Post by nopantshero on May 6, 2014 14:05:48 GMT -5
I stayed up super late last night talking with Rebekerhhhhh about things I would love to see out of guild wars. This is merely my interpretation of what I want to see. what would get me absolutely hooked on this game. I thought about it a ton last night, and was forced to write it down and get it out of my head. So I figured I might as well share it with all of you and your feedback is very much appreciated, maybe ill post it on the guild wars forums if I feel brave like dave.
PREFACE: i am really bad at writing things, my head is more of a swirl of thought rather than a stream. I can do maths well, but writing is not a strong suit.
Guild Wars 2: Illusions of Ascalon
With Zhaitan defeated, dragons and monsters alike were more fearful of the coming adventurers. With this, adventurers pushed out their lands, expanding their territory, into the unreached corners of the map. It is here, that the story of old begins.
In the northern reaches of the shiverpeak mountains, a small garden is found. One of red iris flowers, blossoming amongst the cold mountains, in their own small haven. From the dirt sticks something peculiar though, the adventurer reaches down to pull it from its grave. They pull a flute, pieced back together in a crude fashion by the hopes of a desperate girl. As they hold the flute, illusions race through their head.
They see a world not so much different from their own. The remnants of the past, yet still, familiar. They are greeted with the images of a brilliant and complete version of the ancient city Ascalon, a girl, playing in the fields, and yet, something dark looming overhead. The flame legion. The skies begin to fill with fire, raining down upon Ascalon. The girl’s mother, killed in the fray. And Ascalon burning to the ground.
Next, adventurers show up, classes never seen in hundreds of years, teaming with an ancient race of dwarves, charr, asura, and norn. Wielding powerful healing skills, and displaying courage in the face of any danger, these heros conquered and saved their world from the forces threatening their existence.
These visions inspire the current adventures to learn the old ways, to bring back what they had seen. They seek to revive Ascalon, and let the memories of that little girl named Gwen live again.
Combat System changes:
Each weapon will now have 3 skills per slot of weapon skills. IE, Warriors will not have the same 5 hammer skills as every other warrior. There will be 3 rotations of auto attacks, 3 skills for each weapon skill slot, selectable by the player for a total of 15 hammer skills. Swords would have 9 for main hand, and 6 for off hand, shields would have 6, etc.... (debating on idea of one of the extra skills per slot to be class specific, and one to be weapon specific ie the warrior could potentially have the same skills as a guardian with sword/shield )
Healing skills in slot 6 will now be slightly less effective or have a longer cool down, each class will be use this skill as a lifesaving skill, relying more on the healing of another class.
Party size increased to 6 players
AoE maximum hit number increased to 6
Class Changes:
Guardians will now resemble more of the Paragon from guild wars 1. They will contain more boons, and more class specific buffs, and have a significantly less healing output.
Elementalist water skills will now focus more upon condition removal than outright heals. They will still be capable of minor heals
NEW CLASS: Monks will be a light armor class, and the main healing class of the game, they will be able to use staffs, scepters, dagger, focus, torch, and shield. Their class burst ability will be dependent upon their main hand weapon choice, healing, protection, or smiting.
• Staffs: focus more upon healing skills, containing both targetable, and AoE healing styles.
• Scepters: focus upon protections skills, and damage mitigation.
• Dagger: focus upon smiting skills, damaging, and punishing enemies
• Focus: focus upon healing skills, more single target than AOE
• Torch: Focus upon smiting skills, burning, and judgments
• Shield: focuses on personal defense to block and evade attacking foes.
