As said by Producer Rowan, U22 will give us new guild ships and stuff. So, I would like to take some time to propose some changes to the current way ship buffs works, with the following objectives:
- Non-buff ammenities (tavern, bank, altars, etc) should be the standard and what is used to fill your ship. The buffs do no occupy a slot.
- Guild buffs should be some kind of plat sink.
- All guild buffs will stack with every other buff. It should be a reward, not a placeholder while you don't get good gear. For that effect, consider every buff listed as a "Guild Bonus type". No morale, no enhancement, no artifact, no insight, no competence.
- Guild buffs should last a lot longer. I'll extend on that later, but the 1-hour buff should go.
Buffs
Buffs are no longer ammenities on the ship deck to be clicked on. The First Mate will be the one responsible to buff you upon talking. While he is your employee, and is well fed enough to not charge you for his services of buffing, he requires materials, and those are not cheap.
You will be charged 10,000 plat per buff (placeholder number), and it will last 2 hours per guild level (continuously, time off-line still counts). Some specific buffs might cost more (like the XP buff), but the time is the same for all. They stay beyond death as well.
Every buff have two requirements: Character level and guild level. The top level buffs should be reserved for level 28/30 characters only. This removes the current problem of level 1 characters walking the Harbor with immunity to all elemental damage. This will also allow the devs to make specific buffs that are good at level cap without it being overpowered at heroics.
The list of buffs I suggest as a starter point is as follow:
- Ability Score:+1 to +4 stat. Bought separetelly per stat. Mental stats cost a bit more than physical ones.
- Defensive Training: +2 to +10 AC, +1% to +3% Dodge, and +2 to +20 PRR (directly linking on armor: Double value for Medium, quadruple for Heavy. Cloth-wearers get zero)
- Elemental Resistance: +5 to +30 elemental resistance, 5% to 25% elemental absorption. Bought separetelly per element. Also have Force, Light and Poison in addition to the usual five elements (those will cost more than the standard elements).
- Experience Bonus: This category is the only one with no character level requirements, only guild level. +1% to +5% Heroic and Epic XP as today (Epic XP buff more expensive), 10%/12.5%/20% Slayer Bonus (1 extra explorer Slayer kill every 10/8/5 kills, stack with slayer potions)
- Healing Amplification: +3% to 10% Healing amplification. Also affect Repair and Negative healing in the same ammount. Do not stack with itself, only the higher percentage apply.
- Magical Empowerement: +10 to +30 specific Spellpower, +5 to +15 Universal Spellpower (same bonus type, don't stack), +1% to +3% specific spell critical chance, +1% universal spell critical chance (Universal requires higher guild level)
- Skill Buffs: +1 to +5 bonus to a group of skills. Use the same groups as Human Skill Focus enhancements. Alternativelly, +1 to +3 to all skills (but much more expensive, and requiring high guild level)
- Spell-like buffs: Removed. They should be rewarded with Phiarlan and Jorasco favor. Currently, the only one that give Protection from Evil is bugged anyway, so, will not be missed.
- Weapon Training: +1 to +5 damage, +1 to +5 to-hit, +1 to +6 critical damage ("Seeker"). All have choices of Melee (including unarmed) OR Ranged: Bought separetelly
Guild level
All amenities and buffs should be rearranged to fit up to level 75. When your guild reach level 75, you have access to all buffs and amenities. Further guild improvement will only affect buffs durations and access to different ships.
Once your guild unlocks the new tier of a guild buff, the lower tiers will get a discount. So, if your guild unlocks "Resist Fire 10", then "Resist Fire 5" will be cheaper, which will help the low level players on your guild as well. It might also be an option that at levels 80, 85, 90, 95 and 100 your guild get further discounts on guild buffs.
Airships
Since the First Mate will be responsible for guild buffs, all that matters in the ship will be crew and altar spots. Crew requires payment from the entire guild to stay on ship, while altars must be crafted, but don't decay. As usual, the spots are limited by ship size and style. While the buffs can be controlled in an individual matter, crew and altars are a full-guild effort.
Ship Crew
Every airship will have a Maintenance Cost that can be checked in the Guild tab, in a specific sub-tab. The basic cost of the airship is Zero, for the First Mate and the Captain. Every other crew member you add to the guild will requires weekly payments (pre-paid, as today: Pay upfront, will stay there until the next payment).
