PDA

View Full Version : The Stalker Class, a Vampire concept.


BahamutKaiser
06-07-2006, 03:48
The Stalker

This is my class idea, for what is typically known as a Vampire. A vampire usually has roots and origins in mythos and historical events, like Christianity, and Dracula, but those things don’t exist in GW, so trying to draw conclusions about vampires based on real world mythos isn’t appropriate, this includes their origins, weaknesses, or powers.

I already wrote a nice long story, “Tale of the Dark Stalker”, which is an elaborate idea for a chapters background, as well as an explanation of the First Vampires origin. The stereotypical vampire is weak to crosses, evil, and blasphemous to “God”, so in this case I have developed a class which uses powers which are now forbidden by the gods because of the calamity they caused, interestingly enough, this is the reason why Vampires are only on Forlusha (the continent in the story), which goes along with the natural construct of only being able to make this new class in this chapter.

Here is a link to the story.
http://forums.gwonline.net/showthread.php?t=409004

The class is similar to Elementist, in that he uses powers derived from each god, but each power is focal on countering a certain kind of attack, or an alternate version of that gods powers, all of which are unnatural, and now forbidden.

The name for the class could most classically be called Vampire, but from the start it automatically mirrors Necromancers vampiric skills in the Blood Attribute. Because of the comparison, another name may be better, but the way Necromancer utilizes blood magic in a life stealing manner in comparison to this Vampires physical “assaults” which not only siphon life from their enemy, but immobilize them, are quite different, this I will explain further as the more unique feature of this class. Some other titles which would fit the class would be Stalker, Forsaken (by the gods), or some kind of Vampire hybrid title like a Vampir or the like. The other title which would well suit the class could be something like Incubus or Succubus, but it would have to be one title for male and female, and unless there is ambiguous title for male and female seduction demons, this wouldn’t work, although it would be a great set of armor.

Vampire may be too similar to Necromancers blood magics to be considered as a class, I know. But since classes like Ritualist, which use the spirits of the dead instead of the corpses of the dead, share a name with some of the skills a necromancer has, and moreover, are known as necromancers in the White Mantle army, as well as serve Grenth, since Ritualist is so similar to necromancer, I don’t feel an actual vampire class is uncalled for. Vampires are yet unknown, leaving the origin of such titles like Vampiric Bite miscellaneous. If Vampire isn’t going to be a class, it should at least be an enemy.

And the usual argument, a vampire can be made putting this or that class together like Ranger/Necro, will always come up. Wile ranger can use necromancers life stealing skills well, this Vampiric classes skills will be about as similar to necromancers blood magics as Ritualist Spirits are to Elementist Wards.

If you’ve read the story, you already know what the powers are for the vampire will be.

“Seduction”, the attribute which uses gender specific hexes, which will cause alternate effects depending on whether you use them on the opposite gender or same gender.
Against the opposite gender, Seduction hexes naturally seduce your enemy, against the same gender, or unspecified creatures, these same hexes will cause jealously, and likewise have a different effect. There would be a generic effect caused by all seduction hexes that do not trigger on the appropriate gender, some hexes will actually be designed to effect the same/unrelated genders with jealousy rather than seduction. The power of seduction is very similar to pheromones, which can effect even creatures of alternate species. Creatures without flesh, or specifically non-gender oriented would not be effected the same way they are not effected by conditions. This attribute is focal on gender specific hexes and hex defense, with stances that increase the casting time of hexes targeting you from the opposite gender, as well as some natural defensive stances which screw around with both opposite and same gender enemies. Some examples would be a stance which causes enemies at your location to miss 50% of the time against any target besides you, a kind of actual distraction, and the skills which throw hexes you are suffering onto an enemy. The skills in this attribute should gear toward hex manipulation and defense, along with some generally effective techniques. This power comes from Lyssa.

“Transformation”, this attribute transforms you into a monstrous beast.
One of the big pitfalls of transformation would be enemies, especially demihumans which transform into a were creature, so a certain form isn’t appropriate, instead, this creature is simply a monstrous creature which is not particular to one creature, it just has large claws, large fangs, maybe horns and a hardened hide, something like a saber tooth tiger mixed with a reptile, the monstrous creature could looking different for other races. This Attribute focuses on adapting to melee comba. There would likely be a few different kinds of transformation, some transformations would be to add more damage to your attack wile reducing attack rate, some would be to add more defense, and perhaps some stronger transformations like an Elite would improve attack and defense. This attribute would include attack skills which work wile in a transformation. Increased points in Transformation increase your damage and chance of critical with any melee weapon wile your in a Transformed state. Using Transformation would increase your attack and critical with more points in this attribute, and then some more based on the transformation skill you used, this attribute has the capability to increase your characters attack power a great deal wile in a transformed state, but casting spells will transformed take twice as long, making it difficult to use any spell casting wile in this state. This attribute also includes skills which resist the effects of conditions, and reduce condition durations. This power comes from Melandru.

