User:Starfire/GW2 suggestions

While Anet probably already have decided how to go about this I'm going to post this here anyway.

Skill Mechanism
I suggest they keep some parts of the old system like using 8 skills or in GW2 Id like to see 7 normal +1 elite +1 passive (for or in place of henchman), The elite skill will however also have a passive effect even while not active like while using axes your attacks have 10 more in maximum damage or Skills that deal fire damage deals 30% more damage this is to make the player focus on a certain set of skills within each attribute line to make the attribute lines somewhat more general:
 * Tactics - A combination of Wilderness survival, Tactic, Command
 * Melee Weapons - All Melee weapon skills goes here
 * Ranged Weapons - All Ranged weapons skills goes here
 * Water and Earth magic - a combination of Water, Earth magic and Protection prayers
 * Fire and Air magic - a combination of Fire and Air magic
 * Prayers - A combination of Motivation, Healing prayers, Restoration and Weapon spells
 * Curses - Blood Magic, Curses and Domination Magic
 * Illusion Magic - mesmer spells and assassin spells
 * Summoning - A combination of Death Magic, Channeling and binding rituals
 * Alternation Magic - Mysticism and form skills

Each Profession is also given a special attribute just like before however these attributes will only have a set amount of skills and these will not be increase in newer expansion like 10 or 15 each. Examples:
 * Strength - You move 2% faster for each point in strength
 * Speech Craft - You cast spells 4% faster for each point in Speech Craft
 * Expertise - Attacks skills cost 4% less for each point put in Expertise
 * Divine Favor - All spells that targets an ally heals 3,2 times each point spent in Divine Favor
 * Elemental Knowledge - All elemental spells deals 2% more damage for each point in Elemental knowledge

Why is this useful? Whenever you make a new profession you only need to make one special attribute for that class and don't need to make new skills for each professions special attribute (thus creating new professions will make them equal to the old professions since they will share the general attribute lines) if you give each profession two general attribute lines and one special you will be able to make up to 50 different professions while still keeping each class unique in regard having no other profession sharing the same two general lines.

Weapon mechanism
Instead of setting all the energy regeneration on the armor, set it on the weapon instead and make them vary depending on the item
 * two handed weapons
 * 2 energy regeneration
 * 1 energy regeneration 1 adrenaline gained per hit
 * 1 adrenaline gained per hit and additional armor
 * one handed weapons
 * 1 energy regeneration
 * 1 adrenaline gained per hit
 * off hand items
 * 1 energy regeneration
 * additional armor

Armor mechanism
Make it speed related if you wield a heavier armor with more defence you move and cast spells slower and don't make them class related
 * 60 armor spells and movement are as default
 * 70 armor spells take 5% longer to cast and you move 2% slower per piece
 * 80 armor spells take 10% longer to cast and you move 4% slower per piece