• Burst abilities will be as follows:
o Healing: Heal Party - Heal nearby allies for 6,000 hp
o Protection: Protective Spirit - The next attack on each nearby ally can only hit for 10% of their maximum HP
o Smite Conditions - Remove 3 conditions, smite targeted enemy for each condition removed
• Elite Skills:
o Healers Boon: Outgoing heals are 30% more effective and cast 30% faster for 15 seconds (60s CD)
o Restore Conditions: Convert all conditions and their stacks on allies into boons (120s CD)
o Rays of Judgement: Nearby foes are struck from the heavens with holy damage, stunning and burning them (30s CD)
NEW CLASS: Dervish will be a heavy class, focusing on perfecting their AOE damage. They will be focused upon damage and damage mitigation. They will be wielding scythes, staffs, daggers, focus, and swords. Their class burst abilities will be shape shifting between avatars
• Scythes (2handed): have a large attack radius than any other weapon in the game, they will hit enemies in a 170 degree arc in front of the player at a short radius. They will have a smaller damage output than their 2h counterparts to make up for it
• Staffs: Focus more upon enchantments for protects, damage mitigation, and AoE ranged damage.
• Daggers: Thrown at foes for high, single target, ranged output, and boon removal.
• Focus: Will be used for personal buffs and swiftness
• Swords: dual wielding, capable of both raw damage output or condition based output, depending on selected weapon skills
• Burst abilities will be as follows:
o F1: avatar of Balthazar, gain 90 power and 20% increased movement speed
o F2: avatar of Melendru, conditions deal less damage and expire 10% faster
o F3: avatar of Dwayna, attacks heal nearby allies for small amounts
o F4: avatar of Grenth, attacks chill and poison foes
• Avatars can only be used for specific periods of time, before reverting back to standard form.
• Elite Skills:
o Onslaught: Gain swiftness, might, and fury for 20s (60s CD)
o Mystic Twister: Remove all boons, deal AoE damage for each boon removed
o Vow of Silence: You are immune to skills targeted at you for 20 seconds, however you may be hit by AoE and skill shots (60s CD)
Side Note: Scythes will also be given to warriors and necromancers
Content Updates:
With the new class and combat system changes, content will be forced to be more challenging, to accommodate for both the new classes, and increased party size. Bosses will hit harder, certain areas will have more foes, and new foes will arise.
New Content: Underworld: in the adventurer territory expansion, a statue dedicated to Grenth was discovered, which granted temporary access to the underworld.
• Very similar to gw1 underworld. The party must be focused on teamwork and game play in order to effectively clear the dungeon in a decent amount of time.
• End chest will reward chances for unique loot, only available from that chest and pvp reward track (much like any other dungeon)
• Estimated Time of completion for any standard group: 2 hours
New Content: Fissure of Woe: Next to the statue of Grenth was a statue of Balthazar, which granted access to his domain temporarily.
• Similar to gw1 FoW, The party must be focused on teamwork and gameplay in order to effectively clear the dungeon in a decent amount of time.
• End chest will reward chances for unique loot, only available from that chest and pvp reward track (much like any other dungeon)
• Multiple "areas" only need completion of one area to get a reward chest for that zone
• Each area's time of completion: 30-45 minutes
• Chests of each area give a key that expires at the end of the day.
• All 4 keys will open a boss fight for Balthazar's Champion, testing the groups strength significantly, completion time: 15 minutes
• Defeating Balthazar's Champion will award a chest worthy of all 4 chests combined
New Content: PvPvE Arena: Killroy’s Labyrinth: Adventures discovered an ancient dwarven brawling stadium and its many underground labyrinth tunnels.
• Two groups of 6 will start at either end of a new dungeon like map
• The labyrinth will contain rooms filled with monsters, dwarven traps, and bosses.
• Each room will contain at least one boss or objective (puzzle, jumping, etc)
• Upon killing the boss or completing the objective, 200 points are awarded to that team
• Killing mobs, disarming traps, completing minor objectives award 25 points to that team
• Killing an enemy player award 100 points, and deduct 100 points from the enemy team
• Final boss will award 400 points and ends the game regardless of time
• Time limit of 30 minutes
• Only available at 8-11pm EST can only enter once a day per account
• Uses PvP builds on the character, not PvE
• Solo queue, partial queue(2 or 3), or team queue available, matching like queues (solo queues could potentially be paired with a 4 queue, this would be considered a partial queue for matching purposes)
• Winning will grant a full minor PVP chest reward level, and additional champion bags
• Losing will grant a champion bag and some pvp reward level completion.