“Frozen Fire”, or Frozen Flame, or Freezing Flame, this attribute has the power to deal ice damage which causes burning, and raise Barriers.
Technically it is an unnatural freezing inflammation, but in actuality they are just ice damage spells that cause burning, instead of fire spells. This attribute is focal on reducing elemental damage at your location, and gains special effects if you are attacked by Fire or Ice damage. The idea for this attribute is a class which casts a Ward like effect at his location. But unlike Elementist Wards, the caster becomes immobile, and cannot activate any attack skills wile he is maintaining this effect, we can call these Barriers. Wile this attribute would contain some offensive spells, similar to fire magics, with ice damage, the majority of these skills should be geared toward making Barriers. These Barriers create effects on an area the radius of a location, and perhaps larger. Offensive
Barriers would have an radius as small as a location, and perhaps 50% wider, they can deal Heavy DoT damage on that location, because they require closer proximity to an enemy to deal damage on them, and because the Vampire becomes immobilized until the Barrier ends, or it will interrupt the effect, the Vampire is also unable to use physical attacks in the case that someone comes near them, but they can continue to cast other spells. Some of the Defensive Barriers can extend to effect areas the same radius as a binding ritual, these barriers would focus on reducing elemental damage, and perhaps causing Frozen Flame damage to enemies attacking your allies. Attack spells in this line would include effects which deal extra damage if you are hit with damage or conditions/hexes related to fire or ice spells.

“Vampirism”, this attribute has a unique skill as well as some attacks, defensive stances, and movement skills.
The Vampires Bite type skills are a new kind of stance/shutdown, which has a very unusual effect. First of all, in order to “feed” on an enemy, you have to be within touching distance, when the skill takes effect, it immobilizes the target, so they can’t move, at which time you feed on them in a particular feed stance. Wile you are feeding on the enemy you cannot use any other skills, or the feeding will end, different feeding skills will gain health from the enemy in different ways and last for different amounts of time. When an enemy is being fed on he can still use skills, but he cannot move, he can also not be attacked by any other enemies, so in a way it works as a sort of protection against any other enemies. If the person who initiated the feeding is damaged wile feeding, the damage is also dealt equally to the victim, degen conditions or hexes will not effect the victim, but if you start attacking the Vampire wile he is feeding on your teammate, you will be damaging your teammate as well. With added points in Vampirism, Skills related to vampirism will increase in power, and if you take damage wile feeding, you will absorb a certain amount of life from the enemy, increasing with points in Vampirism.

Vampirism is a melee attack attribute, and the only attribute which has a weapon associated with it, added points in this attribute will also increase your damage with this weapon (elemental spirit claws) but does not increase your rate of critical. This attribute also includes some very interesting skills, like blood attack skills, which cost adrenaline and health (not sacrifice but a certain amount of health), if you are already bleeding when you use a Blood attack skill, you do not lose the designated amount of health the skill requires. These blood attack skills increase in Damage and health loss as you increase points in vampirism, some of these attacks are ranged, and they are part of your weapons attack so they add to the damage of your weapons attack, they are attack damage not spell damage. The typical blood projectile attacks fire a homing projectile (spinning crescent blade), which moves half as fast as an arrow. Because of the speed of the projectile, you can run from it, but it is homing so it will continue to follow you until it hits you or a blocking object, although some may work like normal projectiles or move faster. Unlike first three attributes, this was not created by one of the gods, but rather stolen, from Dwayna, her powers of life and air have been reversed into life stealing and blood mixed with the power of air (this is where the flying blood blades come from). This attribute also has a stance which has high evasion and a stance which has increased speed. As for Feeding counters, when the Vampire activates a feed skill, he is in a special stance, any of these can be interrupted by a stance breaking skill, and these can be interrupted by a knockdown, if an enemy doesn’t have these abilities then he can try keeping his teammate alive by healing them, although these feeding skills don’t kill very fast unless you start attacking the Feeder only doing more damage to your teammate. Any skill which prevents knockdown also prevents feeding. Feeding Stances are different from normal stances, and cannot be mirrored either, they are like Weapon Enchantments compared to Normal Enchantments, similar but not quite the same. This attribute could also include some energy feeding bites as well.

