User:Chosen Blade Knight/Suggestions

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moved from ArenaNet:Guild Wars 2 suggestions

Guild Wars 2 Personal Suggestions


By Chosen Blade Knight


I know there are going to be plenty of things I have not thought of but can be improved upon but here goes…

I think that along with attribute points, and skill points, there should be core points. Core points would be gained at 5 points per level if an Asura, Charr, Norn, or the plant-race. 9 points if a Human. The slots are: (generalized effects)

Aggressiveness- damage Stamina- health Reserve- support Reaction- speed Innate- Primary Attribute/ No Attribute

Racial- Effects do not necessarily favor any professions, and humans don’t have this choice, broad effects, explanations related to the way magic was divided in four parts, Prophecies lore

Asura- Denial- “All is apart of the balance and must eventually give up part of itself away to another.” Reference: Eternal Alchemy Charr- Destruction “Causing Chaos is not evil, it is enlightenment. Chaos is imperfection being cleansed from the world” Reference: Remnant ideals of the Fire Shamans Norn- Aggression “Without strength, how could we exist? What we have to compare one superior thing to another? Reference: Norn Adage Slyvari- Preservation “Life is its own end. It is meant to exist as says Ventari OUR protector and we will ensure it does.” Reference: Ventari’s tablet




 Basically the Core points help identify a race, and are enough to satisfy “Grind Gamers” They would go past Level 20.  Attribute points stop at level 20. There regular benefits would be many, though specific and pretty small, in term of game effects they would: (Core points grant minimal but noticeable advantages for the player, benefits comparisons are when relating core point benefits to themselves and not to the more powerful attribute points) There Core requirements would be public for all types advantages and for every skill/ skill variation, that way the players know what they have available when setting up skills, attribute points, and Core points in outposts.

Non-Racial

Directly numerical affect whatever their name implies (not necessarily equal to the number of core points, but a direct relationship.) Benefit: small

Stamina- health, armor, blocking(active-cannot use attacks when blocking), reaction- physical speed, evasion(passive), parrying, critical hit (not as effective as assassin version) (maybe casting but mesmers still have the greater advantage) , reserve- energy, aggressiveness- how much the adrenaline bar fills with each attack( a modified version of the current one will explain later.), and damage, Innate- Primary Attribute category, and No Attribute /Organization/ role-playing/ Items Benefit: small

Improves upon specific environmental versions of the same skill in combat (like when close, far, number of enemies etc.) depending on core allocations, certain core minimums in multiple stats would be required in each circumstance. Benefit: medium

Creates new uses of same skill or combines similar skill effects of the same category, requires more specific requirements (in other words more core points in necessary requirements) Benefit: Great

Racial

Improves Greatly some Role-Playing/ Organization skills if they favor a certain race

With specific core point requirements can unlock new abilities with old skills, that are Elite and unique to that race. Benefit: Extremely High

Note: When using core points, I recommend taking away elite skills, but perhaps they can be replaced with unique personal weapon skills, or Scion skills for each individual wielder.

Resurrection Penalty/ Resurrection Signet/Resurrection Posts

Resurrection Signets should be automatic, and on your characters person (hidden if a player so chooses), and each player should get one free revive, which occurs instantly and it costs 2 morale points, negative morale is the death penalty. Up to 10 extra Morale. The death penalty should decrease by 1% per difference in level of a foe defeated, minimum -1%, Also a multiplier should increase your morale benefits, and when morale is present (1-2 x2 xp, 3-7 x3 xp, 8-9 x4 xp, 10 x5 xp,) It should last number of minutes left on the xp, so x2 is 2 minutes and x5 is 5 minutes until a morale gain, if morale is full when gain another morale bonus then it renews) morale should gain under the same system that it is lost, only can only be gained if there is a difference in levels. Companions share your morale bonuses, but not your death penalty. Death penalty max should remain 60%.

Companions/Heroes/Pets/Henchmen/Allies

Companions should be different than heroes and you should be allowed to have both. Also Companions may or may not be pets, companions should be fully customizable unique characters, or any pet of your choice. Companions have their own Scions, and core stats. Possibly they can be groups or sprits (only their based off of your skills, and casting the spell (summon-recharges when not in combat, no wait time, summons all spirits/ Ritualist items)in your skill set, Companion spirit stats would be for maxing out spirit benefits, or item skill benefits)

Groups may include basic soldiers, healers, or other NPCs that are very weak, squads of this nature would only have core stats(taken away from your own), 3 skills, and race/class(one profession each) fully customizable. The groups would have up to 20 level slots, and they could divide their level slots among squad members, the minimum squad level is 1. Extra Squad Levels can be bought with Skill points with no limit, maximum level of a solider is still 20. Pet Companions would offer either 2 regular pets, or one super buffed pet with access to skills based off of melee classes, or unique attacks/skills, (note no charm animal skill needed, pets heal as if constantly not in combat, based off of seconds not hit, they revive if downed after a combat, and will follow their masters trail if downed and the player does not return, even regular pets, however regular pets do not receive access to the unique skills except those that their race do naturally),

These effects are considered an enchantment on a player called loyal) 3 Heroes as usual, they don’t have scions or core stats. Regular Pets may be automatically tamed in the wild, no skill just click on pet, and their will be an option to replace your pet in load out, or one in a habitat, or to place the new pet in habitat. Henchmen should be like Heroes but not Customizable, and their array of skill sets should limited to only 3 each. Each Henchman should be unique to each area, and possibly replaced when in new towns, Henchmen returning to their regular area should be listed as Allies as they return to home base. Allies should be listed as NPCS in the area who are important, and other players in your aggro zone. Miniature pets should be actual pets as an option and they can never be truly released. Pets, Heroes, Scion Companions, and Henchman should always at least be the level of the party leader.

Heroes and Companions should have a trigger system like that of Dragon: Age Origins where you can control what your heroes and Companions do, Regular Pets and Henchmen should have less limited control. Henchman should not steal gold, or materials even if they are NPC mercenaries. Spirits should not overlap or replace each other unless they are the same player character.