Anyone in the guild can contribute to the Guild Treasure Vault that will be used to pay the crew. The vault is deposit only, and the Guild Leader and Officers can see the vault deposit log (everyone can see the Vault stock, but not the log). If the Vault have less platinum than it is required for the crew to stay aboard, they will vanish at payment day, and it will be the guild leader/officer's responsability to arrange a new crew, within the guild's finances.
I suggest the following crew member to be added to the ship:
- Arcane Reagent vendor: Arcane scrolls and wands. Options for all range of levels. The larger the vendor cache, more it will cost. Cosmetic option for race and gender. Do repair equipment.
- Auctioner: As usual. Access to Auction House and Shard Exchange. Cosmetic option of Auctioner's race and gender.
- Barman: Turns the entire ship into a tavern zone (top and bottom), allowing recharge of action boosts and drinking/eating. Only sell drink/food. Do not repair equipment. Cosmetic option of barman's race and gender.
- Courier Mail: Cosmetic option of Eberron or Forgotten Realms style mail.
- Divine Reagent Vendor: Divine scrolls and wands. Options for all range of levels. The larger the vendor cache, more it will cost. Cosmetic option for race, gender and faith. Do repair equipment.
- Forge Master: Sell weapons, armor and ammunition. The higher level the Forge Master, better are the weapons he sell (including up to weapons of a specific metal with red slots, craftable) and more variable are the kind of ammunition sold (all metal, element and alignment types). Repair equipment with zero chance of giving it permanent damage. Cosmetic option for race and gender.
- Kundarak Banker: As usual. Cosmetic option of banker's race and gender.
- Navigators: Three options as currently (Full explorers done, explorers started, no requirements). The best navigators cost more to maintain. Cosmetic options of navigator race and gender.
- Potion Brewer: Sell all kinds of potions, from the humble Cure Light Wounds Potion to the mighty Superior Impulse Potion. The higher level versions also have some unique potions, like Resist Element 40/50, Panacea potions, and Heal potions. Those potions are, of course, very expensive. The larger the vendor cache, more it will cost. Cosmetic option for race and gender. Do repair equipment.
Altars
Altars are crafted by the whole guild, with higher cumulative costs, but that only need to be paid once, unless your guild change the altar to something else. In this case, if you want the old altar back, you have to restart the whole process.
In the places that currently hold Large ammenities, you can start the construction of an altar. To finish the altar, your guild should fill three conditions:
1) Your guild should be of a level high enough to hold the altar
2) Your guild leader or officer should set the altar to receive your guild renown
3) The guild as a whole should fill the renown bar of the altar
Using an example, let's suppose your guild wants to create a Stone of Change in your airship. You set it on the airship, and then an officer or the leader will go to the maintenance tab and "activate" the guild operation towards the Stone of Change. During this period, the guild will not receive any renown to raise its guild level, and the renown will be redirected to the altar. Once the altar gets enough renown to be contructed, it will appear in your airship, and the guild will resume the renown-gathering for their levels.
Alternativelly, the guild can pay for an instant altar construction with Astral Shards from the guild treasure vault.
I reccomend the following altars to start:
- Crafting stations: Shroud altars, Risia Altar, Dreamforge, Cannith Binding/Melting/Reforging Station, Stone of Change, Trapmaking Workstation, and Cannith Deconstruction Station. Maybe the other less-used crafting stations as well, but the ones listed are the most used ones.
- Guild Chests: General, Member only, and Officer/Leader only versions. 20, 40, 60 and 80 slots versions.
- Ressurrection Shrine: Allow you to bind yourself to your airship. If your ressurrection shrine is removed from your crew for any reason, everyone bound to the Airship will instead be bound to the Marketplace (as Veteran characters). Cosmetic option for Eberron and Forgotten Realms version.
- Training Dummy: Unlimited health (like the immortal kobold in the dojo), and in various skins to test DPS against all knids of mobs (At least an humanoid target, a construct target, an undead target, and an evil outsider target).
Epilogue
I can go on and on for some guild ideas, but I think this is a nice upgrade from current system, solves some issues that exist now with guild buffs not being good enough for epics and too good for heroics, and creates a reasonable plat sink because people that DO create a lot of money will not care about constant buffing, even if it is expensive.
Please, examine and critique honestly.