Design an Instability

Design an Instability

in Fractals, Dungeons & Raids

Posted by: mexay.3902

mexay.3902

So it’s no secret that the current implementation is downright awful, no good, terrible, completely bad, poorly designed garbage and needs to be redone.

So… let’s have a fun way of providing suggestions for some new Instabilities.

This can be anything from instabilities for single levels or level ranges. Complex or simple. Anything! I’m intrigued about what we can actually produce. Hopefully ANet might get some inspiration from some of these and introduce some better Instabilities.

For reference, some old instabilities that were datamined after Fractured: http://dulfy.net/2013/11/26/gw2-mistlock-instabilities/

noice

(edited by mexay.3902)

Design an Instability

in Fractals, Dungeons & Raids

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

This is a good idea. Saving spot for editing later.

Design an Instability

in Fractals, Dungeons & Raids

Posted by: SirPrizeBartSachs.4670

SirPrizeBartSachs.4670

Give and Take
Heal skills only affect targeted allies. 600 range. If no ally is targeted, the closest ally receives the heal

Fight or flight
Being struck by an enemy has a chance to grant 2 seconds of quickness but take 20% increased damage for 2 seconds. Chance: 20%

Moa Morph
Players are occasionally transformed into moa. Up to two players may be transformed at any time. Moas do 50% more damage but take 20% more damage. Duration: 10s.

United we stand
Enemy damage scales with the number of enemies nearby. 240 radius.

Clumsy
Dodging deals damage to the player. Endurance regeneration increased by 500%.

Copycat
Being struck by an enemy while casting a skill gives a chance for the enemy to copy the skill and use it against you. This effect has a 45 second cool down per enemy. Chance: 10%.

Don’t stop
Being stationary decreases damage dealt by 50%. This does not apply to skills that root you in place.

Design an Instability

in Fractals, Dungeons & Raids

Posted by: PopeUrban.2578

PopeUrban.2578

We already did this thread!

Twice!

https://forum-en.gw2archive.eu/forum/game/hot/Mistlock-Instabilities-round-2/first#post5463423

To continue the proud tradition:

  • Batteries Not Included – Skills and resources do not recharge as normal. In stead, skills and resources are recharged in five second increments by collecting batteries strewn at random throughout the fractals. Enemies drop batteries when killed. Bosses have a chance to drop batteries when struck.
  • Hammer Time – The party is granted the cliffside hammer. Enemies must be finished with hammer skill 4 once defeated, or they will revive with full health in ten seconds.
  • Blood Ritual – Your skills deal their damage and conditions to you as well as enemies.
  • Fan Fiction – All enemy weapon skins are replaced with tomes. Slain enemies drop their tomes, which create an updraft at the location they died. The floor becomes deadly once every sixty seconds for ten seconds. Gliders are active for this fractal.
  • Action Camera – Enemies explode in a 1200 range aoe when they die after a five second countdown (bomb icon) This damage is unavoidable by normal means, but will not harm players who are not facing the explosion.
  • Nevermore – Enemies summon ravens when they deal damage, which attach permanently to the affected target, dealing damage over time. When an enemy is killed, or a player is downed, all nearby ravens within 300 units detach from affected players and attach to the corpse. Players can be affected by multiple stacks of ravens.
Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)