Jumping is something that helps enhance the ability to freely roam in any game. Guild Wars is quite restricting with out it (Note, its not unbarable. But it would be nice). I'm not talking about jumping over players (More on that later), but for the most part the ability to jump to a lower elevation or over an obstacle that has you stuck. There would be penalties from jumping too high, basically restricting any MAJOR exploitation by runners. So with out further adieu heres my idea. (Mind you I am not an expert, these calculations could use adjustments. Feel free to comment on them and I will change as seen fit.)
Drops Penalties(using Ft. for simplicity)..
0-8 Ft. - No penalty.
8-12 Ft. -Knocked down for 1 second, Crippled 5 seconds.
12-16 Ft. - Knocked down for 2 seconds, Crippled 10 seconds.
16-20 Ft. - 100 damage, Knocked down for 2 seconds, Crippled and Bleeding 15 seconds.
21+ Ft. - Fatal.
Jumping Distance/Height (using Ft. for simplicity)
Standing - 2 Ft. up (In air roughly... 1 second)
While in Movement - 2 Ft. up + 5 Ft. across (In air roughly.. 2.3 seconds)
Mechanics
You cannot jump while in an Outpost/Town/City, Only while during a mission. (To prevent people from looking like monkies in town.) You cannot attack or cast while jumping. You may enter a stance while jumping. You can be attacked by ranged attacks while jumping. If attacked by melee within the first 1/4 second of "taking off" you are knocked down for 1 second.
The exception for the majority of these rules will be the Assassin. Why the Assassin? Well they need it more then you think. This will not over power them that much, since it does not have that much of a benefit. But while during battle it is essential for Assassins to get out if being ganked or trapped. This would allow them to avoid being body blocked and give them the potential to jump over another player. Plus it fits in with them being acrobatic... Here are their special rules.
Jumping Distance/Height for Assassins(using Ft. for simplicity)
Standing - 3 Ft. up (In air roughly.. 1.5 seconds)
While in Movement- 5 Ft. up + 9 Ft. across (In air roughly.. 3 seconds)
A simple concept I schemed up in case of getting stuck, also climbing would help create new templates in missions. Designated climbing would simply be the ability to climb up designated objects. You cannot attack or cast while jumping. You may enter a stance while climbing. You can be attacked by ranged attacks while climbing. If attacked by melee within the first 1/4 second of "climbing up" you are knocked down for 1 second. What kind of objects would we be able to climb?
Jungle = Vine Walls
Urban = Ladders
Desert = Salt rock ledges
Snow = Stone ledges
You get the jist of it. Mainly these installments are for getting out of ditches you jump into. Although as you can imagine, Anet would be able to think of some neat missions that involve climbing and what not. I am thinking of intruducing a proposition about "Cliffhanging" but I feel thats a little too extreme for Guild Wars.
To start this off I'll describe the animation for each of the profession's jumps. (Although that is not the main point of this section) I'd like to touch up on some of the professions animations afterwards. But first heres the jump descriptions.
While standing
The current Jump animation of each profession will apply to this. Since its not over a distance.
While in Movement
Elemantist/Mesmer - A simple lunge foward, nothing special.
Ritualist/Necromancer - More sluggish and wayward.
Warrior - Squating then leaping.
Monk - Slightly more graceful then a lunge.
Assassin - A foward wheel. Knees tucked in spinning.
Ranger - A balanced lunge with arms slightly spread.
Now for the real purpose I originally had in mind. This is to discuss the lack of good weapon skill animations for the Warrior and Ranger Skills I would like to adress are.
Skills
{E}Earth Shaker
Final Thrust
{E}Hundred Blades
Sun and Moon Slash
{E} Barrage
Most of these skills simply have no specification and look just like any other skill that the profession has. Why can't Earth Shaker be more dramatic and have the shake effect of Earth Quake? Hundred Blades simply does no justice for its name, and Final Thrust doesn't look very final at all. Sun and Moon Slash has a very creative name and could use a creative animation. Barrage is the most needing in my opinion... Wouldn't it make sense to hold the bow horizantly? The arrows aren't going in a vertical pattern.