Guild Leader Special Abilities

Clan_Ravenbourne

Clan_Ravenbourne

Ascalonian Squire

Join Date: May 2006

Hell. Some people call it middle America though.

Black Rose Legacy

W/Mo

Here's an idea I've had for quite some time that will encourage guilds to work together to be more efficient:

Give Guild Leaders special skills that they can use in time of battle. These skills should be both PvP and PvE, but here's my thought's on rules for them. Make it so that the skill doesnt affect the leader of course, that would discourage using it by themselves. Also, only make it so that only those in the Leader's guild can be affected. These skills should be pretty powerful to encourage their use, but they should also be pretty costly, either via energy or make it so that they require an upkeep. Here's my ideas for a few:

Unified Charge - Upkeep -1, Energy Cost: 10. All Guild members except the leader move 33% faster and attack 10% faster.

Guild Ties - Instantaneous Energy Cost: 10. Guild leader loses 1/2 his or her health. All Guild members gain ____ health regeneration and _____ energy regeneration for ___ seconds.

Balthazaar's Battle Cry - Instantaneous Energy Cost: 10. All Guild members except the leader do ___ more damage for ___ seconds.

There would be more of course, but off the top of my head I think those would be cool to have.

lightblade

lightblade

Forge Runner

Join Date: May 2005

The Etereal Guard

Me/Mo

>.> ...
<.< ...
0.o ...

Really...I don't know what to say...

It really sound like something for guild lord to use.

Dougal Kronik

Dougal Kronik

Forge Runner

Join Date: Aug 2005

Ontario, Canada

Glengarry Fencibles

R/

How would these be implemented? Would they replace a skill on your skill bar?

Would you only be able to use these skills once when outside of a town?

Clan_Ravenbourne

Clan_Ravenbourne

Ascalonian Squire

Join Date: May 2006

Hell. Some people call it middle America though.

Black Rose Legacy

W/Mo

It was just something I've been tossing around in my head, thought I'd get it out. But I don't know about that guild lord person having it seeing as though it'd be helpful not only in PvP but also PvE especially for those guilds who like to do certain runs.

Clan_Ravenbourne

Clan_Ravenbourne

Ascalonian Squire

Join Date: May 2006

Hell. Some people call it middle America though.

Black Rose Legacy

W/Mo

Yes and Yes Dougal. It's only logical that it'd replace a skill on the bar, thats the sacrifice the leader has to make, but remember that they're fairly powerful abilities. Also to add, they shouldn't be something Guild Leaders get right off the bat. It could be something they have to earn. Not sure how though.

Zui

Desert Nomad

Join Date: Mar 2006

The Benecia Renovatio [RenO]

Mo/

/notsigned

No, just no.

There is such a thing as balance, balance and this idea don't fit. It would make your Guild Leader an essential part of every single guild activity, weither PvP or PvE, and put those that are playing without a guild leader at a disadvantage.

The idea of guildwars is that the game is about skill. This involves absolutly no player skill, hence it's just not going to work. There's only one positive to this suggestion, and that's the Guild Leader gets to show off his new 1337 skills, this is totaly outweighed by the negative aspects(ok, even the 'positive' aspect alone makes me cringe...).

Sounds like it'd be a really great in a grind-based game like WoW, but not for GW.

Clan_Ravenbourne

Clan_Ravenbourne

Ascalonian Squire

Join Date: May 2006

Hell. Some people call it middle America though.

Black Rose Legacy

W/Mo

I don't think of it that way really. Personally I thought the idea of Guild Wars was to mimic and make real a fantasy/medieval world for the purpose of roleplaying.
Moral boosts are a real thing, especially in combat. In an army one of the key aspects is the leader and how he or she directly affects the soldiers. It's logical that if a leader gives a pre-fight speech or something of that sort that is motivational, the soldiers will perform much better.

And yes, it would put leaderless Guilds at a disadvantage, but that's just as logical. A band of anything without a leader is still just an anarchic mob without a cause. Without a leader, things aren't as planned nor strategic, so it makes sense that the Guild with the leader would have the advantage over one without.

It's not meant to be a grind-baser, it's meant to make things a little more real. If you're worried about it becoming a 1337 thing, then I would suggest making the abilities not-so powerful, but don't totally thrash the idea.

Shanaeri Rynale

Shanaeri Rynale

Desert Nomad

Join Date: Aug 2005

DVDF(Forums)

Me/N

I would like to fly faster than a speeding bullet, leap over tall buildings in a single bound and have free pizza delivered for all my guildies at will

Clan_Ravenbourne

Clan_Ravenbourne

Ascalonian Squire

Join Date: May 2006

Hell. Some people call it middle America though.

Black Rose Legacy

W/Mo

Well yeah, I'm sure all the Guild Leaders are going to love this skill, and I'm sure there are going to be power abusers, but that comes with every change. We saw that with the Warrior/Monk overload in Prophecies once everybody found out how good of a combo it was.

Clan_Ravenbourne

Clan_Ravenbourne

Ascalonian Squire

Join Date: May 2006

Hell. Some people call it middle America though.