PVP 1 hour tournament returns:
• A tournament queue available for teams of 6 that start every hour
• Rewards will be higher than standard tpvp
• Will consist of the appropriate amount of rounds per number of teams queued
• End map will be ending similar to gw1 hall of heroes end map. King of the hill, NPC protection.
New GvG ladder
• Server based
• GvG battle system for tPvP, based upon guild queues with 6 players
• GvG top guilds will compete for weekly prizes
• Top 3 GvG guilds per server will get a special back piece for as long as they are a top GvG Guild
• New betting system for GvG, betting on teams that win, how well players do, sort of a fantasy football thing for GvG.
Server Battles
• 18v18 Matches where servers compete to bolster their WvW scores
• Played on larger versions of PvP maps with more control points
• Similar to Alliance battles of GW1
• Rewards WvW experience and loot
• Level 80 required
Guild Halls
• Each guild will be able to purchase a guild hall in whichever territory they wish
• Purchase of a guild hall will also have a private PvP hot join server only accessible by guild mates
• Guild halls can be furnished with merchants, crafting stations, market traders, public arenas, farming areas and a plethora of cosmetics (i.e banners, outfits for npc's, structures, and furnishings)
• Guild hall crafting by guild members for vanities. Higher crafting, more fancier the guild hall.
• Ability by guild leader or designated officer to place, organize, and move guild hall buildings, merchants, items, etc into different areas throughout the guild hall.
Market Removal - an effort to bring back inter-player communication and bolster the community by having a common hang out.
• Remove the black lion trading post for server wide trading, still keeping the gem store and everything with it, just speaking of player to player selling here.
• Add a local market to each capital city, players can make postings there
• Market postings will disappear when the player leaves the zone or logs out
• Smaller tax, only applied when sold
• GM's and CM's could hang out here, throw random events and parties. Given a common place to hangout, spam bots attracted here, easier banning with GM or CM presence.
Mounts
• They don't even have to move faster than the 20% natural bonus some classes get out of a signet or trait
• Just because who doesnt wanna ride a dolyak for fun
• Turtles....
• Char Tanks...
• Need i keep going?
WvWvW changes
Remove the AoE Limit Cap, this allows for smaller groups to be more affective, while not hindering zerg too much. With this change, smart players and commanders will be more affective than those half minded following a commander tag.
Siege Turtles!
• Spawn from a control point every x minutes (where x is dependent on number of players in the map, 5 minutes if at capacity, 30 or so if at half capacity)
• Automagically siege certain keeps or SM
• Back cannons do as much damage as 2 Superior Rams with an attack rate slower than that of a ram, Ranged.
• HP around 50k
I'd like to see new siege weapons as well, just for more strategy and less zerg. Tired of seeing the same standard things happen.
Make heart of the mist worth while score wise for WvW
FAQ
Will monks be required for storyline and instances?
Monks will not be required for storyline or story mode dungeons, however, they will prove to be invaluable in explorable mode dungeons, fractals, pvp, and end game content.
How much monk healing are we talking about here?
The equivalent of what 2 out of the 3 following classes could do: Engineer, Elementalist, Guardian. IE, two of those classes would be able to replace one monk, and still be able to damage output as well.
Where are you planning on getting all these new skills?
If only there was a skill list that was pertaining to guild wars classes that contained 1235 total skills that were pve and pvp friendly and with any small bit of creativity could be adopted to this game.... *cough* wiki.guildwars.com/wiki/Skill *cough*
The balancing sounds like a nightmare!?!?!?
