suggestion: Unique armor infusion upgrades

suggestion: Unique armor infusion upgrades

in Suggestions

Posted by: smitty.2607

smitty.2607

suggestion 1:

I have see how the in fusion slot upgrades are now. +5 condition damage for example. People say that’s extremely low for the price and their right. PLZ make that + 5 condition damage INTO + 5% condition damage, (example: + 5% toughness. +5% damage ect…)

suggestion 2:

The + 20% experience is good, I don’t know how useful that is when your 80 but, from this point on I’m going to post a list of infusion upgrades that would be in the same tier or higher than the +20%’s. these upgrades specific to the piece of armor you apply them to.(exp: infusion chest upgrade can only be applied to chest piece of armor) These upgrades should probably cost more laurels than any of the other upgrades including the ones above also the upgrades them selves should be very specific.

(when you see a hyphen( – ) it starts a new upgrade)
Head piece upgrades:

- see the invisible, and when standing still for 5 seconds walls, structures and debris become transparent to you.
- see enemy targets on your mini-map display, also allows you to expand the view of your mini-map display.
- immune to critical strikes
- increases damage with ranged weapons 10%
- increases damage with melee weapons 10%
- immune to blind, and can see in complete darkness and any other vision impaired areas or situations.

Chest piece upgrades:
- immune to burning and increases health 10%
- immune to bleeding and increases health 10%
- immune to weakness and increases health 10%
- immune to vulnerability and increases health 10%
- immune to poison and increases health 10%
- Increases healing received by 20% and Heals .1% of your maximum health every second.
- Heals .6% of your maximum health every second.
- reduce incoming damage by 10%
-reduce incoming melee damage by 15%
-reduce incoming ranged damage by 15%
- uses endurance as an over shield, 5 damage taken removes 1% endurance. (disables dodging)

Shoulder piece upgrades:
- increase critical strike 10% with ranged weapons.
- reduce incoming damage by 3%, also reduces incoming damage by 10 every time you are attacked.
- adds one more bar of endurance giving you 50% more endurance.
- boons received last 50% longer.
- conditions applied last 50% longer.

leg piece upgrades:

- carry 100% more supplies (for wvw pvp)
- kick moves do 100% more damage and knock back 75% further.
- immune to fall damage.
- every time a boon’s duration runs out, their is a 30% chance it is renewed for its original duration.
- reduces the cool down of all non-weapon moves by 25%

Hand piece upgrades:

- no cool down for swapping weapons.
- do 10% more damage.
- when reviving you help them up 50% faster.
- when reviving, if the person is revived by you, they are completely restored.
- do 15% more damage with 2 handed weapons.
- do 15% more damage with 1 handed weapons.
- critical strikes do 25% bonus damage (bonus damage is not effected by immunities)
- receive twice the amount of resources from gathering, and items made by your professions are 25% more effective.
- when building your supplies are spent more wisely repairing for building 100% more. ( for wvw pvp)

Foot piece upgrades:

- Immune to fall damage and when jumping you take off as if you were firing a trebuchet. ( allows you to jump twice as far but holding the jump button down builds up lift, uses endurance, disables dodging)
- grants 75% bonus speed when out of battle.
- gives immunity to slow, chill and immobilizing effects.
- grants 20% bonus speed and immunity to immobilizing effects.
- grants immunity from aoe effects and damage.
- grants water walking, and 20% movement speed while walking on water or swimming under the water. (can no longer swim on top of the water.)
_____________________________________________________________

I know these are over powered to what we have now. But that’s what I’m suggesting. these of course take the place of the runes slots in armor now. these should be the top rack in upgrades for armor and should all be in the same price range. Also only bought with laurels. Only one can be applied to the corresponding piece of armor.

I made these specific cuz i suggest that these upgrade make the player sit down and ask the question. Which is better for me?

If you think of an upgrade plz post. Maybe, the devs will actually see this and like it

item slot:
- your upgrade

(edited by smitty.2607)

suggestion: Unique armor infusion upgrades

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Posted by: Griff.9302

Griff.9302

Seems like your suggestions start moving the game towards item acquisition rather than skill… especially in wvw/pvp. I would rather see no upgrade slots than massively overpowered ones.

suggestion: Unique armor infusion upgrades

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Posted by: smitty.2607

smitty.2607

What are you trying to say?

Definition of ‘Acquisition’
A corporate action in which a company buys most, if not all, of the target company’s ownership stakes in order to assume control of the target firm. Acquisitions are often made as part of a company’s growth strategy whereby it is more beneficial to take over an existing firm’s operations and niche compared to expanding on its own. Acquisitions are often paid in cash, the acquiring company’s stock or a combination of both.

as pvp is right now, “skill” is less useful than strategy.

Its not about who ever gets the most kills its about siege, towers, points of interest.

suggestion: Unique armor infusion upgrades

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Posted by: THE DOCTOR.3510

THE DOCTOR.3510

suggestion 1:

- immune to critical strikes

and

- kick moves do 100% more damage and knock back 75% further.

