Ok, so in Guild Wars, we not only have a primary class, but also a secondary class, which fine-tunes or adds further depth to our characters. Fantastic. What if we had the option to have our armor reflect not just our primary class, but also our secondary?
I know what you're thinking, "Well, that's just way too much armor to design, it's just not practical from a developer's standpoint." I understand this, but I'm just suggesting a single armor for each dual-class selection.
What I'm talking about here is [now] 56 armors. That's 8 primary classes with 7 secondary armor-types. Of course with the introductory of new classes, that number increases, but it's not really much more than how many armors they make now. With the release of Factions, the developers designed a total of 6 new armors for each of the old classes, and an additional 4 armors for the new classes (not including FoW). So 7 armors per primary class isn't too far-fetched. Though, next chapter it could be 9 armors, next chapter 11 armors, so on and so on... could get out of hand.
I'm thinking this can be a FoW-equivalent armor, high-end, and super-expensive. The 'magic' behind this armor, is that it changes appearence when you change your secondary. It clearly shows what you are, at all times.
/discuss
Dual Class Armor
1 pages • Page 1
I started a thread on this a while ago.. it was shot down. Even though it would be cool, especially if these armors had benefits to the profession. Heres what I have to contribute..
W/Mo - 80 Armor, +20 Armor (while enchanted)
http://www.theroots-game.com/goc/ima...in_neutral.jpg(searched on google)
W/N - 80 Armor +15 vs Physical/Cold. Recieve 5 more damage when attacked by smite prayers.
http://www.winload.de/bilder/screens...geonsiege2.gif(Dungeon Siege 2)
W/A - 80 Armor +15 vs Physical (Chest shortens Deep Wound, Legs Shorten Bleeding)
http://souldesigns.cottages.polycoun..._knight_01.jpg(searched on google)
W/R - 80 Armor +15 vs Physical +20 vs Piercing
http://www.eryn-carantaur.com/sjimag...w_armour_4.jpg(searched on google)
W/Me - 60 Armor +15 vs Physical (Shortens Hex duration by 20%)
http://www.artlex.com/ArtLex/a/image...austria.lg.gif(searched on google)
W/E - 80 Armor +20 vs Elemental
Couldn't think of any for Ritualist...
W/Mo - 80 Armor, +20 Armor (while enchanted)
http://www.theroots-game.com/goc/ima...in_neutral.jpg(searched on google)
W/N - 80 Armor +15 vs Physical/Cold. Recieve 5 more damage when attacked by smite prayers.
http://www.winload.de/bilder/screens...geonsiege2.gif(Dungeon Siege 2)
W/A - 80 Armor +15 vs Physical (Chest shortens Deep Wound, Legs Shorten Bleeding)
http://souldesigns.cottages.polycoun..._knight_01.jpg(searched on google)
W/R - 80 Armor +15 vs Physical +20 vs Piercing
http://www.eryn-carantaur.com/sjimag...w_armour_4.jpg(searched on google)
W/Me - 60 Armor +15 vs Physical (Shortens Hex duration by 20%)
http://www.artlex.com/ArtLex/a/image...austria.lg.gif(searched on google)
W/E - 80 Armor +20 vs Elemental
Couldn't think of any for Ritualist...
K
z
Thanks for the support on this. Oh and, Nevin, great pictures, exactly what I was thinking.
I had another idea about the dual-class armor, slightly different, and I think more appealing for both the devs and players. Same idea with high-level, high-cost armor for each primary class, but have the secondary class affect certain features/accents on the armor.
For instance, let's say your primary is Warrior (easiest example). This armor set will be something like a shiny platemail, or FoW-ish armor. Now, let's also say your secondary class is Necro. The armor has a blood vein-like texture, sharp edges and spikes off the shoulders, helm, and elbows/knees. Let's say you change your secondary to Monk. Now your armor, which looks primarily the same, is smooth-looking, no longer has spikes or vein-textures, and has a shiny glow to it, like an aura. Same armor, just a different feel to it.
Basically, your primary class denotes the base style of the armor (platemail for Warrior, leather armor for Ranger, etc.), while the secondary class offers the accents, flair, texture, and/or effects (like the glow).
So yeah, same idea, just a different spin. I'd like either one to be in the game, but I think this one is more likely, easier, and simply makes more sense.
I addressed that in my OP, read the second to the last sentence. Though this post I think addresses that concern much better, I think.
I had another idea about the dual-class armor, slightly different, and I think more appealing for both the devs and players. Same idea with high-level, high-cost armor for each primary class, but have the secondary class affect certain features/accents on the armor.
For instance, let's say your primary is Warrior (easiest example). This armor set will be something like a shiny platemail, or FoW-ish armor. Now, let's also say your secondary class is Necro. The armor has a blood vein-like texture, sharp edges and spikes off the shoulders, helm, and elbows/knees. Let's say you change your secondary to Monk. Now your armor, which looks primarily the same, is smooth-looking, no longer has spikes or vein-textures, and has a shiny glow to it, like an aura. Same armor, just a different feel to it.
Basically, your primary class denotes the base style of the armor (platemail for Warrior, leather armor for Ranger, etc.), while the secondary class offers the accents, flair, texture, and/or effects (like the glow).
So yeah, same idea, just a different spin. I'd like either one to be in the game, but I think this one is more likely, easier, and simply makes more sense.
Quote:
|
have you thought about ppl wanting secondary prof change? how am i gonne run around in N/Mo armor whilst im N/Me? not possible |
M
Actually, I think that's what the armors right now are for. Giving AL +10 vs Physical screams "I am a secondary Warrior!" and Energy +X armor says "All I do is cast spells.
As long as there continue to be options like these, I'll be happy.
P.S. Need a monk outfit that lets you wear a skirt and have extra armor; think Wanderer's Garb gains bonus to energy.
As long as there continue to be options like these, I'll be happy.
P.S. Need a monk outfit that lets you wear a skirt and have extra armor; think Wanderer's Garb gains bonus to energy.
Quote:
|
Originally Posted by Miss Innocent
Actually, I think that's what the armors right now are for. Giving AL +10 vs Physical screams "I am a secondary Warrior!" and Energy +X armor says "All I do is cast spells.
As long as there continue to be options like these, I'll be happy. P.S. Need a monk outfit that lets you wear a skirt and have extra armor; think Wanderer's Garb gains bonus to energy. |
Oh, let me clear something up right away about my idea. I'm not talking bonuses on the armor, just appearence! I think I should've mentioned that. I'm basing this design on the Canthan/FoW armors for bonuses, as in, let you choose your own for your primary class. This is strictly a cosmetic/money sink idea.
Rancour
Wilds Pathfinder
I'm a free spirit (that's not what the guild is called, I just am)
W/R
Joined Aug 2005
z
w
*raise hand
One concern is that such armor would really have limited "audiance". So if say the W/A's armor suck, and most W/A are not going to wear it, you just wasted lots effort into making something that is useless. Times that by 56.
But yeah, if really ignoring the cost to devs of doing such thing, than it would be a good idea.
One concern is that such armor would really have limited "audiance". So if say the W/A's armor suck, and most W/A are not going to wear it, you just wasted lots effort into making something that is useless. Times that by 56.
But yeah, if really ignoring the cost to devs of doing such thing, than it would be a good idea.
Quote:
|
Originally Posted by actionjack
*raise hand
One concern is that such armor would really have limited "audiance". So if say the W/A's armor suck, and most W/A are not going to wear it, you just wasted lots effort into making something that is useless. Times that by 56. But yeah, if really ignoring the cost to devs of doing such thing, than it would be a good idea. |
N