Pets

Pets should be acessible in towns, and other time develp new skills, depending on a players core stats and the pets race. If it were possible maybe a breeding system too. Companion options-

Super Buff(double your Attribute points) to self with no pet, and no Companions,

High Buff (plus one-half Attribute points) if only have a pet

Regular Buff Have a companion/Squad/Spirit Group (or stats split amongst a scion companion and a spirit group, and a mount. Squads are the other option but thier stats cannot be split amoung other companion types) (+ one-fourth Attribute Points)

No Buff( If have a scion companion/squad/spirits with a pet, 2 pets, or one companion scion pet)

Scions

Scions should be personal weapons, armor, and items that level up as your character crafts them, and customizes them with materials found during adventures; perhaps they “absorb” resources and morale gained from combat in order to record a hero’s power. They can be ways for a “deceased” person in Tyria to be remembered in their Hall of monuments. Scions perhaps can be reset but the weapon or armor created is lost forever, unless you can get a Scion Crafter to recreate a former version of your Scion for you.

You should be able to have up to four hand Scions sets for each character at a time, and like Fable the weapon switches should be instant. Also skills that require a certain weapon could have fixed weapon load-out slots so your character switches to that weapon to activate the skill, and perhaps it could be adjusted to automatically switch back or under certain triggers. Scions skills should be a 9th and 10th Skill. Scion skills should be apart of specific skill variations, and you should not be able to activate them at will. Scion Skills may relate to, but are not the regular benefits that item acquired grant your character.

Adrenaline

Adrenaline should be something that all classes use. It increases the overall effectiveness of skills, it increases the chance of an Elite performance of a skill that uses all variations of that skill at once, it goes down over time, it doesn’t increase as a singular entity but as a number of points. What that means is when you use it doesn’t automatically go down to zero. It decreases by the amount of adrenaline uses. Adrenaline has no limit and it can “intensify” an adrenaline-powered skill for Warriors and perhaps the Scion Smith class I made up, as well as the Shogun and Scout Class. (For lack of a better name)

Anyway “Intensifying is when you activate a skill multiple times in a row-it will have no recharge, and the effect will multiply with each time it is Intensified. Adrenaline also when it expels when not used should automatically increase health regeneration in the next combat, and energy recovery in between combats. You may expend it fully to gain the health and energy benefits immediately, and when done manually your chance of evasion, blocking, critical heats, and Elite Performance also increases.

Classes (Only with ones I feel need some changes)

Monk- Ascalon and Cathan Monks look like that should do kung-fu so let them! They look and dance the part, so all monks should have the option. Please change their Smiting Prayers to Smiting and Please include some martial arts as well as regular smiting magic. Divine Favor should be more powerful than it is and maybe slightly benefit all monk attributes.

Warriors/Assassins- Stances need to be allot more powerful and fancier looking, and perhaps need to allow you to interact with your environment in new and creative ways, like throwing rocks, or people, pushing them, kicking them, bashing them with weapons, armor, or shields, extra. Warriors should be able to dual-wield different combinations of weapons, or really any class)

Assains should have kunai or shrukin as a possible weapon slot R angers- Traps should be instant and unnoticeable, and Nature Spirits should have no recharge and way better benefits, and should let you actually alter your environment, as well as only affect your party unless it alters the environment. Lower Energy Costs, Less Recharge

Ritualist- Item spells should be like Nature Spirits only you can activate them when in aggro range. More Weapon Spells cause their Awesome.

All other classes no suggestions

Races and Classes should all have different armor variations, and you should be able to mix and match armor from your original profession, and your secondary profession. Any Player should be able to mix and match any class.

Combat- Staffs should be used to beat people up, not only shoot magic; wands maybe should be flourished in close combat, and each weapon and skill should have multiple cinematics or ways they show their skill variations and effects.

Class ideas

Scionsmith- prophecies

Primary- Skill Secrets (increases effectiveness of the optional skill secrets to improve your Scion Weapon)

Melee Techniques- Minor effects in melee- Adrenaline

Ranged Techniques- Minor effects at range- Adrenaline

Infusions - Magical effects related to weapons and armor, area effects

ScionCraft- self-only weapon Spells, that may apply only to specific weapons


Shogun- Factions


Primary- Modern Warfare (Special Skills that combine the use of a gun, and sword)- Adrenaline + energy

Bushido- Special skills and benefits gained against marked targets-energy

Swordplay- Sword techniques which use a Kantana and small dagger- adrenaline

Gunpowder- Gun techniques (pistols, shotguns- archaic versions- ritual-powered with bound spirits)-


Scout- NightFall

Primary- Ambush (skills related to surrounding, hindering an enemy, and hunting groups, double pistol skills)

Scope- Rifle skills in combat (archaic version rune powered)

Reconnaissance- Stealth abilities, speed, and group support, hand signal skills

Awareness- New Twitch skills when activate when “discovered”, also reactions to other Scout abilities, and they are support related- adrenaline

Some people have suggested Sub-Classes and i like that Idea. Maybe new unique sub-class skills for your tiers/skill bar every 1-15 levels.


NPCs

NPCs should fight each other as well as the players more often They should come from somewhere on the map They should level up They should loot from each other Their bodies should only disappear when they overlap or our out of sight They should

More Fast Travel, perhaps from shrine to shrine, town greeters, or a running option, definitely more cool mounts (with option to switch from mount skills to regular skills)

One Character I would play with this system

An Asura Scout/ Shogun

Attribute load out- Automatic Signet, 2 Scion skills from my Scion list of my four Scion items, example- Static Return (electricity/weakening when hit with a ranged attack-passive ), and Leaguereach (melee attack with extra reach) 2 Ambush skills, 1 Recconaissance, 1 Awareness, 2 Bushido, 1 Swordplay

Core Points- Emphasis- Reserve, Reaction, Denial (Eternal Alchemy)

Companion/Buff- Dinosaur/Camel hybrid mount- Regular Buff

Player Conduct

Their should be a contract system for renting out items, buying certain items, run deals, etc, that players can use and they could be monitored. People who violate their contracts might be banned, expelled, or they would have to pay an in-game fine, or the other player could receive compensation from an in-game government. Temporary titles such as Scammer may be placed on a players account temporarily.

