think it time2 get rid of FallDamageTraits
I love the Fall Damage traits. I make a point of getting 10 points in whatever trait line has it so I can explore far more safely, get further in JPs, or deliberately trigger the effect (eg thief invisibility on falling is one more escape mechanism from Risen or WvW foes). I swap the trait out in dungeons with a fast click to something more useful in them.
Haha haven’t you seen that awesome 4 second Lupi kill with the mesmers. That was killer. Gotta love bugs.
And all who stood by and did nothing, who are they to criticize the sacrifices of others?
Our blood has bought their lives.
I use the fall damage trait on my Warrior in WvW. Especially useful if someone is trying to get into a keep that has enemies outside.
Time is a river.
The door is ajar.
Fall damage traits are great for several classes, especially in WvW, while others might as well not exist. The muddy terrain for rangers is pretty much useless since jumping down onto an enemy where the enemy has reason to run from a ranger is just not happening that often, not to mention that the rangers pet is usually busy trying to find a safe path down to the ranger, and is of no help. “Why yes! I’ll gladly give up a chunk of dps for the ability to slow down someone who isn’t going to run in the first place!”
Warrior falling damage is awesome for reasons listed above. Thief damage is useful in similar situations. Again, for PvDoor, a ranger jumping down to cause muddy terrain around a mob that isn’t moving in the first place makes it somewhat moot.
If there are situations where this trait for the ranger is a noticeable advantage, I’d love to hear about it. It’s always seemed somewhat pointless to me.
Fall damage traits are great for several classes, especially in WvW, while others might as well not exist. The muddy terrain for rangers is pretty much useless since jumping down onto an enemy where the enemy has reason to run from a ranger is just not happening that often, not to mention that the rangers pet is usually busy trying to find a safe path down to the ranger, and is of no help. “Why yes! I’ll gladly give up a chunk of dps for the ability to slow down someone who isn’t going to run in the first place!”
Warrior falling damage is awesome for reasons listed above. Thief damage is useful in similar situations. Again, for PvDoor, a ranger jumping down to cause muddy terrain around a mob that isn’t moving in the first place makes it somewhat moot.
If there are situations where this trait for the ranger is a noticeable advantage, I’d love to hear about it. It’s always seemed somewhat pointless to me.
I wouldnt mind these traits, if they also have effects for Non falling. Like example you listed.
Ranger gets Muddy Terrain ability but that trait also gives them some kind of utility proc when enemy players attack them. Or something to go along with the trait to make it not all about fall damage.
that makes it more useful for builds. Especially since the Trait system already limits us as is. Dont need less limits, because I have no desire to be the fall man. Pun not intended.
Plenty of uses already mentioned — another: Dredge fractal when without a Mesmer.
Very nice if have thief with it also — everyone jumps down and then the thief jumps in and stealths them with their trait.
Why do people always want to get rid of something they don’t like even if they’re not forced to use it? It’s very simple, if you don’t like it, don’t use it. There, that was easy wasn’kitten
Now stop complaining about it :/
In addition to the other things said, my main playstyle is simply exploring. Sometimes for map completion or jumping puzzles. The fall damage traits help me stay alive so that I don’t have to back track, or at least so that I can try riskier things to find neat places.
Personally I think the fall traits are a cool niche, but a very small one. The fall traits take up a trait spot for something that you don’t use a whole lot, and yet because of terrain issues they’re practically a requirement for WvW builds, really limiting that game mode.
What would anybody think about a weapon sigil which reduced fall damage instead? Or possibly a T2 bonus from a rune? Or maybe adding its affects to a buff? Stability for example could halve the damage and prevent the knockdown you suffer. Or maybe even just a lower tier food or wrench buff?
I just think there may be better ways to do this than in the traits system.
(edited by Conncept.7638)
Fall Damage trait in WvW is fantastic, almost mandatory.
It is also useful in many JPs, those traits are far from useless, they are only specific traits.
(and the other 8 elite specs maxed too)
Leave my favourite traits ALONE.
But but…then you can’t do this!
