This site makes extensive use of JavaScript.
Please enable JavaScript in your browser.
Live
PTR
10.2.7
PTR
10.2.6
Beta
Admielke Suggestions v1.1
Return to board index
Post by
admielke
A.D.Mielke Suggestions v1.1
Names can be changed.
Vocational Dungeons!
Solo dungeons to complete daily quests (5).
Defeat first boss and be saved.
Three total bosses. First 2 drops a green and last drops a blue item.
Easy
: this mode turns the dungeon creatures to level 78.
Normal
: the mode turning dungeon to level 80.
Hard
: turns creatures into level 80 elites.
Loot Distribution!
Raiding
: every 10 and 25 man boss drops a specific boss piece (i.e. Patchwerk's stitches) which can be saved up to purchase loot from vendor or turn in for higher boss specific piece (ex: Patchwerk, Grobbulus and Gluth into Thaddius). Also every wing or sector ending boss can be turned into last boss loot (ex: XT, Thorim, Mimiron into Vezax or Yogg loot). This will create an urge to down a boss without needing that loot table also will speed up raiding without needing to give out drops, will help bad loot rollers and defeat the purpose of being a loot wh--- and DKP. Note: this system will not have any raid boss dropping anything after defeat.
Quests
: quest turn ins give you options of more experience, more gold (such as max level bonus), or a greater item (if available).
Chat Ideas!
Emoticons
: shown in chat window when typing smilies.
Class Quests!
Note
: Special elite NPC, if done correctly, will reveil the beginning of your class quest.
Death Knight
: attacked first with your ghoul you will be turned into the ghoul and gain an insane frenzy.
Druid
: entangling roots damage stuns the target and faerie fire reduces all armor down to 0.
Hunter
: eyes of the beast increases pet damage by 100% and dodge by 50% with 20% chance to regain 50 focus.
Mage
: mirror image creates an army.
Paladin
: extremely vulnerable to holy spells but immune to physical damage.
Priest
: mind control can be used to commit suicide.
Rogue
: pickpocket to find its weakness ranging from bleeds, poisons and attacks done while slice and dice is up.
Shaman
: feral spirits become elite and all spells slow the target by 90%.
Warlock
: enslave a nearby demon with special skills.
Warrior
: reflect spells and hamstring during enrage cast to kite.
Professions!
Fletching
: a primary profession gaining access to weapon attachments, staves, bows and arrows.
Woodcrafting
: a new secondary profession aiding fletching, enginering, blacksmithing and has the potential of repairing siege, walls and upgrading with exotic materials.
Player vs Player!
Ranking System
: system gained from new Tol Barad kills and wins including world kills.
Ranks
: (least to greatest) squire, daughter/son, advocate, defender, jouster, militant, aggressor, teacher/gallant, guardian, champion, heroine/hero, victor, vindicator and subjugator (female/male).
Rank Points (RP)
: each sub-rank gains 1 point towards new abilities and stat bonus.
Sub-Ranks
: rank 1 is starting off at R1S0. Every step adds 1 sub-rank up to 10 adding 1 total rank (ex: R8S10 = R9S0).
Rank Abilities
: self cleanse, augment statistic (str/agi/sta/int/spi/sp/ap), refresh (next ability clicked refreshes cooldown and is used), rejuvenation, and more.
Conquered Tol Barad
: island of an over abundance of minerals, resources and the landscape perfect for harvesting.
Zones
: high lands, low lands, rocks of tol barad, mists into leaves, and central empire.
High Lands
: north hill lands claimed by the alliance. Low but balanced resources.
Low Lands
: south plains ruled by the horde. Low but balanced resources.
Rocks of Tol Barad
: west area filled with large mountains and many veins.
Mist Into Leaves
: east foliage and woods untouched by hands overgrowing on top of each other.
Central Empire
: fields of grassy hills roll as the wind roars. Top of the highest mound sits a monsterous fortress.
Castle of Tol Barad
: setup for the perfect defense able to see far into the distance. Walls help withstand the enemies. Three to be exact beginning with two gates and decreasing to one which enters the courtyard ending with a large castle gate. Lookout towers are strategically set points gaining strength and size each wall leading in word.
Castle Entrance
: gain access after destroying the castle gate and being in a raid.
Corruptor Event
: after continuing a bit further into the entrance comes along natural beasts attacking in waves. They do not stop respawning until reaching the corruptor who is summoning the beasts.
