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    Return of Forest hunters in dark souls 2

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    Return of Forest hunters in dark souls 2 Empty Return of Forest hunters in dark souls 2

    Post by Johnthethird Tue Jan 01, 2013 8:09 pm

    As the title says, I would like From to keep the forest hunters covenant in dark souls 2.

    The new forest should be improved. There should be thicker trees, and it should be darker. There should be lots of secret vantage points and pathways that only the hunters know about, to keep the gankers on their toes.


    The hunters should also have their own color in dark souls 2. Maybe dark green so they can better match with the forest. The forest hunters are their own thing. They are guardians, watchmen. Not assassins or police like the dark-moons. They should be distinguished from them.

    Also, it should be very dark for the people who go into the forest, but the hunters should have some sort of night-vision which will let them spot the gankers before the gankers spot them. I just want the gankers to really feel like they are being hunted.


    Also, the boss there should be optional, but should guard some treasure, or some big reward that is sacred to the hunters so that the hunters wouldn't invade innocent people trying to beat the game, but would only encounter gankers, and people trying to steal their treasure.



    This is just my opinion, but I am eager to see what yours are.





    Edit: Also, I believe that the leader of the covenant should be an optional boss. So that after they kill the main boss they will still be invaded.


    Last edited by Johnthethird on Mon Jan 21, 2013 11:20 pm; edited 1 time in total
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    Post by Slarg232 Tue Jan 01, 2013 8:20 pm

    The forest pretty much HAS to return in my humble opinion, for several reasons:

    1) It provides seasoned pvpers a place to test their skills because of gankers.

    2) It provides newbs a place to "take their lumps", so to speak

    3) If all else fails, EVERYONE knows they can get some PVP in the forest.
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    Post by messremb Sat Jan 05, 2013 6:19 am

    Johnthethird wrote:The new forest should be improved. There should be thicker trees, and it should be darker. There should be lots of secret vantage points and pathways that only the hunters know about, to keep the gankers on their toes.
    What do you mean by "secret" paths and vantage points? Everyone will eventually know where they are after little to no time. Unless perhaps you are talking about specific spawnpoints for Forest Hunters, that cannot be camped on by gankers? That could be pretty cool. Spawning in one of a collection of sniper perchs (although sniping would only work for one or two shots at most....make them count!) perhaps, or an underground network of tunnels that could open up in trapdoor like mechanisms for ambush? Lemme hear your ideas bro!
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    Post by Johnthethird Sat Jan 05, 2013 8:22 pm

    messremb wrote:
    Johnthethird wrote:The new forest should be improved. There should be thicker trees, and it should be darker. There should be lots of secret vantage points and pathways that only the hunters know about, to keep the gankers on their toes.
    What do you mean by "secret" paths and vantage points? Everyone will eventually know where they are after little to no time. Unless perhaps you are talking about specific spawnpoints for Forest Hunters, that cannot be camped on by gankers? That could be pretty cool. Spawning in one of a collection of sniper perchs (although sniping would only work for one or two shots at most....make them count!) perhaps, or an underground network of tunnels that could open up in trapdoor like mechanisms for ambush? Lemme hear your ideas bro!
    Okay. Lets say, that on certain trees there are vines that the hunters can climb on, but no one ele can, and they lead to different vantage points where they can go to snipe, or to lay in ambush to do plunging attacks.

    For the secret paths, maybe there are certain areas or secret doors or destroyable walls which lead to pathways that curve around the forest. Stuff like that. Just little secrets that people would not know about without using the wiki.

    Maybe the hunters would get an item which activates a map of the forest, and the non-hunters don't get it. To prevent people from joing the covenant just to get it, and then leaving, the map would jut not work unless you are a member
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    Post by Seignar Sat Jan 05, 2013 9:20 pm

    Forest Wishlist:

    - Mobs respawn automatically (For PvE purposes, not on the main path)
    - Hunters spawn in vantage points (Areas normally unreachable by hosts [Ex: Werecat Cliff]). They can be reached by taking a special route, but this should still lower the possibility of being spawn ganked whether intentional or not; especially if there are 4 or 5 spawn points.
    - Hunters have an online item known as a "Hunter's Signal". When used, it reveals the general direction of the host, but does not work when in close proximity (Think Assassin's Creed Multiplayer radar; exactly like that).
    - Hunters have a temporary "Fall Control" while the invasion is in place.

