no longer affect the intended travel distance.
-The Pros at ANET
Soooo…. I got a little bored today and I decided to think up a few new elites for every class, that are probably so unbelievably game breaking / broken / OP that it would ruin the game, but I thought I would share anyway to see what people would think. Without further ado…
Elementalist:
Elemental Overload
You go into a concentrated state and can bind the elements at you your will, and can change attunements without the attunement cooldown. (Boons still apply)(Lingering effects still stay)(CC’s still viable under this effect)
Lasts: 15 seconds
Cast time: 1/2 second
CD: 120 Seconds
Ranger:
Bestial Wrath
Your pet goes into a blind range growing in size and gets its damage increased and cannot be killed for the first 5 seconds of its activation. If pet dies under this effect, the effect wears off.
Pet damage: 200%
Pet growth: 2x
Lasts: 10 seconds
Cast time: 2 seconds
CD: 180 seconds
Mesmer:
Phantasmal Seducer
You call forth a phantasmal seducer that can control the mind of your foes. Skills and abilities are able to be used against the mind controlled enemies allies. Mind control lasts for 5 seconds. (The person being seduced skills are instantly refreshed once effect perishes)(Cannot be blocked)
Cast time: 1-1/2 seconds
Lasts: 5 seconds
CD: 90 seconds
Guardian:
Purification
You clear all conditions from all allies on the map, and rip all boons from all enemies on the map and copy them onto your allies.
Max enemies/allies effected: 5
Cast time: 4 seconds
CD: 240 seconds
Necromancer:
Raise the Dead
Resurrect the nearest ally from the dead (Not downed…dead) to come back to life. Your ally will come back to life with 100% HP, and ALL CD’s refreshed.
Cast time: 2 seconds
CD: 180 seconds
Thief:
Dismantle
You steal your enemies weapon and gain access to their weapon skills for 20 seconds, or until the bundle is dropped. The enemy being dismantled is stuck without the weapon being stolen for 6 seconds, or until the bundle is dropped (which ever comes first).
Cast time: 3/4 seconds
Lasts: 20 seconds
CD: 120 seconds
Warrior:
Adrenaline Spike
You gain an adrenaline spike giving you unlimited adrenaline for 15 seconds. Your burst skills have their cooldowns reduced by 75%, but can still be evaded, blocked, etc.
CD: 180 seconds
Cast time: 3/4 seconds
Lasts: 15 seconds
Engineer:
Electromagnetic turret
You put down a turret that puts a bubble around its diameter reflecting all projectiles back to your enemy.Your turret also occasionally removes boons from your enemy in the effected and area and gives them to your allies. (Condi’s CAN be applied to turret)
Cast time: Instant
Lasts: 1 min 30 seconds, or until destroyed
CD: 120 seconds
Alright I believe that is all the classes, and I hope you like all of my idea’s although you probably won’t, so criticisms are accepted. Also… share your elite ideas no matter how crazy. Have fun, thanks for reading.
Engi here
we already have a 2 turret elites, and a quite powerful is among them, namely supplycrate and his mentally disabled brother, the mortar.
we also have a elixir elite (elixir X)
what we need a either a gadget-elite or a kit-elite.
for kit-elites we’ve seen so many ideas already, from rocket-launcher, over hand-held cannon to gatling-gun. Some are just OP wishful thinking, other would rise the skill-floor decently.
But a gadget elite would be awesome.
Maybe something simple and effective like a 20sec personal shield generator that basically is a 2nd healthbar with a 120sec cd, which grants 20sec stability, removes all damaging conditions when it is triggered AND after it is depleted or timed out.
Another nice gadget-elite would be a personal portal device, that can be left behind, invisible for the opponent, lasts for 60sec and if triggered will go on a 90sec cd and portal the engi back to its position while releasing a blast-wave that launches enemies and deals heavy damage.
Difference to mesmer-portal would be a stealthier, more offensive mechanic, but inability to port others.
