Rethinking how Combo Fields, Finishers and Conditions Affect Each Other
in Suggestions
Posted by: TheDaiBish.9735
Time is a river.
The door is ajar.
in Suggestions
Posted by: TheDaiBish.9735
At the moment, a single mob can have every condition going, meaning people can just apply conditions and not worry about any consequences. Same with Combo Fields and Finishers (spam ALL the AoE!)
My proposal would be to have Combo Fields, Finishers and Conditions affect each other in both positive and negative ways.
So What Are The Positive Ways?
If an enemy is suffering from Weakness, then a Leap / Blast Finisher will result in a Knockdown / Blowback.
If an enemy is standing in a Fire Field and has Burning applied, then that Burning’s duration is refreshed until they get out of the Field (likewise with other conditions based on duration i.e. Poison, Chilled ect).
And What Are The Negative Ways?
If an enemy has X stacks of Bleeding, the duration of Poison is halved (poison leaving the body).
If an enemy has Burning applied and then Chilled / stands in an Ice / Water Field, the Chilled / Fields cancels the Burning. Same applies if Chilled then Burning / Fire Field is applied.
What Would This Achieve?
Possibly a more careful use of Fields, Finishers and Conditions. Maybe not so much in the open world, but in Dungeons where certain conditions are favoured over others.
in Suggestions
Posted by: DuckieBro.3176
If trolls didnt exist i would be all for this idea but you never now when that 1 guy comes along and cancels all the conditions on purpose. but in theory this would be awesome to have
in Suggestions
Posted by: Tweek.3190
If trolls didnt exist i would be all for this idea but you never now when that 1 guy comes along and cancels all the conditions on purpose. but in theory this would be awesome to have
I know someone who would do that for fun…
And besides that, this would be way to difficult for the ‘casual’ to keep up. Some pugs are hardly able to run AC as it is, what would it be after an update like this.
I like the idea, but it would only fit in a game made for ‘elite players’.
in Suggestions
Posted by: FacesOfMu.3561
I really like seeing the complex, realistic interactions between these effects as you’ve said here.
I wonder if there’s a way to implement the ones where only foe actions take effect for negative ones, and ally actions take effect for positive ones? For example, an ally’s water/ice field removes burning, but not a foe’s field. In fact, most of your ideas work this way.
in Suggestions
Posted by: Craywulf.5793
Interesting idea, almost what I had in mind but it’s susceptible to trolling. I would instead give each type of mob a particular weakness of a condition (Burning, Bleeding, poison, etc). This way if player attempts to disrupt positive gameplay, there’s no negative setback. Mobs would simply die faster if it’s hit with right condition. This would also mean that other conditions would have less of an impact. So if the Skitt are vulnerable to Confusion condition, all other conditions are only half as effective as Confusion would be.
Another idea would to give mobs, especially champions a weakness for specific type of combo field(s). There can even be a specific order of select combo fields activated in order to kill the champion more effectively than you would otherwise do by spamming various conditions.
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