    So all this gives Hunters a tactical advantage. They are very unlikely to get spawn ganked, they spawn in an area where they have visual advantage (or something), they have better environmental safety as fall control makes them immune to fall damage and negates most fall stun. In addition, they know where you are and have an unlimited arsenal of PvE allies.
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    Post by Sloth9230 Sat Jan 05, 2013 9:31 pm

    Definitely want a forest like place in the sequel, and those are all very good ideas. +1 to youu

    I'd also like it if the covenant ring had other advantages so you din't have to take it off. Not OP advantages but maybe do more damage per ganker or higher crit. Anything that would give me a reason to keep it on.
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    Post by raecor14 Sun Jan 06, 2013 12:54 am

    what about it acting like the ring of fog? big grin
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    Post by AzureCrow Sun Jan 06, 2013 6:55 am

    I could see a thick dark forest with hunters spawning in on an interweaving canopy that could only be accessed by forest hunters. There would be strategic drop downs onto alvina's fog that would neutralize fall damage like in the abyss.

    Perhaps the cov ring could give the hunters better perception within the forest to give incentive to keep it on. Like reduced fog or allowing hunters to see the silhouette of any phantoms even other hunters to allow better teamwork and warn them before they're outnumbered. If you think about it phantoms don't belong in the world they're summoned to and the forest should recognize that. It wouldn't show the host however there could be subtle clues guiding the hunter like crows circling above the tree tops to help newly summoned hunters know where to head and living trees that would always face the host just as they do in the darkroot garden.

    The forest should be alive and fight right alongside the hunters whether it be minor ent mobs that endlessly respawn while a hunter is present or more exotic enemies that descend from the the treetops right along side them. Return of Forest hunters in dark souls 2 2667844452
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    Post by raecor14 Sun Jan 06, 2013 7:41 am

    a light leaf styled armor with "iron bark" for poise. a sword and shield that when used together in the armor while part of the cov. you get a special moveset and higher crit.
    for the sword it should be a curved sword AND a great curved sword for variety
    the shield should be a light-med
    and a spell that can be used with the sword that buffs it with "nature" damage
    and last but not least, a dark green phantom
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    Post by messremb Sun Jan 06, 2013 4:03 pm

    raecor14 wrote:a light leaf styled armor with "iron bark" for poise. a sword and shield that when used together in the armor while part of the cov. you get a special moveset and higher crit.
    for the sword it should be a curved sword AND a great curved sword for variety
    the shield should be a light-med
    and a spell that can be used with the sword that buffs it with "nature" damage
    and last but not least, a dark green phantom
    Kinda off the subject a bit, but speaking of covenant-only weapons, i would hope that every covenant would supply its members with special arms and armor. Variety!
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    Post by Johnthethird Mon Jan 21, 2013 8:01 pm

    AzureCrow wrote:I could see a thick dark forest with hunters spawning in on an interweaving canopy that could only be accessed by forest hunters. There would be strategic drop downs onto alvina's fog that would neutralize fall damage like in the abyss.

    Perhaps the cov ring could give the hunters better perception within the forest to give incentive to keep it on. Like reduced fog or allowing hunters to see the silhouette of any phantoms even other hunters to allow better teamwork and warn them before they're outnumbered. If you think about it phantoms don't belong in the world they're summoned to and the forest should recognize that. It wouldn't show the host however there could be subtle clues guiding the hunter like crows circling above the tree tops to help newly summoned hunters know where to head and living trees that would always face the host just as they do in the darkroot garden.

    The forest should be alive and fight right alongside the hunters whether it be minor ent mobs that endlessly respawn while a hunter is present or more exotic enemies that descend from the the treetops right along side them. Return of Forest hunters in dark souls 2 2667844452
    Yeah I really like this Idea. Like if the whole forest is foggy, so you can't see more than 15 feet in front of you, but being a hunter and wearing the ring makes the fog not apear to you. Then the ring would only work while you're invading so gankers dont use it.


    Also, I think that the forest hunters should have a name other than dark spirit. Maybe dark guardian?
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    Post by Johnthethird Mon Jan 21, 2013 8:05 pm

    raecor14 wrote:a light leaf styled armor with "iron bark" for poise. a sword and shield that when used together in the armor while part of the cov. you get a special moveset and higher crit.
    for the sword it should be a curved sword AND a great curved sword for variety
    the shield should be a light-med
    and a spell that can be used with the sword that buffs it with "nature" damage
    and last but not least, a dark green phantom

    I agree with you here. I also think that maybe the forest hunters should get a special type of bow or greatbow that they can use to literally "hunt". Or maybe a scoped crossbow? Like the only scoped crossbow in the game.
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    Post by mr_no_face Mon Jan 21, 2013 8:50 pm