Yeah I was thinking the same think with the turrets but I could t think of a kit. If there was a kit though I think it would have to have a big cd for it
Also, about the other ideas:
ele is fine I guess, considering the long cd.
ranger is fine.
mesmer – potentially OP, especially if a meteor-showering ele is seduced. less OP in wvw – blobbs, but the cd must be increased to 120 at least.
guardian: needs a 1.200k range cap, else totally OP.
necromancer: nice idea, but potentially OP in wvw, considering that all a mesmer has to do, is to die on the edge of a wall so a blobb can skip it.
the thief one is a nice idea, as long as the victim can still swap weapons or change attunements/kits
warrior: even with 180 sec cd, too OP, considering how often eviscerate could be sapmmed. reduce the cd to 120sec, but also remove the 75% cd reduction on burst skills. It will still allow for powerful combos.
Yeah I was thinking the same think with the turrets but I could t think of a kit. If there was a kit though I think it would have to have a big cd for it
Not necessarily.
in the engi sub-forum we’ve discussed a lot of kit ideas, and the consensus is basically that it needs to be another kit, being able to be swapped in and out to all times, but therefore sacrifices the “elite-aspect” of elite-skills.
An additional, well-balanced kit that we can choose would allow for even more utility-coverage and therefore being a “elite build” within itself.
One idea could be to allow engi-kits to be slotted in our elite-slot on a general basis.
Naturally they would not be allowed to use the belt-ability slot (engi only has 4 for heal- and utility-skills). this would also open more build-options since a engi could decide to slot his kit in the elite-slot, missing the belt-ability, but equipping an additional stunbreaker (and its belt-ability) in place of the kit.
Or kitten all and run Bombkit, nades, toolkit and elixir-gun in one build.
Yes, I see the latter is a totally overpowered option, but it would be a hilarious spam-fest xD
Here’s one for ranger:
Signet of Cesar Millan
Passive: You become the pack leader, causing your pet’s AI to improve significantly, removing pathing issues and the requirement for non-ranged pets to stand still while performing their basic attack.
Active: “Shhht!”
Cooldown: Siesta
Maybe for the warrior I could change it to 120 seconds with a 25% less cool down?
May I just ask something?
A 100% +pet damage only increase for rangers for 10s on a 2s cast and a 180s CD?
That’s… lemme see… pets are ~30% of total damage, in ideal situations? And let’s say ~10% in bad situations.
In the ideal case (and assuming it’s used on CD) the damage increase is 7%.
Worst case it’s 2-3%.
For an elite, that’s ignorable at best.
I really think as far as elites go, we need to capitalize on the one-slot limitation and make it so that every elite is easily strong enough so every player wants to bring it at all times, only they have to decide on one total.
Honestly, as far as an elite kit goes, I think Mortar would be best suited to that. Not always suitable, but being able to pack up and move it would make the skill actually useable. The Stability on it might have to get removed, as no cooldown stability would be OP.
Necromancer
Grenth’s Balance. 5 sec CD
Passive-continuously transfer all conditions from allies to you. Lose 2% health per condition applied.
Active- randomly transfer all conditions to nearby allies. You gain 2% life force for each condition removed.
For he ranger elite it wasn’t suppose to be 100% bonus is was suppose to be 200% more damage so 300% total.
(edited by Anhomedog.7968)
Ele Elite seems redundant. As no matter how fast I can swap back to Fire after using it doesn’t change skill cool downs.
With this it just seems like a gimmick elite to spam your attunements boons on (Stacking prot, might and regen, and healing ripple to full hp) that basically resets the fight potentially. This might even be broken, that is, unless Lingering Elements makes it so they can’t stack boons or healing ripple due to the linger effect having to wear off first, in which case it wouldn’t even touch my bar.
Over all, just seems silly, but that’s just to me, I’d only take it to abuse the potential for broken boon stacking.
Maybe a shorter cool down elite with practical usage like Warriors and Thieves? They remind me of GW 1 Elite skills which actually had a purpose.
Edit: Perhaps a Cantrip or Arcane short cool down elite that can be part of a rotation. Keeping in line with a lot of Elementalist specs which rely on attunement dancing. Obviously, it wouldn’t be a hugely powerful elite, but something used fairly often in a fight.
What about ‘Arcane Pull’ for example? 30-45 Second cool down base, you pull enemies toward you and rip 1 boon off 3 enemies at random each. (Boons portion might need balancing.)
This would work wonderfully with specs like D/D which could use it to set up a burning speed burst in a group fight.
(edited by PistolWhip.2697)
Here’s an idea for necromancer
Army of the kitten e d : Summon 5 superior bone minions.
