Sugg. Shout mechanics
Well I don’t see much point in it, honestly. Unless the range was somewhat large, to be 100% effective you’d have to stack, or at least be in touching range. I’d like to see other’s opinion on this as well, since I’m on the fence about this.
The majority of shouts max out at the 600 range. This is awfully small, in my opinion, since the majority of shouts are supportive in nature. So I was thinking that increasing all shouts to 1200 would be ideal to promote more supportive builds and play-styles, but having shouts simply at 1200 would be a little over-powered.
My idea was more like:
- Within 600 range, 100% effective
- Within 600-900 range, 75% effective
- Within 900-1200, 50% effective
This is so allies that are in the heart of all the action with the caster would still get the priority of boons but allies ranging or focusing on other targets/objectives still get some support as well.
This idea really came to mean when I think of people shouting in real life. A voice carries over some distance and loses sound the further it travels. Thought it’d be a really cool mechanic to add to the game.
Not a bad idea, but there are just a couple of problems that would need to be addressed. For effectiveness, it’s hard to say what is 100/75/50% of baseline. If something just gives base boons/conditions you can just reduce the duration, easy enough. Would you also reduce the stacks of boons too though?
Warrior shout healing: does it gives less healing further out (I’d assume so, so that’s doable). Same goes for the Ranger shout trait, but this trait has it’s own, smaller range, should it be increased as well?
Guards shout condi —> boon: How do you change that to make it less effective? Removing 25 stacks of bleeds from someone 1200 units away is really strong, even if it only gave them 50% duration of vigor. Same goes for the runes.
Not saying I don’t like the idea, but it may be stronger than you realize.
But dude, if you’re too far from others they won’t be able to listen to you.
Not a bad idea, but there are just a couple of problems that would need to be addressed. For effectiveness, it’s hard to say what is 100/75/50% of baseline. If something just gives base boons/conditions you can just reduce the duration, easy enough. Would you also reduce the stacks of boons too though?
Warrior shout healing: does it gives less healing further out (I’d assume so, so that’s doable). Same goes for the Ranger shout trait, but this trait has it’s own, smaller range, should it be increased as well?
Guards shout condi —> boon: How do you change that to make it less effective? Removing 25 stacks of bleeds from someone 1200 units away is really strong, even if it only gave them 50% duration of vigor. Same goes for the runes.Not saying I don’t like the idea, but it may be stronger than you realize.
I was thinking, when i said ‘effectiveness’, something along the lines of duration and/or number of stacks. Since most shouts apply boons to allies, with a few exceptions.
example. Guardian [Stand Your Ground!] @ <600 range 5 stacks of stability for 5 secs; 600-900 range 4 stacks, 4 secs; 900-1200 3 stacks for 3 secs.
And I guess shouts that have healing aspects to them, like the Rangers’ [Search & Rescue] you could have the pet heal less the further the target is away from the caster. Now that you mention it, the Ranger shouts don’t really work with this mechanic.
But I don’t see a problem with a 1200 range cleanse, since there are plenty of skills that do that already (i.e. Healing Rain, Ray of Judgement, Purifying Ribbon, etc.) They could set it so that the cleanse triggers a few moments after allies are hit with the shout depending on their range. Since the most powerful aspect of shouts cleansing is the instantaneous effects with low cast times.
I should also start a post suggesting Ranger Shouts be reclassified as Pet/Tamer Orders or something along those lines since they don’t really fit the whole shout mechanic of supporting allies