Player Ownership and Reputation, Players should be able to buy land, and influence the citizens and the game world like in fable. Perhaps you could have your own instanced areas, and then you’re Guild, and then perhaps PVP Territorial zones that Players who own can tax “citizens” or other players in that area who are trying to get land to tax others, instant event missions would required to take over these outposts. Reputation would affect what side quests are available, and it could empower your Scions.

Sharing Quests should be available, and players should receive full awards for helping out other Players, it should be automatic, but you cannot receive the same reward from the same quest more than once. Players should be able to engage in duels with other parties or players and they may grant morale, but they cause death with no death penalty.

Arenas/PVP

Not only should PVP have unique rules with Companions, and Heroes, and Henchman and stuff but there should creatures in the arenas too, with different matches that could be planned by parties themselves depending on what they wanted. There should be at least minimal customizable fields, with options. There should be 2 or more warring factions, and Faction should add to reputation and political scores both for taxing in the appropriate PVP zones, Balthazar’s Faction should work as normal.

Xunlai Chests

Scions, Pets, and unlimited room should be in the chests. They should be accessible with a button.

In-game mail to help with learning of potiencial events, other plaers achievements, quest rewards, player commnuicartion ,Guild notices, and other Lore besides that from cutscenes(which maybe could be interactive to a point), quests, and the new Instant Event Notification

Favor of the Gods

Favor should allow acess to all skills without using Balthazar Faction, and otherwise I like it.

Town “Jumping” In Towns both Players should have the option to be invisible and they should have the option teleport from place to place to save time, using their Guild Signets.

Resurrection Shrines- The shrines should have scouts, guards, town greeters(they teleport you to the nearest town), and Rune Masters, which give out certain buffs depending if you have a pet or not this should be automatic, you can choose to end One shrines influence in a specific category, in order to gain another.


Integrated Voice Chat- perhaps you could hear voices, or the game would type in what you say as text upon pressing a button, so you can communicate easily in combat.



Also when I think of a great RPG I think of Tabula Rasa. Your characters had allot of things about them that made them unique but it was easy to understand and you spent most of the time looking at the screen and not the icons, maybe you guys could combine the TR and Guild Wars ½ Engines, Tabula Rasa is getting shut down indefinitely but I think it was PERFECT RPG, by that I mean it had its imperfections, but they were never present. You were too busy enjoying crafting your unique arsenal, or blasting the bane, Allies and enemies would both come out of nowhere, Outposts could be taken, Stories changed, and there was always something new. By the way /Stuck is one of the greatest gaming inventions ever. So can you guys make Guild Wars 2 like that? I know your capable make the perfect game. And Guild Wars was promised 9 continents, how about you finish the rest, plus a couple expansions, then go for Guild Wars 3 just for the heck of it. Beat WOW, and every MMMORPG out there. Please don’t make it all about the money, TR was great. I want Guild Wars 2 too follow its footsteps for making the perfect product, but don’t do it till your ready, and satisfy the customer .Guild Wars already is a step or too beyond standard. Blow me, Blow me Away. And remember Core points could satisfy grinders but keep game balance. [edit] Professions/Mounts/Interactive Objects/Tyria Chosen Blade KnighT

I think that Guild Wars as they add new Professions from the same Lands, and addtional ones(hopefully) that there should be maybe custom professions, whih would be secondary only and they could only have 2-3 skills. Also for Mounts in my Personal Ideas(please dont move this section though arenanet/DEVS) I think they should be acessible to everyone and maybe everywhere, only those who invest Attribute and Core points( A persoal Idea)are those who should have acess to advanced mount skills) I think that there should be Interactive Objects in combat, like Tables you can knock down, or things you can destroy, or duck and cover(if the Scout and Shogun class go into effect and use thier archaic/rune/spirit-infused, shotguns,pistols, and rifles,),

Pick up items, disarming, tripping, things like that. Also maybe action skills, like rolling should be active, but evasion(passive but must perform the action unless you choose to interuppt it), blocking should be active, but it increase armor by allot on your front and sides. Jumping, the "Intercting with objects", and the basic attack button(not auto-attack, it should act differently depending on whats going on),also a weapn switch button that could coexist with Scion Weapon(personal idea),switches that occur automaticly with use of certain skills, so you dont have to fumble to swtich weapons, and then activate a skill(weapons includes items, and the skills wouldnt have to be offensive.) 


Tyria... Whats it look like when you add all original 9 contients and lands? What are some new Contients,Cultures, and Professions, as well as in-game bonuses, and Marketplace people? Just some more ideas, that are more generalized than my Personal Ideas Section... I hope you guys read my Personal Ideas Too. And The Races... Beside my Core Point, which includes Racial/Title/Faction/Role-playing(there all different, I think Role-playing only skills can come form any catagory), Personal Idea. Racial Powers... are they Attribue Based. Is there an Attribute and skill set for each Race. I hope so.

With the New Contients there should be new races. Also former enemies, Luxon/Kurzick guards should be playabe, and maybe more exotic or unexpected, like Oni,Tengu(both types),Centaur, Spirtes Elementals Dijinii(from Elona),Demons(from nightfall),Mist Creatures, A Doppleganger race from Prophecies, A Race based off the Destroyer,The Stone Dwarves, Undead... It goes on, maybe these races could addtionally be playable as Alternate forms for a special profression, or Title/Faction skills. Hopefully itd be more than just Cosmetic or Festival based stuff.

Retrieved from "http://wiki.guildwars.com/wiki/ArenaNet:Guild_Wars_2_suggestions" Guilds should be Guilds and maybe Guild Members could produce some kind of special guild resource based off of their titles or professions that grant the guild items,faction points, or other benefits. There could a resource develped when online, and another type produced offline, both being of equal benefit to the guilds.