Unlike normal bone minions their attacks cause 4 seconds of bleeding & when they die they automatically explode into a toxic cloud (causing physical damage & poison for 4 seconds)
Here’s one for ranger:
Signet of Cesar Millan
Passive: You become the pack leader, causing your pet’s AI to improve significantly, removing pathing issues and the requirement for non-ranged pets to stand still while performing their basic attack.
Active: “Shhht!”
Cooldown: Siesta
I can’t tell you how much I laughed :’)
Sorry for the bad punctuation in advance.
Guardian
Form Up – Shout -
Release a powerful roar encouraging your allies and imbuing them with your strength. Removes 2 conditions from up to 5 allies, and share all boons you currently have with double duration.
Cast time N/A
Cooldown 60
radius 1200
Warrior
Ravager’s Stance – Stance -
Channel all of your strength, cancels all other active stances, and other stances cannot be activate while in this stance. Ravager’s stance fills three bars of adrenaline when activated. For 7 seconds outgoing damage increased by 50%, the warrior takes 20% of damage dealt during this period back as damage to itself when this stance ends and takes 15% more damage from enemy attacks while Ravager’s Stance is active. While Ravager’s stance is active one second of swiftness is applied to the warrior every one second. When this stance ends 10 stacks (4 secs) of vulnerability are applied to the, warrior, and 5 seconds of weakness.
Cast time N/A
Cooldown 120
Engineer
Tesla Coil – Gadget -
Create a storm of lightning at target location that applies confusion and weakness to enemies in increasing intensity the longer the target stays within the field (1 second – 1 stack of confusion for 7 seconds, and weakness for 5 seconds. 2 seconds – 3 more stacks of confusion for 8 seconds, and 7 more seconds of weakness. 3 seconds – 9 additional stacks of confusion for 10 seconds, and 10 more seconds of weakness.
Cast time 3/4
Cooldown 180
radius 360
range 700
Thief
Assassin’s promise – Trick -
Mark a target for 5 seconds no initiative is spent when using skills on this target, but the thief is revealed for the duration of this skill.
Cast time 1/2
Cooldown 75
unblockable
unevadeable
Range 1200
Ranger
Distracting shot/strike – N/A
Deliver a stunning blow to target enemy interrupting them and preventing them from using the same skill for its full recharge time +15 seconds. If the target has stability it is removed but none of the other effects of this skill are activated.
Cast time 1/4
Cooldown 40
unblockable
Stun 1/2
Distracting shot 1200/strike 500
Will remove one stack of defiant if boss has stacks remaining, in pve content
Necromancer
Well of Pain – Well -
Target area pulses increasing the power of offensive boons by 50%, (ex. each might stack on a level 80 character goes from an additional 35 power and condition damage to 53 power and condition damage. for fury the increase critical chance would become 30%.)
Cast Time N/A
Cooldown 150
Number of targets 5
Duration 10
Pulses 1s
Radius 240
Breaks stuns
Combo Field: Fire
Elementalist
Savannah Heat – N/A -
You create Savannah Heat at target foe’s location. Each second the heat becomes more powerful (damage increases 50% after each second, ex.600, 900, 1350, 2025, 3038)
Cast Time 1 1/4
Cooldown 75
Duration 5
Radius 300
Range 1200
Pulses 1s
Combo Field: Fire
Mesmer
Wastrels Worry – Manipulation -
After 3 seconds if target uses no skills all conditions (excluding blind, vulnerability, weakness, crippled, and chilled) are removed from target enemy and takes maximum damage from all conditions instantly (ex. 2 confusion procs, moving damage from torments full duration, and the full duration damage from poison, burning, bleeding, and terror(fear) if applicable.
Cast Time 1/4
Cooldown 15
Duration 3
Range 900
Mesmer elite would be too op, if the mesmer ran a condi build. Especially if it was a Maim build. Mesmers would one shot people left and right.
Mesmer elite would be too op, if the mesmer ran a condi build. Especially if it was a Maim build. Mesmers would one shot people left and right.