Ogre Beast
: after defeating the corruptor you gain access to a long staircase. First step begins the event. Waves of fire burn, boulders roll, sea power rush damaging, knocking back and hurting every player in their wake. The final event has the half ogre and half beast fighting with mortal strike, rend, mangle and rejuvenation. Every 20% he will break the floor then players plummeting to the next level causing falling damage.
Controlled Structures
: after defeating the highest authority of that structure will give any of the raid leaders choose to who will sponser that building flying their guild's emblem (up to 3). Gates are immediatly repaired while walls need to be repaired with woodcrafting. All structures can only be repaired with native (tol barad) resources. Every keep will gain a world wide augmentation.
Keeps and Towers of Tol Barad
: three keeps are located in high lands, low lands, rocks and mist. Every keep is surrounded by two towers and the castle by four at the NE, NW, SE, SW corners. Keeps are a double wall structure. Contains a keep marshal/warlord to defeat and control. Towers are tall structures filled with stairs and a single tower lieutenant/captain. Two alliance keeps are located in the mist with only one horde. Opposite for the rock zone. In the four keep zones will gain a 1% damage, haste or healing world wide buff depending on which keep is taken (i.e. totaling 4% damage, haste and healing).
Expansion Ideas!
Civil Warcraft
: after all the enemies have been erradicated only leaves civil war. Dungeons could include another raid identical in numbers but random builds and NPC meaning frost death knights and combat rogues.
The Scarlet
: these religious followers have been around since day 1. Their leader, the prophet, has been filling weak minds with propaganda of riches and fame. Stronger than ever has gain millions strong. Wisperwind and Windrunner have sent their best rogues to spy but none have returned. All of the plaguelands have been taken over by the scarlet. Including a new zone: Northern Plaguelands (the empty zone north of east plaguelands).
Post by
admielke
Current Class Abilities
Note
: diverse attack graphics/styles should be introduced.
Death Knight
: well rounded class. No ideas.
Druid
: well rounded class. No ideas.
Hunter
: blind servitude - transfer hp from pet to caster.
Mage
: last cry - next 3 spells heal the caster for amount dealt.
Paladin
: well rounded class. No ideas.
Priest
: shadow fiend enrage (shadow only).
Rogue
: grappling hook - pulls to target (used on elevated targets), deplete - any damage dealt with poisons for next 10 seconds heals.
Shaman
: sovereign elemental - enslaves an elemental target.
Warlock
: summon shards - creates 5 soul shard with long timer.
Warrior
: shield mimic - creates a second shield increasing stats by the same amount as current shield.
New Race Ideas!
Thunder Orcs
: brown orcs found in blade's edge and nagrand.
Pandorean
: everyone knows what these are.
Goblins
: rumor has it next expansion will gain these as playable.
Worgen
: same rumor as goblins.
Half Ogre
: smaller ogres.
Sylvan
: tree people.
Corrupt
: corrupted draenei.
Hero Class Ideas!
Keeper
or
Acolyte
Weapons
: staves, daggers and maces.
Armor
: cloth.
Secondary Bar
: mana and blood.
Blood Bar
: special attacks increase blood to a maximum of 100 which can be devoured.
Devour
: used to increase damage and haste for 1 second for every 10 blood.
Quick Cast
: able to cast while running. Requires 20% base mana or 40 blood.
Scythe (melee) Abilities
Note
: unobtainable until level 55 much like death knights but unlocked through quest chain.
Scythe of the Reaper
: raises death like shadow to your staff morphing it into a scythe and changing mana pool to blood.
Improved Blood
: increases duration and reduces cost per tick by 1/2.
Improved Quick Cast
: every critical strike reduces your next devour by 6 blood stacking five times.
Dragonic Spiral
: jump into the air spinning dealing weapon damage nearby every second for 5 seconds then falling to the ground dealing massive damage within melee range.
Revenge
: fear in terror for 4 seconds and dealing weapon damage every second. Can only be used after target heals or damages the caster.
Cuffs of Ancient Evil
: next attack, spell or abilitie has no effect. Long cooldown.
Pray
: channel for 5 seconds then a 20% damage and haste buff for 10 seconds.
Numbing Breath
: incapacitates targe for 10 seconds and reduces healing done to it by 100%.
Air (magical damage) abilities
Poison Air
: deals damage every half second if the target moves or casts a spell.
Transplant
: change positions with the target.
Mistletoe
: area of effect seducing trap.
