Feedback:User/Konig Des Todes/Gamer

This suggestion is, in essence, requesting a year-round arena for the Gamer title track. At the moment, it is only possible to work on the title for a very limited time during the year (five times ranging from a weekend to a few weeks - I highly doubt it's over a total of a month's worth overall per year).

What I'd suggest for this arena would be to go "outside the box" for PvP. I've seen suggestions of making year-round varients of the four matches (e.g., "centaur races" and "mudball fights" in replacement of rollerbeetle and snowball). I disagree. Rather, let's not make the current ways to get Gamer redundant with a permanent version, but rather go more unique.

Effectively, I'd suggest a situation like RA where the goal is random, dependent on the map entered.

General info
Outpost: Team Arenas' outpost Team: 6, randomized, specialized skills Goal: To create a casual-friendly format for year round Gamer-point gaining. NPCs in outpost: run of the mil PvP outpost NPCs, not too important (storage, info-on-arena guy, priest of balthazar, tolkano, w/e else is left)

Formats
Ideally, I'd like at least three different goals/format, and 2 or 3 maps per goal/format.

Format 1: Thrown was Ash
Placeholder title. This was inspired by an oooooold suggestion on Guru1 named "Ritball." However, the original idea was far to restricting and demanding of multiple professions, so I've reworked it.

Maps:
 * Bombardment
 * The Beachhead
 * The Crossing
 * Desert Sands

The trouble with picking maps is that the ideal map would be rectangular with few objects in the middle. Since I can't get that, I figured that using the old HB maps would be a good re-use of usable content. The urn would spawn at the shrines of the map (randomly chosen except the first time which will always be dead center between the two groups' start point).

Objectives: Score 20 points.

This game would be played via taking an urn of ashes that is originally placed in the center of the map, and taking it to an NPC. Upon giving the urn to said NPC, it would respawn in one of five locations in the map (one of which being the center).

This is effectively a Relic Run, but with a twist. The twist being the skills given to players, and in turn how it's played.

There will be 8 skills, but nothing that causes damage. This is a pure snare, kd, kite, blind, and body-block match set-up. One skill is profession specific, the rest are commonplace.
 * Skills

Common:

Urn Toss - Skill. Tosses the urn to target ally.

Mighty Toss - Skill. Tosses the urn to target ally. The urn moves twice as fast. (Note: This skill would have a longer casting time and recharge time than "Urn Toss")

Tackle - Touch skill. Knocks down you and target foe. Knocked-down foes drop any bundles. Affected by blinding.

"Cover me!" - Shout. 50% chance of preventing a skill used on you by a foe if you are adjacent to an ally. Prevention effect: An adjacent ally suffers from the skill's effect.

Run - Skill. For x seconds, you run 10% faster.

Trip - Touch Skill. Target moving foe is knocked down. (note: this skill would have a much longer recharge time than Tackle, and does not force a bundle drop).

Guard - Stance. For x seconds, you have a 75% chance to prevent knockdown.

Profession-specific skills:

Assassin - Trap. When Shadow Tripwire is triggered, all nearby foes become Crippled for x seconds. Shadow Tripwire ends after 90 seconds.

Warrior "With Haste!" - Shout. For the next x seconds, all allies in the area attack 33% faster.

Dervish Boon of the Gods - Skill. For x seconds, you cannot be crippled or knocked down.

Elementalist Lightning Form - Form. For x seconds, adjacent foes are blinded for y seconds every z seconds. (Yeah, confusion? x=duration of skill, y=how long the blind lasts, z=how often blind is re-applied).

Mesmer Fake Throw - Skill. Create an illusion of the urn being thrown from you to target ally. For x seconds, you act and appear as if you are not holding an urn, and target ally does. This skill fails if you are not holding an urn.

Monk - Skill. If you are within earshot of enemies, those enemies are crippled. If you are knocked-down, you lose all conditions.

Necromancer Ashes to Ashes - Spell. If target is holding an urn, create a level 15 Ash Fiend minion that deals 0 damages but cripples (x seconds) on attack.

Ranger Nature's Speed - Stance. For x seconds, you move 25% faster and spells targeting you take 50% longer to cast.

Ritualist Fake is Zehtuka - Item spell. Hold a fake empty urn. While holding the fake urn, you move 33% faster. When you drop the urn, you knockdown and cripple (x seconds) adjacent foes.