Hmm interesting, I didn’t think it would be too OP as long as the enemy uses a skill within the 3 second period the wastrels collapse fails and goes on full cooldown, I thought it would be mostly used as a way to force movement and skills to maximize the damage you could get out of the torment and confusion conditions, because the current best way to avoid their damage is do nothing. I thought that this would help by making people choose whether it was worth it to take a burst and have a full cleanse or just take one tick of confusion every 8 seconds. Please explain to me how you would improve this skill (I really mean it not being sarcastic)? or any of these other skills for that matter.
Having a guard cleansing “All” conditions on the map is a lot of conditions.
Maybe a similar skill to your “Raise the death” skill would be Rebirth: revives 1 defeated (not downed) ally within range. I think that would be a nice extra elite skill for the guardian.
I would love to see some new useful Elites added to every class.
Here are some of my ideas.
Engineer
- Gadget – Air-Strike – allows you to mark a large area with a ground target which will begin a 10 second countdown. When the countdown is over an air strike is launched dealing massive damage over a large area.
Ranger
- Shout – Stampede – Calls five of your pets forth to assist in battle for 45 sec (randomly chosen from your kitten nal of acquired pets)
Thief
- Trick – Heist – Gives the Steal ability a zero cooldown for 20 seconds, and causes Initiative to regenerate 50 percent faster for the duration
Warrior
- Shout – On your Feet – Raises 5 downed allies in a 20 meter radius and grants Regeneration, Protection, and Retaliation to all who were affected.
Guardian
- Spirit Weapon – Storm of Blades – Surrounds you in many spirit daggers that grants Aegis (every 10 sec) and Retaliation, Protection, and Regeneration for the duration. Activating the skill again causes several of the blades to shoot forth as a ranged attack that causes burning and does significant damage.
Elementalist
- Arcane – Supernova – A powerful pulsating blast of arcane energy that deals very high damage and triggers a blast finisher every 5 seconds for 25 seconds
Mesmer
- Manipulation – Twist of Fate – Allows you to first set a ground targeted “destination portal”, then target up to 5 enemies with a ground targeted “Trigger Portal”, instantly teleporting the targeted group to your “destination portal” and causing Blindness, Chill, Confusion X 3, and Cripple.
Necromancer
- Spectral – Nightmare – Causes Chill, Confusion, blind, cripple, poison, and Torment to any enemy that gets within 20 meters of the Necromancer for 30 seconds. Remaining within the radius stacks conditions. At the end of the skill’s duration, a Nightmarish blast fears all enemies within range for 8 seconds and triggers a blast finisher.
I would love to see some new useful Elites added to every class.
Here are some of my ideas.Engineer
- Gadget – Air-Strike – allows you to mark a large area with a ground target which will begin a 10 second countdown. When the countdown is over an air strike is launched dealing massive damage over a large area.Portable Skyhammer confirmed?
Ranger
- Shout – Stampede – Calls five of your pets forth to assist in battle for 45 sec (randomly chosen from your kitten nal of acquired pets)Summoning a mob of A.I isn’t fun to me.
Thief
- Trick – Heist – Gives the Steal ability a zero cooldown for 20 seconds, and causes Initiative to regenerate 50 percent faster for the durationLMAO, …………………………… When traited, steal 20 times in a row, healing the thief 40k, stealing 40 boons, and dazing the foe for 20 seconds. Alright, chap.
Warrior
- Shout – On your Feet – Raises 5 downed allies in a 20 meter radius and grants Regeneration, Protection, and Retaliation to all who were affected.It’s called Warbanner
Guardian
- Spirit Weapon – Storm of Blades – Surrounds you in many spirit daggers that grants Aegis (every 10 sec) and Retaliation, Protection, and Regeneration for the duration. Activating the skill again causes several of the blades to shoot forth as a ranged attack that causes burning and does significant damage.Cool.
Elementalist
- Arcane – Supernova – A powerful pulsating blast of arcane energy that deals very high damage and triggers a blast finisher every 5 seconds for 25 seconds25 seconds is too long to deny an area, but cool.
Mesmer
- Manipulation – Twist of Fate – Allows you to first set a ground targeted “destination portal”, then target up to 5 enemies with a ground targeted “Trigger Portal”, instantly teleporting the targeted group to your “destination portal” and causing Blindness, Chill, Confusion X 3, and Cripple.5 Enemies might be a bit much.