Black Rose Legacy

W/Mo

If you want to add balance to the idea one could also try the following solutions:

Make it like a moral thing and has to recharge via some sort of moral bonus before it can be used again.
Make it so that the leader suffers bad conditions when he or she uses it.
Make it so that all the leader's skills have to recharge.
Make the upkeep higher.
Make the energy cost higher.
Make it so that its a set skill and it cant be raised or lowered by anything.

DaerunAxis

DaerunAxis

Ascalonian Squire

Join Date: Mar 2006

USA - FL

Legends of Nightfall (pm to join!)

W/Mo

/notsigned

It wouldnt work unless it was a seperate bar during GVG's and then guilds would ONLY gvg with their guild leader.
The guild leader would become too valuble in a gvg and it would make gvging without them impossible

Clan_Ravenbourne

Clan_Ravenbourne

Ascalonian Squire

Join Date: May 2006

Hell. Some people call it middle America though.

Black Rose Legacy

W/Mo

Not nessisarily. Like I said, keep the skills on the normal bar and the leaders will be hesistant about it because they would have to sacrifice their normal skill line-up. And the leader is suppose to be valuable, hes/shes the leader. And if they don't GvG without their leader then they just wont gain any points now will they? And it wouldnt have to be impossible without them. just because they have that bonus doesnt make them all powerful, it just gives them an edge. A good team with no leader could still take down a team with a leader given they have the skill to do it.

master_of_puppets

master_of_puppets

Krytan Explorer

Join Date: Apr 2006

I dont like guilds...

Mo/E

Have a guild leader who's online 24 hours a day ftw!
Lol, no offence, but this is a terrible idea. u obviously havent been playin gw very long


Quote:
Originally Posted by Clan_Ravenbourne
Here's an idea I've had for quite some time that will encourage guilds to work together to be more efficient:
Um... may I plz ask how something like this would encourage that, u got ur guild leader spammin skillz that benefit every1 but themselves, i dont see it going beyond that

Selus of Amoe

Selus of Amoe

Ascalonian Squire

Join Date: Oct 2005

N/A

W/Mo

/notsigned

I'll have to agree with the many people here... This would make the Guild Leader worth WAY too much (more than they already are that is). Every GvG would focus on a Guild Leader, and there will be no hesitation about picking these skills... You can consider them a "Special Skill" build where all they use is that... and a res of some sort. I must say, this would definetly add SOME strategy considering the fact that if they were one time use, and also hiding the Guild Leader from battle at certain times, etc etc... but it just doesn't work out too well IMHO.

AhuraMazda

Academy Page

Join Date: Oct 2005

Quote:
Originally Posted by Clan_Ravenbourne
Personally I thought the idea of Guild Wars was to mimic and make real a fantasy/medieval world for the purpose of roleplaying.

No. The purpose of Guild Wars was mimic a fantasy world for the purpose of a skill and team based balanced combat game.

You want more RP, or more 'generic mmorpg abilities', I understand, but this is not the way to do it in GW imo.

Latest HA craze : GLF LEADERS R3+ ONLY

/notsigned

TheCrusader

Frost Gate Guardian

Join Date: Mar 2005

Kent,Washington

Dei Victorae [dV]

R/

It would NEVER work in Gvg.

Kern Wolf

Krytan Explorer

Join Date: Jan 2006

NJ

W/E

Quote:
Originally Posted by Clan_Ravenbourne
Here's an idea I've had for quite some time that will encourage guilds to work together to be more efficient:

Give Guild Leaders special skills that they can use in time of battle. These skills should be both PvP and PvE, but here's my thought's on rules for them. Make it so that the skill doesnt affect the leader of course, that would discourage using it by themselves. Also, only make it so that only those in the Leader's guild can be affected. These skills should be pretty powerful to encourage their use, but they should also be pretty costly, either via energy or make it so that they require an upkeep. Here's my ideas for a few:

Unified Charge - Upkeep -1, Energy Cost: 10. All Guild members except the leader move 33% faster and attack 10% faster.

Guild Ties - Instantaneous Energy Cost: 10. Guild leader loses 1/2 his or her health. All Guild members gain ____ health regeneration and _____ energy regeneration for ___ seconds.

Balthazaar's Battle Cry - Instantaneous Energy Cost: 10. All Guild members except the leader do ___ more damage for ___ seconds.

There would be more of course, but off the top of my head I think those would be cool to have.
Sounds kind of weak to me...I wouldnt want it, and I'm a Guild Leader...

Master_Balgus

Ascalonian Squire

Join Date: Mar 2006

In my natural habitat

I Love Daisy[TCO]

R/Mo

/notsigned
As a guild leader i think this is a very bad idea. guild leaders already have their hands full running the guild and helping out whoever, adding these skills makes it that much harder to get things accomplished
"umm mr. leader, can you come here here and here asap"
"omfg leader get over here we need ur 1337 skillz for dis mish"
im thinking that there are some people who would get addicted to the skills, and want them all the time? you see where i'm going with this? making the leader incredibly valuable to every group is not always a good idea, you want your guildies to get to know one another, they most likely already know you in some way.

As a side note that i realized, what if you get a team that has 3or4 leaders? One skill for each = pwnd mission/quest/ha/gvg(multiple leaders as guests) even with crippling conditions on them, you make the rest of your team basically unstoppable.