Yeah, its going to be. First will be some guess work. Then weekly baby step patches. Track the most used skills and classes. Figure out why they are the most used, is it because of popularity, cool animation, or just overpowered. Slightly nerf these skills, and slightly buff the ones on the opposite end of the scale. Tiny tiny baby steps until balance is achieved.
PREFACE: i am really bad at writing things, my head is more of a swirl of thought rather than a stream. I can do maths well, but writing is not a strong suit.
Guild Wars 2: Illusions of Ascalon
With Zhaitan defeated, dragons and monsters alike were more fearful of the coming adventurers. With this, adventurers pushed out their lands, expanding their territory, into the unreached corners of the map. It is here, that the story of old begins.
In the northern reaches of the shiverpeak mountains, a small garden is found. One of red iris flowers, blossoming amongst the cold mountains, in their own small haven. From the dirt sticks something peculiar though, the adventurer reaches down to pull it from its grave. They pull a flute, pieced back together in a crude fashion by the hopes of a desperate girl. As they hold the flute, illusions race through their head.
They see a world not so much different from their own. The remnants of the past, yet still, familiar. They are greeted with the images of a brilliant and complete version of the ancient city Ascalon, a girl, playing in the fields, and yet, something dark looming overhead. The flame legion. The skies begin to fill with fire, raining down upon Ascalon. The girl’s mother, killed in the fray. And Ascalon burning to the ground.
Next, adventurers show up, classes never seen in hundreds of years, teaming with an ancient race of dwarves, charr, asura, and norn. Wielding powerful healing skills, and displaying courage in the face of any danger, these heros conquered and saved their world from the forces threatening their existence.
These visions inspire the current adventures to learn the old ways, to bring back what they had seen. They seek to revive Ascalon, and let the memories of that little girl named Gwen live again.
Combat System changes:
Each weapon will now have 3 skills per slot of weapon skills. IE, Warriors will not have the same 5 hammer skills as every other warrior. There will be 3 rotations of auto attacks, 3 skills for each weapon skill slot, selectable by the player for a total of 15 hammer skills. Swords would have 9 for main hand, and 6 for off hand, shields would have 6, etc.... (debating on idea of one of the extra skills per slot to be class specific, and one to be weapon specific ie the warrior could potentially have the same skills as a guardian with sword/shield )
Healing skills in slot 6 will now be slightly less effective or have a longer cool down, each class will be use this skill as a lifesaving skill, relying more on the healing of another class.
Party size increased to 6 players
AoE maximum hit number increased to 6
Class Changes:
Guardians will now resemble more of the Paragon from guild wars 1. They will contain more boons, and more class specific buffs, and have a significantly less healing output.
Elementalist water skills will now focus more upon condition removal than outright heals. They will still be capable of minor heals
NEW CLASS: Monks will be a light armor class, and the main healing class of the game, they will be able to use staffs, scepters, dagger, focus, torch, and shield. Their class burst ability will be dependent upon their main hand weapon choice, healing, protection, or smiting.
• Staffs: focus more upon healing skills, containing both targetable, and AoE healing styles.
• Scepters: focus upon protections skills, and damage mitigation.
• Dagger: focus upon smiting skills, damaging, and punishing enemies
• Focus: focus upon healing skills, more single target than AOE
• Torch: Focus upon smiting skills, burning, and judgments
• Shield: focuses on personal defense to block and evade attacking foes.
• Burst abilities will be as follows:
o Healing: Heal Party - Heal nearby allies for 6,000 hp
o Protection: Protective Spirit - The next attack on each nearby ally can only hit for 10% of their maximum HP
o Smite Conditions - Remove 3 conditions, smite targeted enemy for each condition removed
• Elite Skills:
o Healers Boon: Outgoing heals are 30% more effective and cast 30% faster for 15 seconds (60s CD)
o Restore Conditions: Convert all conditions and their stacks on allies into boons (120s CD)
o Rays of Judgement: Nearby foes are struck from the heavens with holy damage, stunning and burning them (30s CD)
NEW CLASS: Dervish will be a heavy class, focusing on perfecting their AOE damage. They will be focused upon damage and damage mitigation. They will be wielding scythes, staffs, daggers, focus, and swords. Their class burst abilities will be shape shifting between avatars
• Scythes (2handed): have a large attack radius than any other weapon in the game, they will hit enemies in a 170 degree arc in front of the player at a short radius. They will have a smaller damage output than their 2h counterparts to make up for it
• Staffs: Focus more upon enchantments for protects, damage mitigation, and AoE ranged damage.