Necromancer
- Spectral – Nightmare – Causes Chill, Confusion, blind, cripple, poison, and Torment to any enemy that gets within 20 meters of the Necromancer for 30 seconds. Remaining within the radius stacks conditions. At the end of the skill’s duration, a Nightmarish blast fears all enemies within range for 8 seconds and triggers a blast finisher.Might as well just have it delete every enemy character while you’re at it. This is AIDS.
(edited by Chaith.8256)
Engineer
- Gadget – Air-Strike – allows you to mark a large area with a ground target which will begin a 10 second countdown. When the countdown is over an air strike is launched dealing massive damage over a large area.
In theory one of the best elite ideas I’ve seen yet, though to not break WvW it’d need a limitation that a) It cannot be used indoors (which follows logically) and b) it has some limitation in regards to being unable to targeting up a wall.
Otherwise, defenders would be at a massive disadvantage compared to the attackers. Which would be non-intuitive, as keeps and other such structures are supposed to convey a defensive advantage.
ele meteor-shower says hello.
except for trebs behind gates and a handful for balista-locations, eles can single-handed de-siege any given tower to any given time.
And while mesho hits the hardest, it’s not the only aoe in the game that has big enough circles to reach siege even on the edge of stairs.
Also, engi already has a reliable option to clear walls: mortar.
Even if it’s completely useless in 99.9% of all situations you’ll ever face, clearing walls is one of the really rare occasions where it shines.
I would love to see some new useful Elites added to every class.
Here are some of my ideas.Engineer
- Gadget – Air-Strike – allows you to mark a large area with a ground target which will begin a 10 second countdown. When the countdown is over an air strike is launched dealing massive damage over a large area.
This would be cool, but as an added twist, if the engineer is caught in it, he is downed, therefore it couldnt be used to keep someone off of a pointRanger
- Shout – Stampede – Calls five of your pets forth to assist in battle for 45 sec (randomly chosen from your kitten nal of acquired pets)*Traited with some of the Beastmastery skills, this would be OP with some of the skills you could activate with it. *
Thief
- Trick – Heist – Gives the Steal ability a zero cooldown for 20 seconds, and causes Initiative to regenerate 50 percent faster for the durationOP, dont need to explain….
Warrior
- Shout – On your Feet – Raises 5 downed allies in a 20 meter radius and grants Regeneration, Protection, and Retaliation to all who were affected.Banner
Guardian
- Spirit Weapon – Storm of Blades – Surrounds you in many spirit daggers that grants Aegis (every 10 sec) and Retaliation, Protection, and Regeneration for the duration. Activating the skill again causes several of the blades to shoot forth as a ranged attack that causes burning and does significant damage.Really cool idea
Elementalist
- Arcane – Supernova – A powerful pulsating blast of arcane energy that deals very high damage and triggers a blast finisher every 5 seconds for 25 secondsSame idea as Engi
Mesmer
- Manipulation – Twist of Fate – Allows you to first set a ground targeted “destination portal”, then target up to 5 enemies with a ground targeted “Trigger Portal”, instantly teleporting the targeted group to your “destination portal” and causing Blindness, Chill, Confusion X 3, and Cripple.Could potentially be game breaking really, adjust it to maybe 1 and it’ll be fine
Necromancer
- Spectral – Nightmare – Causes Chill, Confusion, blind, cripple, poison, and Torment to any enemy that gets within 20 meters of the Necromancer for 30 seconds. Remaining within the radius stacks conditions. At the end of the skill’s duration, a Nightmarish blast fears all enemies within range for 8 seconds and triggers a blast finisher.
I dont have much to say about this, Im not sure how good or OP this would be
Thanks for the response:D
The ranger one seems extremely bad.
Here is my idea:
Disrupting Accuracy
60s coldown Survival Skill
Your next 5 attacks daze the target for 1 second.
Would add great synergy with moment of clarity and add much needed utility and the ability to shut down targets.
New elites would definitely be fun. I thought of a few ideas based off of some of my favorite GW1 Elites. ^^
Warrior:
Dwarven Battle Stance: Cast: Instant Recharge: 120s
+25% Increased Skill Speed, Immune to Control Effects, -25% Damage (7 seconds)
Guardian:
Angelic Bond: Cast: 1s Recharge: 240s
Range: 1200
(10 seconds for each party member)
The next fatal damage to party members in range is negated and turned into healing.