“Forbidden Power” is the last Attribute, it doesn’t come from any of the 5 original gods, instead it comes from the patriarch of the Vampire Race, a self proclaimed god. In the story Eathin Rosha gains these powers from the gods, but along with his powers from the gods he also has an inward power he gained from elsewhere, which further enhances his powers, and made him a threat to the gods themselves.
Forbidden Power, which is the vampires primary attribute, increases the vampires health which each point in Forbidden power, adds an additional amount of life stealing per second to feeding skills, and adds regeneration to transformations. For each point in Forbidden Power increases the health stolen per second wile feeding by 2, increases the vampires health by 7 or 10, and add 1 point of health regen for every 4 points in this attribute wile in a transformation. Exactly how balanced it would be would have to be put to the test, it may not work quite right, but the attribute should increase the vampires health and increase health stolen per second by feeding skills by at least 2 for each point. This attribute would also include some ambiguous skills, similar to divine Favor. This is much like Elementists Energy storage attribute, but because giving a class twice as much health is broken compared to giving a class twice as much energy, I tried to divide it up among several smaller improvements. It may be very appropriate for this class to have a lot of extra health in the advent that many of his skills in all of his attributes have health costs besides just Vampirism.

The vampire doesn’t use health sacrifice like Necromancer, skills which cost health on the Vampire deal more damage to the enemy and himself as you raise points in Vampirism, this is offset by the Vampires higher health and can be avoided by bleeding. There will likely be an enchantment in Vampirism which allows the Vampire to cast his self damaging attacks and skills without losing health as well, and an Elite, which steals health in the amount lost when he uses an attack that cost him health. The Feeding skills would range in capabilities, the first and most common feeding skill can only work if the enemy is bleeding, in which case you gain health regeneration in the amount of their degeneration, lasting about 5 seconds, this skill could be cast often, perhaps every 15 seconds, but not only could this skill be interrupted by a stance break or knockdown, and defended from anti-knockdown skills the same as any other feeding skill, but if the enemy is cured of bleeding wile your feeding on them, it is also interrupted. Some of the more advanced feeding skills would steal a certain amount of life per second for 5 seconds, or Health Siphoning directly. A good Elite would hold onto the enemy for 10 seconds and siphon 2 degen, and when the feeding ends it steals a certain amount of health for each second you feeding on the target. Feeding skills would usually cost adrenaline, and you lose all adrenaline when you use a feeding skill.

To elaborate on the weapons a bit, they are Spirit claws, typically of an elemental type, these are typically elemental, and can be modded. They are naturally melee, but some of the blood attack skills can actually deal ranged damage with these melee weapons as a modifier, giving them mid and full ranged attacks. These claws would look like translucent blades attached to the outside of the tip of the finger, with the hand straight they extend off the finger tip, but also down the outside of the hand, but with the fingers bent, they remain aligned with the furthest joint of the finger tip, with the blade protruding forwards from the finger and backwards. This is where I wish I could draw a diagram and knew how to post my pictures on the forums.

These weapons are made of the vampires spiritual power, the average claw does air elemental damage, if it doesn’t have any other mod added to the weapon, it will be air elemental damage. Vampiric mods would actually be bad for a Feeder Vampire because you sitting there with degen wile your feeding…. Not good. These weapons take up both hands, they attack at the same rate as Hammer, but the damage is weaker, like horn bow, they have a natural 10% armor penetration. You need these weapons equipped in order to use Blood Attacks from the Vampirism Attribute, but the Transformation Attribute has skills which add damage to any melee weapon you use, sword, dagger, hammer, or spirit claws.

The armor is also made of Spiritual Power, often looking formal similar to Mesmer, but having a hard consistency which repels attacks well. I will try to get some pictures to show what I mean, maybe I will post them here if someone can show me how. The base armor rate is 75 or 80, and the armor has +5 energy on the leggings, also including some very effective mods for different builds. Stalker armor looks very rigid and formal, giving an extra 30 armor wile feeding. Destroyer armor is made for the Transformation Vampire, adding damage absorption of 2 wile transformed, it looks like a draping cloak and pants or gown made of loose flaps of cloth. The Incubus/Succubus armor would look particularly seductive, with very tight cloths that enhances their attractive features, muscles on men, you know what on women, I’m not sure what would increase this type of armors rate, I would like to say and additional 40 armor against enemies of the opposite gender, and -10 armor against enemies of the same gender. The Dark Mage armor would have a very unique look, the armor would be more colorful than the others, with a flashy embroidery, higher energy of course.