    A forest done right is what everyone wants lol Thicker bush and shrubbery more trees to maneuver around bushes you can walk through but make you walk a little slower kind of like the swamp floor ya know? and legitimate hidden pitfalls and cliffs. water you can wade through at about waist high hanging branches and vines that may hide paths and or traps more sketchy jumps and what not and if weather is implemented then maybe a path could be muddy and walk speed decreases and certain ledges you can slide down and stop at a point normally may make you slide down too far and off to your death in the rain. and if its windy then the vines do a poorer job at hiding paths maybe these vines can be cut maybe whole bushes and be cleared

    the forest hunters really do need to be green or something silly that would be sick , camo the invader

    thats my rant on the woods
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    Post by mr_no_face Mon Jan 21, 2013 9:06 pm

    as far as paths go exclusive to the hunters cov they should have an item when entering the cov like a glowing seed or flower stone thing that makes the forest shift and alter so that paths open for you and vine ladders form so you can get a better look out on the forest but if you abandon the cov the stone or seed loses its glow and no longer works and maybe a leaf map that reveals the locations or hidden areas or other players but dries out when leaving the cov
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    Post by Johnthethird Mon Jan 21, 2013 9:17 pm

    mr_no_face wrote:as far as paths go exclusive to the hunters cov they should have an item when entering the cov like a glowing seed or flower stone thing that makes the forest shift and alter so that paths open for you and vine ladders form so you can get a better look out on the forest but if you abandon the cov the stone or seed loses its glow and no longer works and maybe a leaf map that reveals the locations or hidden areas or other players but dries out when leaving the cov

    But Still there should be one place that is completely open. Like where the entrance to alvinas place is.
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    Post by mr_no_face Mon Jan 21, 2013 9:27 pm

    like an open plain ? maybe there could be a desert area or just an open dreary field
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    Post by tinypantha Mon Jan 21, 2013 10:05 pm

    How 'bout:

    Covenant Item that increases the likelyhood of invaders when used and invading. the "Horn" and it must play a loud noise to alert gankers.

    No more chameleon spells. Add a item for it instead. "Tree Carving"

    Ring of Sight: Grants the wielder clear sight in thickly fogged areas. Due to its nature The ring breaks upon being un-equipped except for those under "Alvina's" wing.

    Dark Wood Grain Bow: Arrows Shot From this bow move much faster than a standard Long Bow's. All Shots are followed by a bright trail of "something".

    Slender Arrows: These Arrows have been trimmed down causing them to travel faster than the standard arrow. Damage is lowered as a result of a smaller arrow.

    Bone Trinket: The Bones of an ancient Dark Species Cause this Ring to Grant the user a shroud of darkness, but make the user more susceptable to physical attacks.

    All of these items my be hidden or a part of the Forest Covenant.
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    Post by Johnthethird Mon Jan 21, 2013 10:44 pm

    mr_no_face wrote:like an open plain ? maybe there could be a desert area or just an open dreary field
    I don't think there should be a desert area inside the forest. To be honest, I think that the new forest should be about 2 times the size of the origional. Maybe a small grassy area in the midst of thick foliage, and then a clearing at the beginning.
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    Post by mr_no_face Mon Jan 21, 2013 10:45 pm

    i mean a desert area aside from the forest to compensate as an empty area
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    Post by Johnthethird Mon Jan 21, 2013 10:46 pm

    tinypantha wrote:How 'bout:

    Covenant Item that increases the likelyhood of invaders when used and invading. the "Horn" and it must play a loud noise to alert gankers.

    No more chameleon spells. Add a item for it instead. "Tree Carving"

    Ring of Sight: Grants the wielder clear sight in thickly fogged areas. Due to its nature The ring breaks upon being un-equipped except for those under "Alvina's" wing.

    Dark Wood Grain Bow: Arrows Shot From this bow move much faster than a standard Long Bow's. All Shots are followed by a bright trail of "something".

    Slender Arrows: These Arrows have been trimmed down causing them to travel faster than the standard arrow. Damage is lowered as a result of a smaller arrow.

    Bone Trinket: The Bones of an ancient Dark Species Cause this Ring to Grant the user a shroud of darkness, but make the user more susceptable to physical attacks.

    All of these items my be hidden or a part of the Forest Covenant.
    I think this is cool, but I also think that maybe the hunters should get some sort of a sniper crossbow, but one that you can actually zoom in with. The forest hunters "hunt" the gankers, so they should have a weapon that you would think is used for hunting. Also lets be honest a scoped crossbow would be legit.
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    Post by Johnthethird Mon Jan 21, 2013 10:47 pm

    mr_no_face wrote:i mean a desert area aside from the forest to compensate as an empty area
    I would prefer not. I think it would sort of kill the mood.
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    Post by WhatDoesThePendantDo? Mon Jan 21, 2013 10:50 pm

    I love the dark green idea for the Forest Hunters.
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    Post by Johnthethird Wed Jan 23, 2013 10:13 pm

    WhatDoesThePendantDo? wrote:I love the dark green idea for the Forest Hunters.
    Thanks. I also think that just to add excitement, the people who kill more hunters have a higher chance of getting invaded by them.

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