Kiss of the Reaper
: summon giant elemental dealing nature damage and summons sprouts that heal.
Improved Quick Cast
: each critical strike reduces the cost of your next quick cast by 10% stacking up to 50% reduced cost.
Life (healer) abilities
Seeder
: plant a large mushroom healing an area slow at first but fast at the end.
Sprout
: sprout a heal over time stacking each time the target recieves damage stacking high and moving onto a new target after 10 seconds.
Spawn
: (holly, tulip and lily) every spawn causes a heal over time effect but holly augments phyical damage increase, tulip decreases damage taken and lily increases spell power and healing.
Large Transplant
: plant a large mushroom with 5000 health and a 40 yard aura. Anyone with this aura canceling it will teleport you to the mushroom. More than 1 person can teleport.
Improved Quick Cast
: each critical strike reduces the cost of your next quick cast by 10% stacking up to 50% reduced cost.
Angelica
: cures interruption and silence effects and giving immunity for 10 seconds.
Defiler
Weapons
: dual weilding daggers, swords or fist weapons.
Armor
: leather.
Secondary bar
: energy.
Violate (physical damage)
Fang Lash
: attack with both weapons including a bite. Bite equals out as 50% of both attacks combined and healing the caster by that much.
Brawl
: kicking the target stunning for 2 seconds and interrupting for 5 seconds with next attack dealing 10% more damage.
Anger
: enraging dealing 30% more damage with 30% more damage taken.
Dying
: when below 30% health you can use your blood for health healing 2% per 4 points.
Bone Dry
: any damage over time on the caster actually heals instead of damaging locking each effect out letting the enemy to cast it again damaging the defiler over again.
Migrate
: teleports the caster to the target dealing 30% less damage for 5 seconds but each attack interrupts the target for 1 second.
Remigrate
: teleports to the caster dealing 30% more damage for 5 seconds. Must be used after migrate but not for 10 seconds after.
Pollute (magical damage)
Infamous Dose
: curses the target dealing 10% spell power as damage for 20 seconds but any attack done by any defiler will deal 100% of that damage.
Reputiate (physical damage and support)
Armorer
: gives the ability to wear mail armor. When you wear leather armor it turns into mail doubling armor amount.
Birth Rite
: next person who dies within 100 yard radius will instantly be resurrected with 100% health and mana.
Die Die Die
: any killing blow done within the next 10 seconds increases damage done by 40% to any party or raid member within 45 yards lasts for 6 seconds.
Repel
: immune to knockbacks to caster and any party or raid member within 45 yards.
Propel
: causes any knockback taken to reverse back to the original caster without needing to face him or her.
Confusion
: channeling this spell will increase casting speed by 100% lasting for 6 seconds.
Post by
admielke
Player Housing!
City Hall
: buy for 10,000 gold to begin a guild town.
Upgrades
: (lowest to highest) borough, municipality, conurbation, capital and megalopolis. Each upgrade for a city hall will add a new option. They are: reduce repair cost by 25%, free mail box in front of every house and teleport from anywhere except battlegrounds to city hall, tax - 2g tax but city hall gains 3g, and auction house, reduced weekly rent fee by 50% and reduced build cost for everyone by 20%.
Building a City Hall
: buy a lot, harvest or buy wood and stone, create walls which costs gold or materials each square yard, put in doors and basement.
Borough
: Maximum of 30% of lot used for building. A single basement and single level hall.
Municipality
: Maximum of 60% of lot used for building. A single basement and double level hall.
Conurbation
: 90%. Double level basement and triple level hall.
Capital
: 100%. Double level basement and quad level hall.
Megalopolis
: 100%. Triple level basement and a 5 level hall.
Homes
: buy a home lot. Same size as city halls. Place inside guild city zone to recieve bonus(es).
Upgrades
: (lowest to highest) tiny, small, medium, large, gigantic.
Building a Home
: same as 'building a city hall'.
Tiny
: maximum of 20% of lot used for building. Pick from an anvil and forge, weaving station (tailoring and leatherworking quicker crafting), alchemy table (quicker crafting), reduced reagent vendor or premium (fee-free) guild auction house member.
Small
: max of 40% used, gives you 2 choices, 1 level with a basement.
Medium
: 60%, 3 choices, 2 levels and a basement.
Large
: 80%, 4 choices, 2 levels and a basement.
Gigantic
: 100%, 5 choices, 3 levels and 2 basements.
Where?