The most unique and enjoyable part of the Vampires armor would be the head gear, which would actually be a cape. This cape would override any guild cape you have, it would still have your guilds emblem on it, but it would look different. This cape is a full cloak, the seducers cloak would wrap over the shoulders with an opening in the front, and have a hood. The Stalkers Cloak would have a slight point in the shoulders, and a tall pointed collar, it would cover the front of the shoulders with a wide parallel opening in the front. The Destroyers Cloak would be thrown over the shoulders so it doesn’t cover the front. The Dark Mages Cloak would be 2 separate flaps laying on both shoulders, connected in the back down to the waste, but flowing to the ground on the sides. All of the cloaks flow all the way to the ground. If your wearing the cape you can choose to hide it like any normal “head gear” and instead your cape would show, hide your cape as well you see nothing. If you hide your cape but not your Cloak you will not see the emblem on your cloak, unless your in PvP. Basically, as long as you wear the Cloak “headgear”, it replaces your cape, and the only thing left of the cape is the emblem which will be added to your Cloak. The basic look I’m going for is Dracula in Castlevania, and the vampire Myer from Vampire Hunter D BloodLust. Hopefully there would be enough vampire armors for players to emulate whichever look they desired (within reason).

This class serves as a close range “trapper” and "anti" class, most of his skills have melee or short range, so he has to get close to you, but because of the potency of his techniques, it would be most effective to run, thus the title Stalker may be appropriate. Each attribute is focal on countering a type of attacker, Hexes and certain gender, heavy damage and melee, fire and ice damage, and damaging attacks in general. The idea is to make a class which is alternate to shutdown counter, instead of countering the enemy with shutdowns, it counters the enemy by punishing them for making an attack.

I will continue with some examples if anyone needs more elaboration on the classes skill types and functions, but they are not perfectly balanced figures, just guidelines for a kind of attack. And when I get some time I will also add my ideas on attack, blood attacks, spell casting, and feeding looks, or how the character may look wile using these skills. No stupid buffy vampire faces when they feed, soooo lame.

Rush Rocks
06-07-2006, 22:36
Wow, I didn't have enough time to read all of it but still...wow...
I think its an awesome idea, maybe a little overpowered but that could be fixed before its implemented into the game...
How much thought did you put into this thing man? this must ahve taken forever
Great job :)

RDarken
07-07-2006, 01:07
That's a lot of information, but I read most of the skills. It seems like a good idea and you definitely seem to be pretty well-versed in lots of vampire lore. But I think this may be a tad too powerful:

To truly capture vampires they need to have mesmerizing skills (which you have limited to gender-specific -- that could REALLY weaken the class on a bad roll in random arenas, but it also makes it interesting and I like the idea), shape-shifting (which you have), control over animals (which is currently Ranger-only and should probably stay Ranger-only), and stealth (which I didn't really see in your proposition) / speed (and which is basically what Assassins do).

Regardless, I like your idea a lot!

BahamutKaiser
07-07-2006, 01:55
Well the Stalker deals in a very specific form of mesmerizing, seduction, which is more accurate to a vampires mesmerizing powers than just simple mind control. The Seduction Attribute encompasses hex defense, counters, and unique hexes. The gender specific hexes would have an alternate effect on anything else other than the opposite gender, so it would still work even if the proper target isn't available, in arenas these would work the best because there is literally a 50/50 chance that you enemies will be the opposite gender, it may be a little easier for female characters rather than male, depending on how many male characters there are (and I imagine there are more).

The Seduction hexes should be toned to a certain extent of effectiveness, and increase efficiency in duration rather then strength of the effect that way if the alternative hex triggers, it will simply last the same length with an alternative effect instead. Basicaly the more expensive Seduction hexes would have higher durations rather than strength compared to cheaper ones, that way the alternative effect would still be worth the cost even at higher cost levels. Two generic effects can be made, one for Opposite gender hexes which target a same/undescribed gender, and one for jealousy hexes which are ment for same gender targets but instead hit an opposite gender target.

I didn't have to study much to write an idea for Vampires because it is one of my favorite characters. My three favorite archtypes are Vampires, Dragons, and Samurai, of which I have writen an idea for each. I will be making revised concepts for Samurai and Dragon (characters, not class) in the future, as my understanding and creativity have grown since I made my previous concepts.

Anyhow, the key to Stalkers strength is his ability to A) Survive, B) Capture, and C) Return damage to enemies with unique counters. The majority of skills for the Stalker are ment to be meduim powered, likely dealing less damage during attacks and attack spells than any other class, the effectiveness behind Stalker is his ability to survive with defensive attributes vs nearly any attack type, and his ability to deal strong damage to enemies with the use of powerful counters which he sets up on himself instead of on the enemy. Think of Stalker as a reverse mesmer, instead of casting hexes and interrupts to stop and punish enemy actions, he sets up stances and counters which will deal strong damage to the enemy if they attack with certain skills.

The Stalkers other effective techniques are the ability to capture enemies with his feeding techniques, allowing teams to over run a target and provides a unique form of protection to the vampire in a hostage like situation, and his ability to alter a large area with Barriers.