• Daggers: Thrown at foes for high, single target, ranged output, and boon removal.
• Focus: Will be used for personal buffs and swiftness
• Swords: dual wielding, capable of both raw damage output or condition based output, depending on selected weapon skills
• Burst abilities will be as follows:
o F1: avatar of Balthazar, gain 90 power and 20% increased movement speed
o F2: avatar of Melendru, conditions deal less damage and expire 10% faster
o F3: avatar of Dwayna, attacks heal nearby allies for small amounts
o F4: avatar of Grenth, attacks chill and poison foes
• Avatars can only be used for specific periods of time, before reverting back to standard form.
• Elite Skills:
o Onslaught: Gain swiftness, might, and fury for 20s (60s CD)
o Mystic Twister: Remove all boons, deal AoE damage for each boon removed
o Vow of Silence: You are immune to skills targeted at you for 20 seconds, however you may be hit by AoE and skill shots (60s CD)
Side Note: Scythes will also be given to warriors and necromancers
Content Updates:
With the new class and combat system changes, content will be forced to be more challenging, to accommodate for both the new classes, and increased party size. Bosses will hit harder, certain areas will have more foes, and new foes will arise.
New Content: Underworld: in the adventurer territory expansion, a statue dedicated to Grenth was discovered, which granted temporary access to the underworld.
• Very similar to gw1 underworld. The party must be focused on teamwork and game play in order to effectively clear the dungeon in a decent amount of time.
• End chest will reward chances for unique loot, only available from that chest and pvp reward track (much like any other dungeon)
• Estimated Time of completion for any standard group: 2 hours
New Content: Fissure of Woe: Next to the statue of Grenth was a statue of Balthazar, which granted access to his domain temporarily.
• Similar to gw1 FoW, The party must be focused on teamwork and gameplay in order to effectively clear the dungeon in a decent amount of time.
• End chest will reward chances for unique loot, only available from that chest and pvp reward track (much like any other dungeon)
• Multiple "areas" only need completion of one area to get a reward chest for that zone
• Each area's time of completion: 30-45 minutes
• Chests of each area give a key that expires at the end of the day.
• All 4 keys will open a boss fight for Balthazar's Champion, testing the groups strength significantly, completion time: 15 minutes
• Defeating Balthazar's Champion will award a chest worthy of all 4 chests combined
New Content: PvPvE Arena: Killroy’s Labyrinth: Adventures discovered an ancient dwarven brawling stadium and its many underground labyrinth tunnels.
• Two groups of 6 will start at either end of a new dungeon like map
• The labyrinth will contain rooms filled with monsters, dwarven traps, and bosses.
• Each room will contain at least one boss or objective (puzzle, jumping, etc)
• Upon killing the boss or completing the objective, 200 points are awarded to that team
• Killing mobs, disarming traps, completing minor objectives award 25 points to that team
• Killing an enemy player award 100 points, and deduct 100 points from the enemy team
• Final boss will award 400 points and ends the game regardless of time
• Time limit of 30 minutes
• Only available at 8-11pm EST can only enter once a day per account
• Uses PvP builds on the character, not PvE
• Solo queue, partial queue(2 or 3), or team queue available, matching like queues (solo queues could potentially be paired with a 4 queue, this would be considered a partial queue for matching purposes)
• Winning will grant a full minor PVP chest reward level, and additional champion bags
• Losing will grant a champion bag and some pvp reward level completion.