The Online benefit should be progressive and based off actions or achievements, and the offline one should be based off profession or titles. Guilds should feel like a Guild. Also maybe the less members you have in a guild, it can different math depending on the ranks you allow, the faster your guild advances in its resources and status. This would pormote a community feel for smaller guilds, and larger ones would rely on quanity not quality to get the same benefits. More physical Addtions, custamizable pvp heores and squads and PVP rersources as well as NPC merchants/specialist should be avaialable.

Some broad class ideas ill elabrote on later...(assumes there will be all 9 original continets, and an expansion every 3 Guild Wars stand-alones.) Alkso possible addtional professions every expansion based off first 3 games. (Fantasy equivalents/versions of moderen weapons) First 3 lands+ first assumed Expansion. Reload(but not ammo for guns/equivaalents)Expansion 1 classes are the orginal games. Secondary skill ideas will be added later)

Name/description Main Weapon(s) Primary Skill(non-atttribute ability) Anarchist RRG orb launcher/Chains Choas Field (increases chance of interuppts inarea when use skills in area) Incarnate Sniper Rifle/Tonfu Primordial State(conditions are removed in area/reduced)

Expansion class Medius SMG Artificial Equilibruim(increases luck of allies, reudces luck of enemies, whoevers weaker/closest, when using these skills)

Warder Large Melee Weapons/Assault Rifle Repentance(bosses/enchanted foes dealt extra ddamage)

Manifester Creatures Conjuration(Strengthens your creatures skills)

Expansion Class

Avatar Body(Improvised martial arts/streetfighting) Ego(weakens hexes on you and strenthens and enchantments)

Hunter Nets/glove-sharp wires Predatory(foes under prey condition dealt extra damage and particuraly weakend by your abilities)

Seer Psychic(still magic) pulse Premention(increase evasion and defense)

Infuse Body Orb implants/Double crossbow with special ammuntion Adapadation(orb uses laser based attacks, and grant unique self-buffs)

Reborn(Primary class with 2 secondary skills from any 2 addtional clasess, 1 adtional armors of any class)

Unborn(Any primary skill, plus any 2 other skill, plus 3 armor choices of any class)

These Armors dont have to be based off, or dependent on the Attrbutes chosen

Races

Some degree of health and speed, magic etc. should based off of your race choice, but it should be minimal, professions,armor, weapons, with maybe scions, and maybe core points, should determine the main statsitics of your charectors.


Keep on Adding charector Slots with new stand-alones,2 each! Add new slots if your expansions include expansion classes


Melee and Ranged Professions/races/skills

They should be EQUAL but DIFFERENT, even with new moderen based weapons and skills if they get in the game.

Travel Powers as Stances(non-attribute based in most basic form, but only certain clasess get certain forms)(i know spellcasters float a little, and there are speed bonuses, but basic travel powers would be nice to get around, provide unique stances for class that wont get that kind of acess if you include this in the game.

Maybe a mix of the former energy system and an equilibrium/endurance system that is ued for any skill. In example you can set skills on innate,traditional, or elite status. Standard status means the skills effectivenss is reduced, but it has a faster recharge time, and gives you energy rather than taking it away. Traditional is a skill in its regular form, and elite is a skill that cost alllot of energy but is extremingly effective. Assuming there would be 10 skills now... infintite standard/Innate, up to 2 Elite(Scions Skills would be automatic, and Travel powers would take up a regular slot) —The preceding unsigned comment was added by 18:50, December 13, 2008 (talk • contribs) at 98.233.46.216 (UTC).

Favor the Gods, maybe thier could be Favored of the ,World, Universe, Guild, or Alliance, or certain title too,and repuations, and NPC factions or Team, and they could be individual/Group and gained or lost accordingly, maybe you have access to specific items at least once per favor(even if that favor expires)like a speical merchant outpost,or items, or places etc.Thier could maybe be different Ranks of each type of Favor, with the higher the Rank the better benefit. The Catch is, if you drop your Rank fast enough in time slots, you might have to start at the bottom of certain Ranks again. —The preceding unsigned comment was added by 18:54, December 13, 2008 (talk • contribs) at 98.233.46.216 (UTC).

Balthazars Faction should be an All purpose tool for buying, exchanging, item,xp,heroes,skills,tomes,runes, anything and eeverything, and myabe thieer could be different types of repuapuation and factions that give you different benefits and options. Also Faction should drop over time if you dont remain loyal to your faction, and thier could be special reasons for faction to drop too, you should be able to support any faction at any time in one form or another —The preceding unsigned comment was added by 18:57, December 13, 2008 (talk • contribs) at 98.233.46.216 (UTC).

Random Missons(you coan specify and try to ask for certain types of missons), Story Missons with Objectives,Faction Missons,Racial Missons and Maybe Random types of All missons should be possible, itd be cool to have PvPvE missons too. These should be alongside GM-missons/dev missons —The preceding unsigned comment was added by 19:01, December 13, 2008 (talk • contribs) at 98.233.46.216 (UTC).

NPC/PC interaction... Players should get rewarded for playing with each other on teams,guilds,alliances,in both PVP and PVE interactions... heroes and henchies are awesome and in many ways absolutly nessacary, and some people like to solo sometimes, or very often, but players should recieve benefits for playing with each other... possbbly like, each player recieves equal amount of gold, but it isnt split. (like 20 gold, equal 20 gold for each team member), or Player Interaction Faction bonuses. —The preceding unsigned comment was added by 19:26, December 13, 2008 (talk • contribs) at 98.233.46.216 (UTC).

Game interface,Then new interface should be about looking at the action like it was in TR,(beacuse it was more interactive and ALLOT more fun than looking at your icons) and maybe you should be able to fully customize your interface based on preferance.

