Feedback:User/I approve this pwn/new class

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  • Have a profession that has all manual aiming and uses mostly projectile weapons (besides the ranger). Make this profession function like a third person shooter with the ability to switch a first person shooter perspective with a FPS mechanics and interface in order to produce higher damage attacks on body zone specific areas like weak points with more pin point accuracy. This adds to immersion too. Each creature can have weak points that inflict effects on the foe. This mode could be disengaged if the player takes damage. This profession can use high energy grenades, smoke grenades, flashbangs, stun grenades, camouflage, claymores, set stationary turrets, knives, bayonet weapons, projectile sidearms, projectile longarms, mines and anything else. This profession can set traps but can also set the parameters of the trap like the radius or the length of traps. These traps could be tripwires and claymores etc. This profession can build small defensive walls for cover. If the FPS aspect of this profession works out well it could be implimented into other professions. This profession would appeal to a large number of FPS and Third person shooter type player audiences.
  • Someone mentioned a negative energy bar mechanic. Perhaps a similar mechanic would be to have a e-bar with a 1000pt, 100pt and 50pt range where each range would progressively decrease activation time and increase skill strength respectively. Or this could just be a skill or mod bonus.
  • The e-bar(energy bar) potions thing could have an option where it has slots that could be filled with potions that are automatically used after the e-bar goes to empty. The item could be something else too to enhance energy management somehow.. Not sure if this does much though.
  • Another energy management scheme that can be done is have a dedicated energy skill that doesn't use energy or it taps into another resource like adrenaline (which could charge up by just performing any action as a kind of function) or some other energy management resource (another bar or thing).
  • Yet another energy management thing could be each skill has it's own energy bar and when that runs out it taps into the main bar.
  • Have a skill that has a power bar the goes down each time you use the skill. You can use the skill again before the power is filled up but the strength will be determined by how filled the bar is. This lets the player trade off skill strength for spamming speed. Lots of games use this mechanic else where but it might be useful here too. Side scrolling shooters have used this mechanic for damage strength reduction, for example.
  • Have a skill that starts with a 3 sec recharge time and lowers 1 sec for each subsequent use. After five or so uses it does a high strength burst or power move and then resets. The strength of the skill can increase with each use too.
  • Have a profession, mode, groups of skills or something where a player loses one major ability which in return gives him/her one or all other enhanced abilities as a trade off. Duration and mix could be a choice or not. How this is implemented is up to anet. The character may lose something like mobility, damage dealing, healing, the energy bar,a skill line usage etc. Or maybe even lose two abilities. Play around with it. Or, the character can have a boost in one or more of the abilities at the cost of the other abilities. That's also possible.
  • Also the rangers are missing quivers (arrow carrying cases).
  • Have skills that create objects and minions that other players can interact with.
    • Minions and objects which are animate and inanimate (mines,gun powder barrels, summoned elementals etc) that can receive friendly fire and cause damage to foes when it is killed or gets destroyed.
    • Minions that can be transferred to other players to follow them.
    • Traps that can be triggered with friendly fire, maybe with aoe damage outside of the traps area.
    • Every profession could have a skill that makes a time limited item that others can pickup and be given an ability or skill type unique to the profession that made the item like a high damage sword, fire shield, pet calling ability, minion summoning skill etc.
  • Have traps/bombs that can be remotely set-off with trigger mechanisms.
  • Have trees that have leaves that behave like real trees. Have leaves that change color in the summer and drop during the fall. These leaves should have real physics and fly around with realistic wind mechanics. The trees should grow back again during the spring and continue with seasons and so on.
  • Add all directions directional flip (left, right, front, back, diagonal, non-directional) and roll to movement.
  • Add more movement types.