Mesmer:
Ineptitude: Cast: 1s Recharge: 150s
Combo Field: Dark
Number of pulses: 5
Number of Targets: 5
Interval: 2 seconds
Blind (10s) Applies “Ineptitude” to targets entering the field. Enemies take 1,500 damage when they miss with attacks (10 seconds) (Includes evasion, blinds and blocks.) (Applied Ineptitude will not refresh in duration upon re-entering the field.)
Elementalist:
Master of Magic: Cast: 1s Recharge: 120s
Duration: 10 seconds: Gain boons when you cast spells.
Fire: Might (10s)
Water: Regeneration (5s)
Earth: Protection (4s)
Air: Fury (10s)
Necromancer:
Order of the Vampire: Cast: 1s Recharge: 210s
Quickness (5s) Duration: 5s
Steal health equal to 50% of the damage you deal. (includes condition damage)
Unfortunately, I’ve got nothing for Engineers, Rangers, or Thieves. ^^;
(edited by Keitaro Dragonheart.9047)
Guardian:
Purification
You clear all conditions from all allies on the map, and rip all boons from all enemies on the map and copy them onto your allies.
Max enemies/allies effected: 5
<strong>Cast time: 4 seconds</strong>
CD: 240 seconds
4 sec killed me in the start.
New elite would be this:
Divine Ressurection (meditation)
“When an enemy strike killing blow on you, you are saved by divine angel that gives you 100% health "
Instant – 4 sec duration – 240 sec cd
Guardian:
Purification
You clear all conditions from all allies on the map, and rip all boons from all enemies on the map and copy them onto your allies.
Max enemies/allies effected: 5
<strong>Cast time: 4 seconds</strong>
CD: 240 seconds4 sec killed me in the start.
New elite would be this:
Divine Ressurection (meditation)
“When an enemy strike killing blow on you, you are saved by divine angel that gives you 100% health "
Instant – 4 sec duration – 240 sec cd
Ah thats pretty neat… Would suck for fighting a bunker
Some Thief Elites that I’d like to see:
Twilight Cloak (Changes underwater to Twilight Sphere)
For the next 10s you can’t be revealed from Enemy Skills, you and your Allies gain Stealth and gain for the next10s instantly also Vigor, Stability and Swiftness.
Basically an Elite Version of Shadow Refuge, that instantly gives 10s Stealth instead of having to stay static around, until the pulses are done maxing the Stealth Duration.
Stigma of Pain
Marks your Foe that you attack within the next 10s with the Stigma of Pain.
For the next 60s will that foe receive whenever you hit the Foe a Stack of Torment every 3s that lasts for 3s. If the Foe should cure the Stigma of pain (Counts as Torment Condition) with a Condition Remove Skill, it will create a big Burst Damage that is higher, so bigger your Crit Chance is and replaces Stigma of Pain with10 Stacks of Vulnerability for the next 10s
Signet of Stealth
Passive: Increases your Stealth Durations by 50% and increases your Movement Speed by 50% when being in Stealth.
Active: Shadow Step at a 1200 range to your Ground Target stunning the Foes in that Area and perform a Cloak &Dagger after that automatically without requiring to have Daggers equipped
Duplication
Steal the Identity of your Enemy and copy him, being able to use for the next 30s the same Skills like the Enemy, that you copy with the same Stats of the copied Enemy.
Mirrors of Shadows
Creates at a Ground Target many Mirrors of Shadows out of which quick Shadow Assassins jump between them to attack on the fly any enemy, that cross the line of sight of any of the mirrors. Each of their Attacks causes Bleedings, Blindness or Poisons randomly.
Deathly Hallucinations
Use Mushroom Venom onto your Weapons, that causes your foes to see Hallucinations.
Your Foes will suffer on Toxin which will be only removeable through Antitoxin-Spray as it also causes your foes to see as said hallocinations of various Shadow Creatures while also the Screen will get blurred and crazy full of colors to make it harder for the victim to see something (like those Hallucination Effects from Liadri/Tower of Nightmares Effects)
Signet of the Thieving Magpie
Passive: Steal from the Foe, even if your first Steal Slot is already full.
Thieving Magpie allows you to steal up to two times more as it increases your Steal Slots by up to 2 Slots more.
Active: Increases the Power of Steal Skills and Environmental Weapons by 20% for the next 3 Skills that you use.
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