Immunity to critical strikes would make a lot of builds useless. I’m pretty sure that warriors are the only ones with “kick moves.” I don’t like this idea, but the current +5 condition damage isn’t enough, I do like the 5% idea though.

suggestion: Unique armor infusion upgrades

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Posted by: smitty.2607

smitty.2607

yeah, their no reason for a +5(to any thing) lvl 80 upgrade. doesn’t make sense.

and theirs no reason an upgrade can be class specific.

here is one for mesmer
- bubble abilities last 50% longer.

(edited by smitty.2607)

suggestion: Unique armor infusion upgrades

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Posted by: THE DOCTOR.3510

THE DOCTOR.3510

I’m assuming you only play warrior, there is no “bubble ability,” (unless you just mean one skill that kind of resembles a bubble). Having different upgrades per class would work, Elementalist: Attunements recharge 20% faster. Warrior: Banners have 10% more of said effect. Mesmer: Can summon 4 clones/illusions. etc

suggestion: Unique armor infusion upgrades

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Posted by: smitty.2607

smitty.2607

yea, their you go, and i did mean the ones that resemble bubbles. i just can’t think of the names.

suggestion: Unique armor infusion upgrades

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Posted by: Orpheal.8263

Orpheal.8263

Alot of terrible overpowered ideas here, but the change from +5 points to +5% sounds actually good and would make sense, as it would make the effort of changing normal infusions to the ones with stat effects would become then more worthy to do actually all the effort to get those improved infusion versions.

Otherwise the infusion systems needs actually a great rework.
Anet should abandon that obsolete system around multiple different types of infusions and just reduce them from offensive, defensive, supportive and omno infusions down to just only Infusions and “Impregnations”, just like what we had in GW1, or better said, how they that basically system got called there.

Infusions should then be see to give either offensive or defensive effects.
imprgnetions would be then just responsible for supportive effects similar to the buffs for extra gold, exp, MF, karma and other useful supportive buff effects that this game could provide, like for example an “Undestroyable Impregnation”, which could add to the character that uses such a kind of support effect a basic chance of for example 20%, that if that character dies, that your armory doesn’t get destroyed/damage then.

Theres so many things there, how net could improve the current infusion system.
The current infusions also just have only BLUE quality.
I’m 100% sure, that we will see also one day alot more rarer infusions of higher qualities of the green, yellow and at least orange color … which for sure will be more powerful and provide us also better agony resistance, so that we can reach in future also the higher fractal of the mist levels, that go way past lvl 49, which is the current maximum level with an current maximum reachable AR of 45 points…

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

suggestion: Unique armor infusion upgrades

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Posted by: smitty.2607

smitty.2607

yeah, that’s good. I didn’t follow.

any way. as long as the add more diversity more ways to get in a fight and out of a fight. more, more, more!

suggestion: Unique armor infusion upgrades

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Posted by: smitty.2607

smitty.2607

whoa just realized you said terrible overpowered, i hope you mean terribly overpower.

which i can agree with i put in their that i know they seem overpowered. but if every one can get them, and their given the to player at the right point in time. are they over powered? or are they the next step?

suggestion: Unique armor infusion upgrades

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Posted by: Esplen.3940

Esplen.3940

The + 20% experience is good, I don’t know how useful that is when your 80 but, from this point on I’m going to post a list of infusion upgrades that would be in the same tier or higher than the +20%’s.

I hope you realize you picked one of the worst infusions to list as your “best”.

It’s +20% experience from kills, mobs will, at level 80, give you ~1000 exp (before bonus exp) which means that at most, you’ll get 600 bonus exp (1000 exp + 2000 bonus exp + 20% exp, if it even WORKS like that).

Note: at level 80, 1000 exp is 1/254 of your level or 0.39% exp (yes, 0.39%) that means that if you were to grind with the +20% exp from kills, you would get 0.47% per kill instead (before counting bonus exp, if it DID count bonus exp from mobs, then you could potentially go from 1.18% exp per kill to 1.41% exp per kill ASSUMING THE MOB HAS BONUS EXP ATTACHED TO IT and also assuming that the bonus exp is affected by +%exp)

suggestion: Unique armor infusion upgrades

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Posted by: smitty.2607

smitty.2607

ooo numbers ok, i didn’t like that the armor upgrades don’t have any uniqueness

suggestion: Unique armor infusion upgrades

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Posted by: Griff.9302

Griff.9302

What are you trying to say?

Definition of ‘Acquisition’
A corporate action in which a company buys most, if not all, of the target company’s ownership stakes in order to assume control of the target firm. Acquisitions are often made as part of a company’s growth strategy whereby it is more beneficial to take over an existing firm’s operations and niche compared to expanding on its own. Acquisitions are often paid in cash, the acquiring company’s stock or a combination of both.

as pvp is right now, “skill” is less useful than strategy.

Its not about who ever gets the most kills its about siege, towers, points of interest.

Definition of ACQUISITION

1
: the act of acquiring
2
: something or someone acquired or gained

Funny you found the most complex definition possible and ignored the simplest. The point is that even in your version of “PvP” those stats would make a difference. Your examples are simply too overpowered, and, personally, would hate to see any battles decided by gear rather than strategy. Anyways… to each their own.