The game crisis core for the PSP has this rotatinghg wheel called the DMV, the DMV has different numbers which represent different people and, when the 3 numbers align in diferent ways , you get a benefit, like invurnable, no energy cost, no adrenaline cost, or you get a cinematic and get to activate an elite skill,while being invurnbale for that time(maybe they should be interruptable that could tie into my idead for the Scion Weapon system, with the numbers/pictures being your Scion items equpped in your inventory,

different items might have different numbers, and special effects, the same picture has to line up for all 3 slots, to activate your special attacks and abilites. This would undoublty make Guild Wars Epic. And some Scion items or abilities could be summoning monsters, or unlocking inner auras for a time and stuff like that. THE DMV is only active in combat. Im sure you guys could make a system based off that.

Sorry if im spamming ideas... I have high hopes for this Game, like no other Fantasy MMO, I love the Original GW as it is! —The preceding unsigned comment was added by 19:28, December 13, 2008 (talk • contribs) at 98.233.46.216 (UTC).

Maybe special Scion Orbs, can be asorb into your armor and weapons and grant you health and buffs, and maybe even a revive if your doing well enough, keeping up combat, and they also could remove Death penalty and grant morale bonueses, on a combat mutiplier. —The preceding unsigned comment was added by 19:36, December 13, 2008 (talk • contribs) at 98.233.46.216 (UTC).

Music/combat Music should be different genres and not an infinite loop, even techno, espcially techno would totally amp your gaming expirenxe, i dont want to feel sleepy playing! How about some Latin Choirs,Rock and Roll,Intense Orchastras, and It should be diffrerent for areas,combat,events, PVP, and the like.—The preceding unsigned comment was added by 22:32, December 13, 2008 (talk • contribs) at 98.233.46.216 (UTC).


Please look at my personal Ideas! If Wiki has to move this now Please leave the part about looking at my ideas please! Its me Chosen Blade Knight so you know who posted this! --The preceding unsigned comment was added by User:98.233.46.216 (talk).

Scion/DMV system[edit]

moved from ArenaNet:Guild_Wars_2_suggestions

The game crisis core for the PSP has this rotatinghg wheel called the DMV, the DMV has different numbers which represent different people and, when the 3 numbers align in diferent ways , you get a benefit, like invurnable, no energy cost, no adrenaline cost, or you get a cinematic and get to activate an elite skill,while being invurnbale for that time(maybe they should be interruptable that could tie into my idead for the Scion Weapon system, with the numbers/pictures being your Scion items equpped in your inventory, different items might have different numbers, and special effects, the same picture has to line up for all 3 slots, to activate your special attacks and abilites. This would undoublty make Guild Wars Epic.


And some Scion items or abilities could be summoning monsters, or unlocking inner auras for a time and stuff like that. THE DMV is only active in combat. Im sure you guys could make a system based off that. Every action you do affects the DMV depedning on what type of action it is( from hex to shout, from the way it costs, adrenaline or energy. There should purely physical benefits too , like to your speed or stuff like that. PLEASE add this to the game. Thee could different ways to aquire, craft, custamize this Scion weapons/armor/summon charms/abilites too I hope.


Summing up my idea for the Combat system of GW 2 as a whole (note I updated this today, cause I forgot about the Endurance Bar.)[edit]

moved from ArenaNet:Guild_Wars_2_suggestions

Hey I fotget about my Endurance bar! I guess I can explain it hear, Your movement(And the longer you move in the same direction, the faster you movein that direction, but more Endruance isued,), And basic Evasions, Block-Counters(butn ot the block/parry itself), cost Endurance. For every % of endurance lost, that % is added to the Adrenaline bar, the exact % of your endruance dosent afect Willpower, but your status does. At 75% you are slowed by 25%, at 50% you are slowed by 50%, at 25% you are slowed by 75%, at 0% you cant move(but your other actions are not hindered), however no matter which status you are in, your adrenaliine based skills only are never slowed.


Also you Overboost your Evasion, Basic Attacks, and Block-Counters when you spend an Adrenaline bar or more. You may spend Health for Endurance, You may spend Willpower for Energy, You may spend Endruance for Willpower( The first two occur naturally, if you dont have enough for a specific action, the last one occurs naturally but will cost Willpower for Willpower skills that cost Willpower)Just like Adrenaline, you may have over one bar of Endurance and/or increased %. Endurance increases when you use Consumables, and/or using the Steady Pace, Travel power(which remember later, when active they decrese your equilibruim point, but do not cost energy, the point decreses by 20% per travel power active.


This is off subject, but besides quest sharing, and ally-xp sharing, and stuff, there should be something like the golden trail in Fable 2, the Map was sort of confusing, the Golden Trail in certain areas, should become a Golden Circle to tell you your objecive is in the area, but you can tell its exact possition. Also the Interface should be looking at the screen, not your icons, make the icons maybe superimposed/transparent on your person if in 3rd person, in First Person, I guess it wouldnot matter too much. They made it possible in Tabula Rasa, and Chronicles of Spellborn, So can you, and from what i hear. So ARE you.

I

ll explain this all one by one but you have 7 Scion Slots, An Equlibruim energy),Adrenaline, and Willpower bar. Better Beneftis from Morale and repeated Acton+DP that goes away faster, 18 skills with their skill variations, 6 skill tiers that you rotate in combat, up to one Elite skill,Willpower and Travel Skill per Tier.Attribue points the same except the Buff or amount of points depends on your companion/mount Options. Core Points in which each catagory affects all your skills in the same way, and Each Race has thier own Stat. Skills have specific prequites of stats to unlock unique variations(Skills effcts change on local actvitivy), and Static effects(effects that take place regardless of local activity), A Targeting reticle,

A basic Attack button(not auto-acttack), An Evasion button, Passive Blocking, you can choose to intterupt your blocks for a chance to stun foes. Different Options for Companions, Personal Mounts(Personal, not just any mount, however anyone can use a Mount), Spirits, and Pets. There are also Regular Equipment Benefits and Consumable items. Aleso Resseruction Signets, recover when gain Morale, and they automaticly activate when a player dies, up to a # of times =to members in party plus local Allies. (Allies boost is temporary, when they leave Ally zone, their benfits go away,the more members in the party, the more allies there must be in the area to get this benefit.