Format 2: Ghost Tag
Maps:
 * Isle of the Dead – Effect: Tar; Object: Flame Geyser
 * Nomad's Isle – Effect: Quicksand; Object: Splinter Mine
 * Frozen Isle – Effect: Icy Ground; Object: Powder Keg Station

Objective: To kill, capture, or slow down the enemies’ ghost while your ghost reaches its location.

Essentially this is a racing game – but the player isn’t racing. There are 2 NPCs (preferably large targets, like the Ghostly Hero – hence why I chose the terms ghost/ghost tag), one for each team – these ghosts go from their start to their finish automatically with randomized paths (there aren’t many to choose from in most cases), which sometimes may even doubleback. The objective is to get your own ghost to the end point – which will be the opponent ghosts’ start point. The players will all be given unique skills that deal damage, snare, capture, or speed boosts (more below) along with resurrection signets.

Throughout the map will be environmental effects and interactive objects designed to either slow down or kill the enemy (the three maps I listed first – Isle of the Dead, Nomad’s Isle, and Frozen Isle are perfect maps as they all already have natural snares). Each map will have a unique event and object to that map alone.

When one captures someone else, that person become immobile with animation around them (like what is around Minion/Champions of Dhuum with Encase Skeleton) and will remain that way until freed by someone on their team (think of freeze tag!).

If a ghost dies, it must be resurrected – it will be resurrected on its death location.

Everyone get an inherent 25% speed boost. If a flag is placed in the stand, while the flag is there this speed boost increases to 50%. Neither speed boost effects the ghosts. Health is set at 500 (including ghosts), energy at 30 with 3 pips of energy regen. The only way to kill individuals is via the interactive objects and their items - all interactive objects (listed above in the maps section) act like their PvE counterparts, with the exception of Splinter Mines which doesn't have a limit on how many bombs-things can be taken, and Flame Geysers "respawn" after a few second. The Geysers will do 500 damage (autokill), mines do 50 damage+bleed and cripple, and kegs do 100 damage+kd (retains the 3 second delay).

All Professions:
 * Skills

– Shout. For x seconds, you attack, move, and cast 50% faster. When this skill ends, you die.

"You'll Never Win!" – Shout. For x seconds, target foe is crippled.

Imprison Ghost – Touch Skill. Enemy ghost cannot move until freed. (This is to have a long casting time)

Imprison Human - Touch Skill. Enemy player cannot move until freed. (This is to have a long casting time – also, if attacked a certain amount of times (non-attack skills don’t count), the skill is interrupted – I’m thinking 3 times.)

Free Ally – Touch Skill. Free target ally from imprisonment. (This is to have a decent lengthed casting time)

Resurrection Signet - (do I need a description?)

Rebirth Signet - (acts the same as a maxed Sunspear Rebirth Signet)

Warrior and Paragon: "Forge the Way!" – Shout. For x seconds, all nearby allies cannot suffer from crippling. Target ally moves 33% faster.

Ranger and Elementalist: Earth's Domain – Skill. For x seconds, enemies who attack you are knocked down.

Assassin and Mesmer: Trickery – Spell. For x seconds, target enemy cannot target your allies. (I was tempted to call this “Leave them alone!”) Necromancer and Ritualist: Ghost Form – Form. Your soul leaves your body for x seconds. (This gives you the same skin as your own spirit, to confuse the enemy unless they check the name)

Dervish and Monk: Dwayna's Gift – Spell. Your ghost cannot be harmed for x seconds.

Format 3: Monster Mash

 * Maps
 * Irrelevant (use whatever seems good)


 * Objectives and skills
 * Kill the leader

This format is intended to be a play upon priest annihilation. In this format, people take on various disguises, each having a set skill bar - similar to Costume Brawl. The difference is that there's no profession limitation. Likewise, one out of the team will have a boss aura (which will be based on profession I'm sure, but the profession is still irrelevant). The objective of this format is to find and kill that boss aura player. Because of being the target, the one with the boss aura will receive a buff (akin to the possible buffs bosses receive in PvE).

There will be multiple "sets" of the disguises - each dealing with a different creature type or affiliation. For instance, there will be the Mursaat set consisting of the Mursaat Caster, Jade Bow, Jade Armor, and Jade Cloak. Each different model gets its own disguise and skill bar, all being monster skills but functions similar to skills the monsters normally have. Likewise, for the monsters which have monster skills, they'd get a unique version (by which I mean that they'll be balanced to all the other skills in this format). For instance, the mursaat team will have a different form of Spectral Agony - such as how Spectral Agony (Saul D'Alessio) is.

The disguise sets for each team will be randomly chosen, so it's possible to get the same set fighting itself. I would suggest about 10 sets in total.