It may seem like the variety of abilities Stalker has is unfair, but compared to the string of attributes and effects an elementist can provide with his several elements, or the sheer diversity and effectiveness a monk can provide with his healing, protection, and damaging attributes, which can easily be used together, Stalker isn't so much more diverse then current classes. The many attributes of Stalker cannot be used together any better than all 4 elements of the Elementist build, so you can't use all of his techniques together effectively, the Stalker has many capabilities, but only a self made god like Rosha could use them all at once.

At the same time, a Stalker is ment to be a survivor, hopefully this class would have the skills neccessary to survive any situation, even better than monk. I think this is a neccesity and a deserving ability for this sort of class, it seems broken to me that a monk can not only keep himself alive against massive onslaughts, but keep others alive even better, I don't view it as even mildly unbalanced that a new class is made which can keep himself alive better than Monk, he can't keep others alive very well with his abilities, so it is a pretty even trade. By combining certain attributes and skills in the Stalker line, they should be difficult at best to take down, and like monk, without proper techniques to counter his skill, near impossible.

There are some key skills which I believe I left out of the OP, particularly Fobidden Power and Vampirism skills which allow the Stalker to counter death, with enchantments and skills which will self ressurect the Stalker if he died with the effect on him. Another seemingly overpowered skill, but with primarily self casting limitations and less effectiveness/more risk than a skill like Divine Intervention, I still don't think it is overpowered. This allows the Stalker to counter the worst condition.... his death. With the combination of melee combat, self damaging attacks and skills and vulnerable situations, being able to prepare a counter to your own demise is almost a neccesity, with skills that can bring the Stalker back to life if he is killed, and perhaps even DP counter or removing skills, the stalker would have a counter befitting a true vampire, power over the grave, otherwise known as immortality.

It is time for the monk to step aside as the undisputed solo and survival class, it is already the heaviest supporter and healing class in the game, monk should be dethrowned as a survival class. I hope this, or something earily simular, is added at some point in the coming chapters of GW, need I say that there are plenty of Vampire fans out there.

ZiegDivine
07-07-2006, 02:20
I read through the attributes, the class seems fairly well balanced, and has intresting potential. I kind of wish it was implemented.

Zeittotschlager
07-07-2006, 03:54
I like the idea of a Vampire profession... oh wait.... They are called "professions" in this game, not "classes" or "races" even. :sad: So I suppose that might put an end to the Vampire right away. But with that said, I quite like the description and attributes you laid out. They'd have to call him Blood Mage or something to make it fit with "profession".

RDarken
07-07-2006, 04:19
Well the Stalker deals in a very specific form of mesmerizing, seduction, which is more accurate to a vampires mesmerizing powers than just simple mind control.

I was thinking Dracula, with his "seduction" of Renfield.

The gender specific hexes would have an alternate effect on anything else other than the opposite gender

That is truly spectacular. Honestly, I hope they use your idea in a future chapter!

Out of curiosity, have you read Sunshine? Interesting, futuristic / modern take on vampires.

BahamutKaiser
08-07-2006, 00:57
Class has been a well known description for GW professions for a long time now, the official material may say "Profession" when refering to each class, but since the begining of suggestion ideas for GW, they have been referred to by players as classes, if you check some of the other sites which have had a suggestion section for a wile now, you will see that they are universally branded as class, whether this was just picked up somewhere because it is shorter, or because it was refered this way in the past isn't a very big deal, it is pretty obvious what is ment, and magnifiying the description is pretty immature.

I will refer to the class concepts as "Professions" in the future as to be Politically correct and beyond immature replies, thought it isn't important enough to matter. Professions have been called classes for over a year now, and it will happen again, get used to it.

And it is called a Stalker, vampire is the identity, Stalker is the name.

Rush Rocks
09-07-2006, 02:30
I believe he may have meant that most people see Vampires as a race or species more than a profession, i don't think the reply was meant to be immature. I think the post was meant to express that Anet might want to stick with the human species therefore needing to call it something along the lines of the "Blood mage".
Although I do understand that the name of the profession, class, whatever, is Stalker and not Vampire, the other user may not have taken that into account or noticed it.

I may be wrong though...I don't mean to put words in anyone mouths (or on their keyboards :P).

Zeittotschlager
09-07-2006, 02:53
I will refer to the class concepts as "Professions" in the future as to be Politically correct and beyond immature replies, thought it isn't important enough to matter. Professions have been called classes for over a year now, and it will happen again, get used to it.

And it is called a Stalker, vampire is the identity, Stalker is the name.