PVP 1 hour tournament returns:
• A tournament queue available for teams of 6 that start every hour
• Rewards will be higher than standard tpvp
• Will consist of the appropriate amount of rounds per number of teams queued
• End map will be ending similar to gw1 hall of heroes end map. King of the hill, NPC protection.
New GvG ladder
• Server based
• GvG battle system for tPvP, based upon guild queues with 6 players
• GvG top guilds will compete for weekly prizes
• Top 3 GvG guilds per server will get a special back piece for as long as they are a top GvG Guild
• New betting system for GvG, betting on teams that win, how well players do, sort of a fantasy football thing for GvG.
Server Battles
• 18v18 Matches where servers compete to bolster their WvW scores
• Played on larger versions of PvP maps with more control points
• Similar to Alliance battles of GW1
• Rewards WvW experience and loot
• Level 80 required
Guild Halls
• Each guild will be able to purchase a guild hall in whichever territory they wish
• Purchase of a guild hall will also have a private PvP hot join server only accessible by guild mates
• Guild halls can be furnished with merchants, crafting stations, market traders, public arenas, farming areas and a plethora of cosmetics (i.e banners, outfits for npc's, structures, and furnishings)
• Guild hall crafting by guild members for vanities. Higher crafting, more fancier the guild hall.
• Ability by guild leader or designated officer to place, organize, and move guild hall buildings, merchants, items, etc into different areas throughout the guild hall.
Market Removal - an effort to bring back inter-player communication and bolster the community by having a common hang out.
• Remove the black lion trading post for server wide trading, still keeping the gem store and everything with it, just speaking of player to player selling here.
• Add a local market to each capital city, players can make postings there
• Market postings will disappear when the player leaves the zone or logs out
• Smaller tax, only applied when sold
• GM's and CM's could hang out here, throw random events and parties. Given a common place to hangout, spam bots attracted here, easier banning with GM or CM presence.
Mounts
• They don't even have to move faster than the 20% natural bonus some classes get out of a signet or trait
• Just because who doesnt wanna ride a dolyak for fun
• Turtles....
• Char Tanks...
• Need i keep going?
WvWvW changes
Remove the AoE Limit Cap, this allows for smaller groups to be more affective, while not hindering zerg too much. With this change, smart players and commanders will be more affective than those half minded following a commander tag.
Siege Turtles!
• Spawn from a control point every x minutes (where x is dependent on number of players in the map, 5 minutes if at capacity, 30 or so if at half capacity)
• Automagically siege certain keeps or SM
• Back cannons do as much damage as 2 Superior Rams with an attack rate slower than that of a ram, Ranged.
• HP around 50k
I'd like to see new siege weapons as well, just for more strategy and less zerg. Tired of seeing the same standard things happen.
Make heart of the mist worth while score wise for WvW
FAQ
Will monks be required for storyline and instances?
Monks will not be required for storyline or story mode dungeons, however, they will prove to be invaluable in explorable mode dungeons, fractals, pvp, and end game content.
How much monk healing are we talking about here?
The equivalent of what 2 out of the 3 following classes could do: Engineer, Elementalist, Guardian. IE, two of those classes would be able to replace one monk, and still be able to damage output as well.
Where are you planning on getting all these new skills?
If only there was a skill list that was pertaining to guild wars classes that contained 1235 total skills that were pve and pvp friendly and with any small bit of creativity could be adopted to this game.... *cough* wiki.guildwars.com/wiki/Skill *cough*
The balancing sounds like a nightmare!?!?!?
Yeah, its going to be. First will be some guess work. Then weekly baby step patches. Track the most used skills and classes. Figure out why they are the most used, is it because of popularity, cool animation, or just overpowered. Slightly nerf these skills, and slightly buff the ones on the opposite end of the scale. Tiny tiny baby steps until balance is achieved.