[Proposing] changes to Elites

[Proposing] changes to Elites

in Profession Balance

Posted by: CratZ.6270

CratZ.6270

I’m bringing this up again to keep devs attention.

The elite skills in this game are for most part bland/boring. Some are even weaker than the utilies we have. One of my biggest problem with Elites is their long cooldowns. I’d much prefer having “weaker” elites that I could use more often instead.

In order to increase build variety consider the following options:

1. Allow players to equip any utility skill in the elite slot. making elites optional like in GW1.

2. Consider moving some of the utility skills to elite status. Could be some of the lesser used ones and then buff their effect to warrant being an elite where needed. Preference on keeping the cooldowns low.

[Proposing] changes to Elites

in Profession Balance

Posted by: Bhawb.7408

Bhawb.7408

Or simply add new elites. New skills is the way to go, not introducing new weird mechanics that could be confusing to new players or reducing our already limited utility pool.

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[Proposing] changes to Elites

in Profession Balance

Posted by: Cygnus.6903

Cygnus.6903

I’m bringing this up again to keep devs attention.

The elite skills in this game are for most part bland/boring. Some are even weaker than the utilies we have. One of my biggest problem with Elites is their long cooldowns. I’d much prefer having “weaker” elites that I could use more often instead.

In order to increase build variety consider the following options:

1. Allow players to equip any utility skill in the elite slot. making elites optional like in GW1.

2. Consider moving some of the utility skills to elite status. Could be some of the lesser used ones and then buff their effect to warrant being an elite where needed. Preference on keeping the cooldowns low.

The second suggestion won’t work without a complete rework fo the trait system as well. They designed utilities so that you always have 4 in a ‘group’, which are all affected by traits associated with that group.

The first suggestion seems fun, but would also cause a lot of balancing issues.

I only state my opinion unless stated otherwise.
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[Proposing] changes to Elites

in Profession Balance

Posted by: Carighan.6758

Carighan.6758

I would prefer if Elites were one of three types of skills:

  • Shorter-CD version of an elite which is significant for the class. Usually this CD should be so short so as to “make” the build.
  • A skill which sort-of hybridizes an entire line of skills. A “super”-banner, or a “super”-kit. CD should however not be higher than the individual skills.
  • A skill which fixes some important downside of the normal skill. As an abstract example, a 1200 range Flamethrower kit, or a ground targeted Feedback bubble. Again, the CD should not be longer.

Ofc, such elites would effectively make the base skill redundant while equipped, but that’d actually be the point. They upgrade on them. You pick one of them, and that “makes” your build.

Basically in short, elites should be the key feature of a build.

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[Proposing] changes to Elites

in Profession Balance

Posted by: Sarrs.4831

Sarrs.4831

A steady, short-cooldown Elite that you’re not afraid to use from fight to fight would, I think, be nice for every class to have. Stuff like Signet of Rage and Flesh Golem.

I dunno about anyone else, it may just be me, but sometimes when I’m picking up a new class I can go ‘well all of these are junk’. Like with an ele; FGS is good but kind of esoteric, Glyph of Elementals is there but it’s kind of a boring FaF (though that’s slated to change) with a long CD, and Tornado is right out.

Maybe I’m just not very good? idk

a 1200 range Flamethrower kit

I think that Mortar should become a kit and take Grenade Kit’s jerb (as long range) and be a big cannon that you lug around and shoot at people. Mostly to spite grenades. why can you throw grenades further than every gun in the game

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