I certainly was not attempting to be snide. I quite liked your idea, and was genuinely saddened when the thought occurred to me that such a character may not ever find it's way into the game due to GW's choice to define characters by profession and not race. I was merely stating the fact that unlike most games, GW has all human players who are not defined by inherent abilities, but solely by a choice of profession. In my mind vampire carries a connotation of something inhuman and something that one doesn't aspire to become.

I most definately was not just pointing and saying, "haha you used the wrong word!" I apologize if it came out wrong.

BahamutKaiser
09-07-2006, 04:55
As I said to begin with, Stalker is a class and not a race or species, and it isn't bound by the realm of Vampires in common folklore. If you have the time to read the story that goes along with the concept, you can see that these Stalkers have obtained powers forbidden by the gods, the concept for anything that is added to GW is going to have its own identity, and it's own rules and limitations.

A stalkers attributes and skills are another form of magic and combat just like any other profession, and just like every other profession there are some very unique strength which the Stalker can use because he is genuine, just like Strength or Energy Storage. You would think because all of our characters are the same "species" that they could learn and use any capability just as well as the next, but because of a characters profession alignment he can only obtain the powers of 2 professions, and can only specialize in one.

The Stalkers are aligned to Rosha, the Forsaken God, who progenates his own profession, he grants his followers inhuman powers and in escense makes them into vampires, some of the attributes can be used by other classes but the true strength and identity of the Stalker is designated to those of Primary Stalker Profession. This is no different then a Necromancers exclusive power over the dead in Soul Reaping, or Warrior Exclusive power in physical damage inflicting fromg Strength, as well as his armor which only Warrior can wear. The Stalker rides a line of altered creatue (and it doesn't have to be only humans), this profession is much more unique and unusual than other classes, but the actual capabilities work all the same.

Stalkers will have a different look, different armor, and a primary attribute which defines their profession from anything used by other professions, but it is still just another combinable proffession. It may draw a much more unique identity than a Elementist who has the ability to store lots of energy, or a Mesmer who has a quick mind allowing him to cast faster, the Stalkers identity runs deeper than natural human talents, but it is still a form of human, and that can apply to enemies as well, whether it be a Dwarven Stalker or a human one, it is still a profession at heart.

Sorry if I was a bit critical, I am not used to such reasonable discussion and I get viscious when people start misjudging concepts. Having a class that looks like vampires is an easy way for players to have a more "inhuman" character without going into ther "races", they is still technically human but their difference is just alot stronger than differences between other professions. Each class has a different physical build and facial featues, I would hope that Stalkers would have a slender yet strong build (stronger than Assassin) with a very upright and gaudy stance, and perhaps even pointed ears. I still think that other "races" would be an enjoyable feature in the future, but this is just a unique looking character, not another race, if you read "Tale of the Dark Stalker" you will understand the class better.

Sagenth
10-07-2006, 00:21
I am all for this idea NOT because I like it cause I haven't even read it..
But just look at how much time he put into this concept. He should get this idea into the game and a job at A.net think about how disappointed he would be if all that thought went to waste.

BahamutKaiser
11-07-2006, 05:49
LOL, I write concepts like this all the time, I like designing these things.

I really should go to school and learn my core computer design and art, as well as some philosophy, and some story/game developement. I keep thinking about it, then I wonder if it is really what I Really want to do for the next 20 years......

But anyhow, I'm not the only one who writes profession ideas 3 pages long, I'm just one of the few who explain the concept, background and mechanics of the profession instead of a concoction of skills (which usually suck).

I feel it is mindless to say, "I like (favorite) character and hope it is made into a profession". You don't have to be a game developer to realize what characters are the most popular archtypes, and if people are just going to voice their favorite then it may as well be done on a poll. If you suggesting an actual profession idea, I think it is logical to come up with a general construct, how it works, what it looks like, and what unique abilities (roles) it will introduce to the game. But at the same time, I feel it is a bit silly to write out skill list when you know it will be developed elsewhere and balanced accordingly.

My basic guideline for suggesting a class is A) choose an identity and an appropriate title, B) develope some unique skills related to that character which would make it different from other professions, C) think about it for a few minutes, unless you want to have an open developement thread where you discuss the idea and work together, you may as well figure it out to begin with.

I like to detail and describe ideas, it is a good way to pass the time, expecially when I have an idea for a profession I really like. Unfortunately, Anet will probably never make a profession exactly the way I would like, and may never make a profession that I really enjoy, which is why I keep coming up with profession ideas.

I had hoped Assassin would be fun, but the low armor and weak teleport skills basicly make Assassin a point blank spiker, which is done more effectively from range with Elementist. Assassin may be balanced in test and figures, but it isn't fun to play, there may be some skill combinations which work rather well, but it is overspeciallized like Mesmer, which works even worse at melee range, and worst thing about Assassin..... You can't freaking use his teleports, 45 seconds to 60 is just bogus, aside from the fact that you can't teleport through barriers like necro.