Your Scion slots are items/Auras that have different "numbers" or catagorie, and depending on the Way they align will give you special buffs, or unlock Scion benefits and Abilities for a Time. Scions can Asorb Salvage from combat, and can be blueprinted, Scion items can be linked to skills to automaticly switch Hand slots when activating that skill, 2 Hand Slots which can be changed in combat, 1 Personal slot, 1 Armor Slot, 1 Accesories slot, 1 Item slot,1 Willpower Slot 1 Aura slot(depends on your Profession Combonations).

They may increase your Willpower/other Bars different amounts, or make some bars cost 0,or speed up recharge etc. Equilbruim bar: You recover or lose energy as over time your bar gravitaes toward equilbirum, you can decrease effectivensess of some skills so they give you energy, and more adrenaline and have a fast recharge, keep them standard, or designate them as Elite skills rasing their cost, at an extra enegy cost and slower recharge, and/or adrenaline cost. Adrenaline Bars have a % system based on Willpower, damage taken, and recieved,and Attack of skills used/type used, all classes have access, More Adrenaline

higher a temporary Morale, may spend the Bar(All at once, for a Tempory Bar boost to all bars(may be alterated by Scions only), plus faster Bar recovary to other bars, may overboost spending extra % of an Adrenaline Bar(may have a triple bar or more,% increases based off Scions/equipment, and Local Activatiy), or paying for the same skill mutiple times in Succesion, to increase the effectivenss of a Skill, AND allow for the skill to be used mutiple times in a row with no recharge,(of course with the targeting system all you have to do is repostion- there shouldd be a button to turn aroundinstanally,and your skill wont be wasted)

A Willpower bar, which is affected by the number of negative condtions affecting you, and your party as well as ALLiEs. (Heroes and Hecncies still included they just dont have the Scions, or Companion options like you do, Henchies would have mutiple builds to choose from/change in between combats) Your Personal Scion Slot can be used for a Scion Pet(differing depending on the pet, or any catagory you so choose. Scion powers can only be actviated during combat or immediatly after, but there effects can last after combat.

The Willpower bar works like this, at 75% you temporarily lose one tier, at 50% you lose another plus one non-elite skill, at 25% you lose Elite skills(replaced with your favored consumable). At 0% all you can do is use Consumbales, and you gain one more Consumable. Consumables are based off your Item Scion slot for their effects, untill your back at 35% which you fall back into, losing one tier, and one non-Elite skill. Your WillPower bar increasing % per positve effect on you and your party. Willpower bars even in parties/Allie zones will differ from person to person. Each second postive effect +1% willpower, each second negative -1% Willpower.There both simantous and calcuated depdning on the events arounf you, this happens to foes also.


Morale and DP. Death penalty still caps at 60% however it would work like this. Morale can only be gained by defeating a higher level creature than you, or if a party member/Allie does so. Effective Level difference=morale gained.(sidekickng would alter the ELD.) up to 15% morale gain(Increases Max Willpower%+actual Willpower at the time by this,Equilbruim point,Max energy plus actual energy at the time, and Max health, plus actual health by this. Adrenaline increases by 1 bar per 3%(minimum one) Decrease DP by 2% per difference in level of each foe killed.)There is an XP mutiplier. Countdown once recieve morale for minutes =to current morale, and morale decreases by that rate, mutplier benefits decrease too, Death Penalty only affects Bars.DP goes to zero when reach a town area/Rest point Morale 1-3 x2, Morale 4-7 x3, Morale 8-11 x4, Morale 13-15 x5, when add Morale, the Morale Timer/mutiplier increases by that amount.


Core points are weaker than attribute pointss but unlock more effects AND skill varaitations. They also directly add to your basic/default %, and fucntions, like damage, your bars, movement, and skill effects/condtions. 9 points/level if human, 5/level if any other race.


Aggressiveness- damage Stamina- health Reserve- support Reaction- speed Innate- Primary

Attribute/ No Attribute

Stamina- health, armor, blocking(active-cannot use attacks when blocking), reaction-

physical speed, evasion(passive), parrying, critical hit (not as effective as assassin

version) (maybe casting but mesmers still have the greater advantage) , reserve- energy,

aggressiveness- how much the adrenaline bar fills with each attack( a modified version of

the current one will explain later.), and damage, Innate- Primary Attribute category, and

No Attribute /Organization/ role-playing/ Items Benefit: small

Benefits are listed in comparison to other core point benfits, not to Attrubutes, even 1

Attrbute point is worth more thant 9 core points. Attrbute points end at level 20(no misson

to get more), Core Points have no limit, they are for Grind gamers, and non-grind gamers,

as they unlock both racially and non-racially based effects, and skill variations for your

skills. The Attrubute and Companions(not Heroes you get both) system.

Pets

Pets should be acessible in towns, and other time develp new skills, depending on a players

core stats and the pets race. If it were possible maybe a breeding system too. Companion

options-

Super Buff(double your Attribute points) to self with no pet, and no Companions,

High Buff (plus one-half Attribute points) if only have a pet

Regular Buff Have a companion/Squad/Spirit Group (or stats split amongst a scion companion

and a spirit group, and a mount. Squads are the other option but thier stats cannot be

split amoung other companion types) (+ one-fourth Attribute Points) (Spirits all summoned

at once instanlly in a formation pre-chosen by the player(different options, or a default

ot even random), the spell Summon for ritualist recharges every time out of combat.Squads

=one fourth your current level, and you automaticly recive 8 members, with 3 seprate

skills, and one Primary class each.