: places that could be utilized - west of undead start (horde), east of wetlands and loch modan (alliance), south of silverpine (either), north of stormwind harbor (alliance), east of burning steppes (either), and hyjal (either).
If I have mispelled something please notify me.
Give your ideas on what could or could not happen in real World of Warcraft lore and/or gameplay.
Thank you!
Post by
Dralas
I don't know if I'm interupting your posts, but it seems you put alot of effort into this. I'll have to read it all.
Edits: Brilliant ideas, just the big things are the class abilities for the current classes that are out. Of course it would require beta testing, but hey, doesn't everything?
Post by
XxDeathxX
It all sounded cool until I got midway through reading class quests. those are ridiculous lol
Post by
Navyr
New Race Ideas!
Thunder Orcs: brown orcs found in blade's edge and nagrand.
Pandorean: everyone knows what these are.
Goblins: rumor has it next expansion will gain these as playable.
Worgen: same rumor as goblins.
Half Ogre: smaller ogres.
Sylvan: tree people.
Corrupt: corrupted draenei.
Thunder orcs? i think they are the Mok'nathal half ogre half orc....
Pandaren... ugh
Corrupt? you mean Broken? which in WC3 actually look like what was then called Draenei
Post by
CadalMord
Chat Ideas!
Emoticons
: shown in chat window when typing smilies.
Oh god no this is the most terrible idea ever.
Post by
HiVolt
They would have to massively expand the world to incorporate guild towns.
Player housing is an idea I've always liked, but it would have to be an instanced area, like Final Fantasy XI, and not an actual house out in the world somewhere.
Also, aren't suggestions like this usually made in the Lore & Roleplaying forum?
Post by
Gnub
Also, aren't suggestions like this usually made in the Lore & Roleplaying forum?
Yes... if it contains lore (which, sadly, lots doesn't seem to care about/notice). There really should be a "Suggestions to the game" forum or something, to keep all that stuff there.
Post by
StephenSwat
I like the player housing, but i dont think that would be possible to do.
You could, maybe, put a few abandoned casters and forts all over the map that can be captured by guild with repairs, vendors etc. Maybe add some tower cannons and siege vehicles. It shouldnt be easy to take these forts, so that guild can work up to make better forts, you would at least need a full raid group of a good guild to take one. Upgrades that you buy are still there when another guild takes the fort. That would be pretty epic imo :)
Anyways, it's your thread and you have some great ideas!
Post by
admielke
Navyr - "Mok'nathal Half Ogre Half Orc" race would be a little too long. Therefore Thunder Orcs. Could make them Mok'nathal.
Corrupt/Broken, either.
CadalMord - Emoticons could be used only once per message. Slow down the spam.
HiV0LT4G3 - Housing can be an instance type. Maybe make the entrance inside every city.
Exactly StephenSwat! Some PvE creatures around, some easy some hard. Roaming guards, cannons on every tower and wall scout tower.
Post by
Hennix
many of the things you mention sounds very much alike stuff from Dark Age Of Camelot :P
Post by
HiVolt
There really should be a "Suggestions to the game" forum or something, to keep all that stuff there.
I would second that motion, but it would probably cut the already rather *sadface* small Lore & Roleplaying forum in half. /sadpanda
Post by
admielke
Yeah, I've played DAoC.
Differences between us and them in the new battlegrounds idea are more PvE, only 2 factions, more lore implemented into the game, harder content (remembered taking keeps within 10 minutes), a lot less zones (even if DAoC had 2 factions) but zones are huge used for roaming, harvesting materials to repair, rebuild or upgrade structures (you could just buy the resources in DAoC), and more siege vehicles (helicopter, siege engine, catapult, demolisher, glaive thrower, siege wagons, cannons and stationary versions of catapult, demolisher, and glaive thrower), and a raid instance inside. Will be adding these ideas to a new post (v1.2) after I get more feedback and ideas.
Similarities could be the 'taking over' the keeps (but we already have Wintergrasp), climbing walls (rogues and defilers), strong 'boss' like NPC at top (even thought there will be 2) and the whole Sub Ranks with new abilities.
Thank you for your feedback!
Post by
Gnub
There really should be a "Suggestions to the game" forum or something, to keep all that stuff there.
I would second that motion, but it would probably cut the already rather *sadface* small Lore & Roleplaying forum in half. /sadpanda
Maybe so, but it'll be so clean, and we'll keep it free of the ... well, expendable majority of posts.
Post Reply
This topic is locked. You cannot post a reply.