What I really want is a class that is attractive to use and fun to play, it is as simple as that. I think Anet has focus a great deal too much on making the game "balanced" and not enough on simply fun, mainly these heavy recast skills make many classes a bore to play, and I highly disagree with the effectiveness of many skills.

Edward Fireborn
02-12-2006, 10:53
Nice Idea, i believe that this would be a great class/profession to have implemented... However maybe you should call it a "Shade" rather than a stalker...

Nanashi
02-12-2006, 12:35
I had hoped Assassin would be fun, but the low armor and weak teleport skills basicly make Assassin a point blank spiker, which is done more effectively from range with Elementist. Assassin may be balanced in test and figures, but it isn't fun to play, there may be some skill combinations which work rather well, but it is overspeciallized like Mesmer, which works even worse at melee range, and worst thing about Assassin..... You can't freaking use his teleports, 45 seconds to 60 is just bogus, aside from the fact that you can't teleport through barriers like necro.

What I really want is a class that is attractive to use and fun to play, it is as simple as that. I think Anet has focus a great deal too much on making the game "balanced" and not enough on simply fun, mainly these heavy recast skills make many classes a bore to play, and I highly disagree with the effectiveness of many skills.

You know, I'm just like you. I tend to focus on dreams and aim for an idea that I believe would be fun to me and many others out there. There's just one problem... we're not all on the same line here. Balance is beneficial, it's required so that people who may not like you're idea wont have to play it just to get by in the world.

You do know that the sin's real potential is in it's damage right? It deals the most damage over melee range and fast at that. I too felt kind of jipped when I beat the game on my sin and realized they missed some key points that would of made this class fun. One of which being solo missions that would result in a single sin taking down a certain objective or by using the bounty system in NF, sins could talk to certain people to go out and do something for said npc. But alas we got thrown into a world that didn't seem to emphasize the job of a sin which kind of disappointed me. Sins are still my favorite class of the game, I like the simple yet complex triggers that must be done to bring out my characters specialty.

Now the problem with your profession is in your writing. "Stronger than the sins" I take both a personal offense to this and the fact that you will not only be singling out a character but pretty much ridding the game of it. The sin's job was to suppress the caster groups and other unprepared targets. That, to me, was their place in this world. Now if your "profession" came out, what job will sins have then? Everybody would be playing your Stalker/shade (yeah stalkers were generally not a vampire but a stereotype for a person who followed another while trying to look inconspicuous)

Don't get me wrong, it's a nice idea. I would probably play it as long as they had some form of melee combat as melee classes are my favorites over all else. Weither just running into combat and slashing up the house or taking down certain key targets before hitting the big guy. I love it all and your class, while specializing in a form of demonic or dark energy, seems like it would be interesting.

It's a difficult concept to jump into. You can't just walk in and discuss what you find fun because odds are someone out there will not agree. But you have to watch out for others as well and the already growing world of a game if you are immersed into. I am referring to balancing here again, it's key. You need it. If nobody can take out this class, why would people waste their time trying? Each class right now is constantly being balanced because designers know that everybody has different likes and dislikes. So by balancing a class you're making each class distinct yet even with the rest of the audience. This way there's no downright impossible to beat build - No godmodders running around.

scars of insanity
02-12-2006, 14:44
i like this idea. its sort of like a hybrid of all the classes. if you choose to be a stalker mabye they could make it so when you start you have to get bitten or something. and being a stalker you can not have a second proffesion.

Rinoa Hawkeye
02-12-2006, 18:44
I like this idea!

:thumbsup: and hope it gets implemented!

I know you mean for "Stalker" to be a profession, but who knows if Ch. 4 won't bring races anyway? I wouldn't mind having a "Stalker" profession or a vampire race... something new to spruce up GW. :smiley:

Vlekje Mai
09-12-2006, 20:56
I like it a lot. I think if nothing else a-net should take the idea of the armor with a specific look. I have always wanted a vampire of some sort in this game.

Kjentei
10-12-2006, 03:36
I think this is a generally good concept. I like it.

BahamutKaiser
11-12-2006, 00:01
Nanashi, Assassin is already worse by default because it doesn't meet the standard of diversity and balance that other classes have, the fact that Stalker, like Paragon, is just as good as the better classes doesn't make it broken, and doesn't insult Assassin, Assassin is "fine" all by itself.

I wouldn't worry about Stalker pushing Assassin out of the game, it was never really accepted before Nightfall came out, and it is already being forgotten and overlooked for options like Dervish and Paragon. I personally hope that no new class is held back by comparison to Assassin, or we will have more classes which people can't accept and don't appreciate.

