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New wardrobe option?


Toro.6745

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We all love how we can customize how our raptor mount looks or have glints eyes or maybe all you need is a specific dye color to your armor and thats all that is needed to make yourself look perfect. What if there was a new option to change the way your skills react to the world around you. This new idea is a glyph system.

 

What is the glyph system? the glyph system involves changing the way your skills look in the world below i will give a few examples of how this skill system would look.

 

Necromencer:

 

glyph of Orrian.: This glyph will change all of a necromancers minions to look more zombie like in nature related to the 5 races of tyria with the usually effects they would have as normal.

 

Elementalist

 

Glyph of the brand: The elementalism's magic would take on the twisted colors of the corruption of kraitolkorak..... you get the point it corrupts the elementalists magic changing the color of it to give this corrupted look to it.

 

Warrior:

 

Glyph of balthazar: The warrior is empowered by the remaining magical energy of balthazaar after his defeat. the warrior will be infused with balthazaar's fires allowing some of his attacks to leave unique effects like having fire generate from their body when fighting or leaving behind a crack on the ground from leap or slamming the ground

 

Mesmer:

 

Glyph of maguuma: The mesmer has been infused with the remnants of the jungle dragons power to create a corrupted greenish magic to their illusions allow them to bring back the nightmare of the jungle dragon (and scare the living delights out of the surviving sylvari that went through that).

 

Guardian:

 

Glyph of Orrian: The guardian has been corrupted by the power of Orr and now the guardians magic instead of cleansing the ground will corrupted the ground and support his allies with his new found powers.

 

This is a small list of potential ideas that could be applied to your characters and now you have to ask yourself. "ok great how do i go about getting these new glyph systems."

 

How to acquire the ability to do the glyph system:

 

Well there is only one place to acquire ancient knowledge and that requires another trip to the mists. In the mists (based on your profession) you would have to find a hero in the past who was the best of your profession to teach the ways to learn of how to fight your enemy with different methods beyond what you know which can eventually lead to learning about the glyph system. once this system has been acquired you can now go out in the world to acquire these glyphs in one of 5 ways.

 

Pve: you do a set of challenges that you need to do in order to acquire this kind of glyph

Store: Got extra cash?

Story: you get your glyphs from previous parts of the story such as the glyph of orrin or the glyph of muguuma.

pvp: yes lets not leave out the player killers they need some love too.

Holiday's: holiday based glyphs to make things interesting like minions made out of candy canes or getting killed with the power of bats from a mesmer instead of butterflies.

 

This is my idea of the glyph system and how to make GW2 more interesting and makes pvp combat more unpredictable.

 

If you like the idea see if we can get the dev teams attention with it. and heck everyone throw your ideas out for a glyph and what kind of silliness can you add to this madness even if it is something like some kind of mist infused dye for your skill effects.

 

 

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> @"starlinvf.1358" said:

> > @"sorudo.9054" said:

> > i had 2 threats about adding more customization (in both the old and new forum) but apparently, adding more customization should stay closed minded.

>

> You mean "Clothes Minded"

 

no, closed minded, if ppl thought more clothes minded we would get less "i rather they fix" answers.

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I've been thinking about options like this a lot. But I was coming from a different approach.

 

When you create your char, you chose a race and a profession. One decides on the look of your toon, the other on the look of your skills. I would have loved it, if your choice on race had an effect on some of your skills. A simple example would be, to use different models for engi turrets, depending on your race. The curent model fits, humans and charr the most, but asura and sylvari would construct [different](https://wiki.guildwars2.com/wiki/Inquest_Turret "different") [turrents](https://wiki.guildwars2.com/wiki/Sylvari_Turret "turrents"). Same adjustments could be made at other points, where they make sense. Everything would need to be functional the same of course.

 

Leaving aside the "closed mindedness" of solid arguments like limited ressources, preferring less screen clutter/effectfire or setting priorities of development to fixing stuff over adding visual fluff, there is one argument that still stands which is signalisation. In GW2 proffesions are color coded for your convenience. Warriors are red, guardians are blue, necs are green and mesmers are purple. One can argue that some professions like elementalist or engineer don't follow this rule, but in general this coding let's you identify a skill and gives you information about its source. In open world PvE, this doesn't matter much, in PvP or WvW however, the color of your opponents attacks tells you something and lets you anticipate. Same goes for the animations and effects of skills as well. As an obvios example, take Ranger's GS2, [Maul](https://wiki.guildwars2.com/wiki/Maul_(ranger_greatsword_skill) "Maul"). It's a big hit that you want to avoid at all cost when playing against. Because it's a skill that can decide wether you will hold the point or not it is given a big telegraph: the ghostly image of a bear appears behind your attacker and you even hear a roar, so there's even an audible telegraph. If Anet gave the ppl options on how their skills looked in PvP it would be harder to play the game in a sense that you would now need additional knowledge about the varios looks that Maul can have, knowledge you're most likely not interested in if you're a PvP'er that cares about telegraphs.

 

Another argument could be that there are already items in the game that alter the look of your skills. Legendary weapons, Infusions and some other items have additional effects when your character moves or uses a skill. This is not exactly what the OP is asking for but it's almost there.

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> @"lokh.2695" said:

> I've been thinking about options like this a lot. But I was coming from a different approach.

>

> When you create your char, you chose a race and a profession. One decides on the look of your toon, the other on the look of your skills. I would have loved it, if your choice on race had an effect on some of your skills. A simple example would be, to use different models for engi turrets, depending on your race. The curent model fits, humans and charr the most, but asura and sylvari would construct [different](https://wiki.guildwars2.com/wiki/Inquest_Turret "different") [turrents](https://wiki.guildwars2.com/wiki/Sylvari_Turret "turrents"). Same adjustments could be made at other points, where they make sense. Everything would need to be functional the same of course.

>

> Leaving aside the "closed mindedness" of solid arguments like limited ressources, preferring less screen clutter/effectfire or setting priorities of development to fixing stuff over adding visual fluff, there is one argument that still stands which is signalisation. In GW2 proffesions are color coded for your convenience. Warriors are red, guardians are blue, necs are green and mesmers are purple. One can argue that some professions like elementalist or engineer don't follow this rule, but in general this coding let's you identify a skill and gives you information about its source. In open world PvE, this doesn't matter much, in PvP or WvW however, the color of your opponents attacks tells you something and lets you anticipate. Same goes for the animations and effects of skills as well. As an obvios example, take Ranger's GS2, [Maul](https://wiki.guildwars2.com/wiki/Maul_(ranger_greatsword_skill) "Maul"). It's a big hit that you want to avoid at all cost when playing against. Because it's a skill that can decide wether you will hold the point or not it is given a big telegraph: the ghostly image of a bear appears behind your attacker and you even hear a roar, so there's even an audible telegraph. If Anet gave the ppl options on how their skills looked in PvP it would be harder to play the game in a sense that you would now need additional knowledge about the varios looks that Maul can have, knowledge you're most likely not interested in if you're a PvP'er that cares about telegraphs.

>

> Another argument could be that there are already items in the game that alter the look of your skills. Legendary weapons, Infusions and some other items have additional effects when your character moves or uses a skill. This is not exactly what the OP is asking for but it's almost there.

 

some good points about tells in pvp. Perhaps standardization in such game modes would allow for your idea without causing problems in competitive play.

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