There Willpower is heavily affected by you, both postive and negative. In the case you reach a Mount Post,or odnt have enough Mounts forthem, they will sprint at your speed, when not in combat. Or you and/or some new Soilders will meeet with you at new loacations, perhaps they can teleport using Guild seals.No Buff( If have a scion companion/squad/spirits with a pet, 2 pets, or one companion scion pet)


Note( Pets can get their own Natural skills as you level up, but you dont get the full custamazation you get with a Scion pet(Which takes up your WillPower Scion slot), Scion Pets give you access to some of their skills, and vice-versa, Any class can have any pet, so some may be tradtional, some familiers and so on, Scion Pets however only for specific classes and you and it can recieve uniqe co-op abiilites with you or other Pets, and/or share skills, or recieve skills based off your pet)


May link different hand-slots items/weapons to different skills, so you switch weapons/tiems automaticly to enhance your skill/stance/current situation accordingly. Some Skills should naturally combine(only ones of different tiers can fuse, unless the Scion slots align/rotate accordingly,but may overlap abilities too, but Fusing them enhances their effects)

Option to Custom-Class, 3 skills from any 3 classes(plus there cosmetic armor)\ Option to sub-clas, one Primary class, plus 2 seconsary skills from any classCan Switch Classes in Towns, but must buy the approaite armor, skills, etc. if nessacaryThe targeting retitcle, would be the direction your skill is aiming, there would be other icons to show nearby or possible targets, as Always no friendly fire!!! Thatd be frustrating even if it was realistic. More Interabctable items, and Movement options(throwing,stealth, duck, roll, back to terrain) Melee as powerful as Ranged there just different.

AND THESE BARS/MECHANICS except for object/NPC interaction should only affect you in combat, things like endurance bar would be annoying when they slow down when you want to get somewhere.

Thats it! I think this would be a very interacive, and fast-paced combat system. And I think you guys should create more skills, AND skill varaitions, not condense them. --The preceding unsigned comment was added by User:Chosen Blade Knight (talk).


NEW REVOLUTIONARY SYSTEM... I'm only want this to apply to combat Though. No unnecessary Annoyances. Like being too low on endurance to run or walk!!!|Discussion]])[edit]

Why this is a good idea
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Your movement(And the longer you move in the same direction, the faster you move in that direction, but more Endurance issued,), And basic Evasions, Block-Counters(but not the block/parry itself), cost Endurance. For every % of endurance lost, that % is added to the Adrenaline bar, the exact % of your endurance doesn't affect Willpower, but your status does. At 75% you are slowed by 25%, at 50% you are slowed by 50%, at 25% you are slowed by 75%, at 0% you cant move(but your other actions are not hindered), however no matter which status you are in, your adrenaline based skills only are never slowed.


Also you Overboost your Evasion, Basic Attacks, and Block-Counters when you spend an Adrenaline bar or more. You may spend Health for Endurance, You may spend Willpower for Energy, You may spend Endurance for Willpower( The first two occur naturally, if you dont have enough for a specific action, the last one occurs naturally but will cost Willpower for Willpower skills that cost Willpower)Just like Adrenaline, you may have over one bar of Endurance and/or increased %. Endurance increases when you use Consumables, and/or using the Steady Pace, Travel power(which remember later, when active they decrease your equilibrium point, but do not cost energy, the point decreases by 20% per travel power active.



This is off subject, but besides quest sharing, and ally-xp sharing, and stuff, there should be something like the golden trail in Fable 2, the Map was sort of confusing, the Golden Trail in certain areas, should become a Golden Circle to tell you your objective is in the area, but you can tell its exact position. Also the Interface should be looking at the screen, not your icons, make the icons maybe superimposed/transparent on your person if in 3rd person, in First Person, I guess it would not matter too much. They made it possible in Tabula Rasa, and Chronicles of Spellborn, So can you, and from what i hear. So ARE you.

I

ll explain this all one by one but you have 7 Scion Slots, An Equlibruim energy),Adrenaline, and Willpower bar. Better Beneftis from Morale and repeated Acton+DP that goes away faster, 18 skills with their skill variations, 6 skill tiers that you rotate in combat, up to one Elite skill,Willpower and Travel Skill per Tier.Attribute points the same except the Buff or amount of points depends on your companion/mount Options. Core Points in which each category affects all your skills in the same way, and Each Race has their own Stat. Skills have specific prerequisites of stats to unlock unique variations(Skills effects change on local activity), and Static effects(effects that take place regardless of local activity), A Targeting reticle,

A basic Attack button(not auto-attack), An Evasion button, Passive Blocking, you can choose to interrupt your blocks for a chance to stun foes. Different Options for Companions, Personal Mounts(Personal, not just any mount, however anyone can use a Mount), Spirits, and Pets. There are also Regular Equipment Benefits and Consumable items. Also Resurrection Signets, recover when gain Morale, and they automatically activate when a player dies, up to a # of times =to members in party plus local Allies. (Allies boost is temporary, when they leave Ally zone, their benefits go away,the more members in the party, the more allies there must be in the area to get this benefit.

Your Scion slots are items/Auras that have different "numbers" or category, and depending on the Way they align will give you special buffs, or unlock Scion benefits and Abilities for a Time. Scions can Absorb Salvage from combat, and can be blueprinted, Scion items can be linked to skills to automatically switch Hand slots when activating that skill, 2 Hand Slots which can be changed in combat, 1 Personal slot, 1 Armor Slot, 1 Accessories slot, 1 Item slot,1 Willpower Slot 1 Aura slot(depends on your Profession Combination).

They may increase your Willpower/other Bars different amounts, or make some bars cost 0,or speed up recharge etc. Equilibrium bar: You recover or lose energy as over time your bar gravitates toward equilibrium, you can decrease effectiveness of some skills so they give you energy, and more adrenaline and have a fast recharge, keep them standard, or designate them as Elite skills raising their cost, at an extra enegy cost and slower recharge, and/or adrenaline cost. Adrenaline Bars have a % system based on Willpower, damage taken, and recieved,and Attack of skills used/type used, all classes have access, More Adrenaline

higher a temporary Morale, may spend the Bar(All at once, for a Tempory Bar boost to all bars(may be alternated by Scions only), plus faster Bar recovery to other bars, may overboost spending extra % of an Adrenaline Bar(may have a triple bar or more,% increases based off Scions/equipment, and Local Activation), or paying for the same skill multiple times in Succession, to increase the effectiveness of a Skill, AND allow for the skill to be used multiple times in a row with no recharge,(of course with the targeting system all you have to do is reposition- there should be a button to turn around instantly, and your skill wont be wasted)

A Willpower bar, which is affected by the number of negative conditions affecting you, and your party as well as Allies. (Heroes and Henchies still included they just don't have the Scions, or Companion options like you do, Henchies would have mutiple builds to choose from/change in between combats) Your Personal Scion Slot can be used for a Scion Pet(differing depending on the pet, or any catagory you so choose. Scion powers can only be activated during combat or immediately after, but there effects can last after combat.

