alongside them.


 * Bard :
 * Similar to the original design of the Paragon, and also taking on pieces of Bards of other games, the Bard uses Songs and Hymns to grant bonuses as long as they are in effect.
 * The Bard would probably use a lyre, harp, or other stringed weapon, but I'm not sure how that would deal any damage, unless it were just bad playing, so it would probably end up more as a two handed focus item. He's basically a caster version of a paragon, using Hymns, which may only be active once per Bard, but multiple Bards may use different Hymns.
 * Sentinel :
 * A reimagining of the classic Paladin class inspired by the Monk class of GW. The Dervish class was the first shot at this, this guy takes in in a different direction, with a combination of the high tolerance of a Warrior and the speed and skill of an assasin.  These guys have the same base armor of a Paragon, the energy regen of a Ranger, and have an affinity for signets.


 * The primary attribute (which I haven't chosen a name for yet) will give 1 armor per point. Like I stated above, Sentinel's will have more signets than most other classes, will not use adrenaline, and will have energy skills.  Also, since it is a martial arts-based class, maybe a few touch skills can be worked in.

Weight

The idea of weight is to determine what a character can hold in the inventory, in addition to inventory slots. In addition to bags, some sort of insignia could be used to increase available capacity.

Weapons would mainly have 3 categories, Light (weight 1), Medium (weight 2), and Heavy (weight 3). Ranged weapons would work the same, but some melee weapons will work differently depending which type it is. A light weapon will deal less damagw, but can be swung fast, and they can be held in the off hand, but not wielded in both hands. Medium weapons can be wielded with one hand, or wielded with both hands and get a slight attack speed increase. Heavy weapons will be wielded with both hands. Not all weapons would be subject to this, for instance a Scythe requires 2 hands because of how its used, and would not follow these rules.

For materials and most other stackable items, any single group will weigh 1-3, and it will weigh that much per group. Nonstackable items will weigh per individual item.

Weapons

Weapons will be divided into 3 main catagories, depending o their size and damage. A dagger will act differently than a maul in the inventory, and can be used differently in combat.
 * A light weapon will have lower damage than a similar medium weapon, but will have a higher swing speed, and can be used in the offhand. If used in the offhand, they are swung consecutively.
 * A medium weapon can be used either with an offhand or with two hands, with the two handed one attacking quicker.
 * A heavy weapon can only be used with 2 hands, but will usually have an extra bonus.


 * Daggers
 * Daggers will be single weapons instead of a pair requiring both hands. Most daggers will be classified as light weapons, but some larger ones may be medium weapons.


 * Firearms
 * Yes, guns. Since 250 years have passed, it makes a bit of sense that basic firearms would have been introduced to Tyria by now.  There are 3 main varieties :
 * The Rifle, which reloads slowly, but deals a good amount of damage.
 * The Pistol, which will deal less damage but fire faster and weigh less.
 * The Blunderbuss, which is half ranged, but deals more damage.