There are some very simple and obvious improvements which need to be made to Assassin in order to make it "great" like the favorite classes, instead of "fine" which basicly means balanced yet unacceptable.

Beside that, Stalker is ment to pause the onslaught of battle, with skills that hold enemies hostage, they prevent themselves and a chosen foe from being the target of heavy attacks. Instead, they offer a lapse of safety and pause in action for themselves and a foe, wile the conflict continues around them.

With multiple counter options and proper setups, Stalker abilities can be shut down easier than any in the game, bringing the often overlooked and undervalued abilities like interrupt and knockdown counters into the mainstream, making them neccessary parts of the common party. In actuallity, abilities like Feeding increase the value of Mesmer, another undervalued yet balanced class.

Anyhow, thanks to all for the appreciation and support, I hope Anet appreciates and considers this class and even my storywork as material for chapter 4 or at least 5 (I don't want to wait), I think with the introduction of new gods in Nightfall the concept of a man who turns into a god, and a class which hails power from a god other than the original 5 would be an interesting developement in the game.

The idea for Templar which was also in my story has already been used, Paragon is the exact same thing except he uses throwing spears, so finding another profession to go along with this would be difficult. And this is a profession idea, unlike my creature ideas, I intend for it to offer secondary profession options just like other professions. But being a primary Stalker would include a unique and "inhuman" look with the inclusion of not only a vampiric looking human, but slightly pointed ears and slightly visible fangs (not the kind that overlap the lips). I only hope classes like Assassin will be granted the iconic abilities and looks we expect as a result to the continous introduction of good class options.

Hijo Jhinn
11-12-2006, 01:34
I think a cool idea for a vampire classes primary attribute is:

Keep in mind the starting energy regen for this class could be 2. There would be a skill in Vamprism called "Feed".

(Vampirism)- For every 4 ranks in Vamprism you gain +1 energy regeneration but lose 2 health regeneration. The effects of Vamprism only take effect when an enemy is within radar range of you.

Feed

Vamprism

5 1/4 20

Skill. For 10 seconds target touched foe suffers 2 health degeneration for every 4 ranks of vamprism, and you gain that amount plus 2.

Stephanus Aurelius
11-12-2006, 01:41
I all honesty I think this is covered under the Necro-class, especially if you combine it with Mesmer

BahamutKaiser
12-12-2006, 03:11
Thought real hard I'm sure, how is it anything like Necromancer and Mesmer?

The Hostage abilities? the Melee weapons with ranged attacks? Perhaps the transformation abilities? Oh I know, it was the Barrier abilities.

I honestly think you didn't see anything but vampire and grazed through the idea if reading it at all to surmize that it is a redeveloped class. Obviously, anyone who read the idea and understands it realizes that there is a wealth of completely original capabilities as well as simular alternatives.

Stalker likens no closer to Necromancer than Assassin does to Warrior, or Dervish lies to Elementist, or Paragon in comparison to Monk. But Perhaps Dervish should not have elemental abilities since that is definetly a cross between Elementist and Warrior, and don't give Ritualist healing skills, it is too much like Monk crossed with Ranger.

Keen observation I'm sure, but I honestly know you didn't read the thread Stephanus, some how I don't see Hostage holding being anywhere remotely covered by anything Necromancer or Mesmer can do, or anything else.

goodcharlottejake
12-12-2006, 07:07
Inside my own Roleplaying mind, I've made a few Vampires myself, either:
N/W (for the new, kick*** vampire with a katana or sword in his/her right hand, Medusa's head in her left, and with a whole bunch of Vampiric Touch and stuff like that = ) ).
N/Me or Me/N(for the classy, dracula approach. A Mesmer's fancy-pants dressing would make he/she look like a Lady/Gentleman (Movies' Dracula looked like this) and have, as I said before, a whole bunch of curses from both Mesmer and Necromancer, with a few Blood spells when not seriously playing.

But this sounds great.

Incubus/Succubus = Very Handsome clothing for guy maybe? I'm thinking a more-revealing-than-Female-Elementalists-Seducing kinda stuff for girl?
Dark Mage=Very Menacing looking on both sexes, with curved, intricate designs.
Destroyer= Wicked armor, blackened and charred, blood-colored when dyed red.

I like the cloak ideas, Seduction and Transformation intrigue me beyond more than anything though. I'd have a bit trouble recognizing what sex is each monster though. Probably be peering at them at a distance with a R/Stalker, saying to myself, "is that a boy skale or girl skale? Man, I'm gonna hafta check again..." =(

Er... Never mind, I read your second post. Teaches me.

/Doh

Nice idea, though.

Razma Dreizehn
12-12-2006, 08:31
Necrrmancer/Assassin.