The Willpower bar works like this, at 75% you temporarily lose one tier, at 50% you lose another plus one non-elite skill, at 25% you lose Elite skills(replaced with your favored consumable). At 0% all you can do is use Consumables, and you gain one more Consumable. Consumables are based off your Item Scion slot for their effects, untill your back at 35% which you fall back into, losing one tier, and one non-Elite skill. Your WillPower bar increasing % per positive effect on you and your party. Willpower bars even in parties/Allie zones will differ from person to person. Each second positive effect +1% willpower, each second negative -1% Willpower.There both simantous and calculated depending on the events around you, this happens to foes also.


Morale and DP. Death penalty still caps at 60% however it would work like this. Morale can only be gained by defeating a higher level creature than you, or if a party member/Allie does so. Effective Level difference=morale gained.(sidekickng would alter the ELD.) up to 15% morale gain(Increases Max Willpower%+actual Willpower at the time by this, Equilibrium point,Max energy plus actual energy at the time, and Max health, plus actual health by this. Adrenaline increases by 1 bar per 3%(minimum one) Decrease DP by 2% per difference in level of each foe killed.)There is an XP multiplier. Countdown once receive morale for minutes =to current morale, and morale decreases by that rate, multiplier benefits decrease too, Death Penalty only affects Bars.DP goes to zero when reach a town area/Rest point Morale 1-3 x2, Morale 4-7 x3, Morale 8-11 x4, Morale 13-15 x5, when add Morale, the Morale Timer/multiplier increases by that amount.



Core points are weaker than attribute points but unlock more effects AND skill variations. They also directly add to your basic/default %, and functions, like damage, your bars, movement, and skill effects/conditions. 9 points/level if human, 5/level if any other race.


Aggressiveness- damage Stamina- health Reserve- support Reaction- speed Innate- Primary

Attribute/ No Attribute

Stamina- health, armor, blocking(active-cannot use attacks when blocking), reaction-

physical speed, evasion(passive), parrying, critical hit (not as effective as assassin

version) (maybe casting but mesmers still have the greater advantage) , reserve- energy,

aggressiveness- how much the adrenaline bar fills with each attack( a modified version of

the current one will explain later.), and damage, Innate- Primary Attribute category, and

No Attribute /Organization/ role-playing/ Items Benefit: small

Benefits are listed in comparison to other core point benefits, not to Attributes, even 1

Attribute point is worth more that 9 core points. Attribute points end at level 20(no mission

to get more), Core Points have no limit, they are for Grind gamers, and non-grind gamers,

as they unlock both racially and non-racially based effects, and skill variations for your

skills. The Attribute and Companions(not Heroes you get both) system.

Pets

Pets should be accessible in towns, and other time develop new skills, depending on a players

core stats and the pets race. If it were possible maybe a breeding system too. Companion

options-

Super Buff(double your Attribute points) to self with no pet, and no Companions,

High Buff (plus one-half Attribute points) if only have a pet

Regular Buff Have a companion/Squad/Spirit Group (or stats split amongst a scion companion

and a spirit group, and a mount. Squads are the other option but their stats cannot be

split among other companion types) (+ one-fourth Attribute Points) (Spirits all summoned

at once instantly in a formation pre-chosen by the player(different options, or a default

ot even random), the spell Summon for ritualist recharges every time out of combat.Squads

=one fourth your current level, and you automatically receive 8 members, with 3 separate

skills, and one Primary class each.



There Willpower is heavily affected by you, both positive and negative. In the case you reach a Mount Post,or don't have enough Mounts for them, they will sprint at your speed, when not in combat. Or you and/or some new Soldiers will meet with you at new locations, perhaps they can teleport using Guild seals.No Buff( If have a scion companion/squad/spirits with a pet, 2 pets, or one companion scion pet)


Note( Pets can get their own Natural skills as you level up, but you don't get the full customization you get with a Scion pet(Which takes up your WillPower Scion slot), Scion Pets give you access to some of their skills, and vice-versa, Any class can have any pet, so some may be traditional, some familiers and so on, Scion Pets however only for specific classes and you and it can recieve uniqe co-op abiilites with you or other Pets, and/or share skills, or recieve skills based off your pet)


May link different hand-slots items/weapons to different skills, so you switch weapons/tiems automaticly to enhance your skill/stance/current situation accordingly. Some Skills should naturally combine(only ones of different tiers can fuse, unless the Scion slots align/rotate accordingly,but may overlap abilities too, but Fusing them enhances their effects)

Option to Custom-Class, 3 skills from any 3 classes(plus there cosmetic armor)\ Option to sub-clas, one Primary class, plus 2 seconsary skills from any classCan Switch Classes in Towns, but must buy the approaite armor, skills, etc. if nessacaryThe targeting retitcle, would be the direction your skill is aiming, there would be other icons to show nearby or possible targets, as Always no friendly fire!!! Thatd be frustrating even if it was realistic. More Interabctable items, and Movement options(throwing,stealth, duck, roll, back to terrain) Melee as powerful as Ranged there just different.

AND THESE BARS/MECHANICS except for object/NPC interaction should only affect you in combat, things like endurance bar would be annoying when they slow down when you want to get somewhere.

Thats it! I think this would be a very interacive, and fast-paced combat system. And I think you guys should create more skills, AND skill varaitions, not condense them.


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Why it may not work out
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Too complex, with some overlapping ideas i guess... I would like to think this system is perfect... at least for GW.

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