Btw, I was serious. If someone could enlighten me as to the strategic advantage offered by muddy terrain on falling damage (for Rangers), I’d love to know, because other than the 50% less damage it seems pointless.
Fall Damage traits are fine.
They are hardly game breaking, and can be extremely useful.
As mentioned, they find the majority of their usefulness in WvW, but can be useful in other areas of the game. Nobody like to die to a miscalculated fall. As far as their secondary effects, they most certainly have a place for creative players.
If you don’t like them don’t use them.
Its good as it is, if you have no use for them ,then thats your personal problem, but there are very lot of people, which have a use for it.
However, it doesn#t mean, that they can’t be made more useful for the occasion when you fall, makign its effect maybe trigger also when getting launched would be for example somethign I’d improve, because when gettign launched back, you are falling basically.
However, in general it would be better, if Anet woulf fix Fall Damage, because there are tons of places in the game, where you suffer on fall damage, while you aren’t falling, just normally running because of the ground being too bumpy that the game checks this as a “fall” and calculates it directly with such massive damage, that you nerarly die from this little mini fall.
Fall Damage in general calculates too quickly into deadly regions and fall damage shouldn’t kill you, it should lead you first into downed state. First of the fall damage is higher than the downed state hp also too, then it should kill the player.
That way would have lone players, that have maybe misinterpreted a bit the height at least a chance to recover without beign forced to use a WP to get back to life.
And if you diecompletely from a Jump, a player imo should automatically get warped to the next nearby WP for free.
ANother thing that Anet could fix is, that a chosen character should start the game always alive after a disconnect, when getting disconnected from WvW for example in the middle of a battle and not dead.
however, do come to an end.
No to Fall Damage Trait Remove.
Yes to Fall Damage Trait Improvements to make them more universally useful
Example: Effect triggering also when getting launched.
Fall Damage traits are fine.
They are hardly game breaking, and can be extremely useful.
As mentioned, they find the majority of their usefulness in WvW, but can be useful in other areas of the game. Nobody like to die to a miscalculated fall. As far as their secondary effects, they most certainly have a place for creative players.
If you don’t like them don’t use them.
Problem is they take us a limited Trait slot that could be used for something more useful all around.
Something like this should be a buff thats unique fall bonus for classes.
Not a limited trait in a limited trait pool system.
Fall Damage traits are fine.
They are hardly game breaking, and can be extremely useful.
As mentioned, they find the majority of their usefulness in WvW, but can be useful in other areas of the game. Nobody like to die to a miscalculated fall. As far as their secondary effects, they most certainly have a place for creative players.
If you don’t like them don’t use them.Problem is they take us a limited Trait slot that could be used for something more useful all around.
Something like this should be a buff thats unique fall bonus for classes.
Not a limited trait in a limited trait pool system.
You are not a ranger for sure, we have so many useless traits that the fall damage ones looks actually good in comparison, haha
(and the other 8 elite specs maxed too)
I’ve posted this on a suggestion thread (ie. the idea graveyard ) and I was thinking one way to make these traits a nice addition to any build is to keep the current fall damage reduction but to also make it proc when you take say 33-50% of your maximum health from a single source. This would not only make them useful against huge boss attacks or ‘evicerate warriors" (ahem ranger
) but would also keep them from proccing on useless fall damage like those that cause 200 damage in WvW etc essentially putting your trait on cooldown before you need it for that next REALLY long fall…falling 10 ft surely might hurt your leg but i don’t think it warrants blowing off a CD on a useful trait. What do you guys think of an addition like this?
Fall damage traits are great for several classes, especially in WvW, while others might as well not exist. The muddy terrain for rangers is pretty much useless since jumping down onto an enemy where the enemy has reason to run from a ranger is just not happening that often, not to mention that the rangers pet is usually busy trying to find a safe path down to the ranger, and is of no help. “Why yes! I’ll gladly give up a chunk of dps for the ability to slow down someone who isn’t going to run in the first place!”
Warrior falling damage is awesome for reasons listed above. Thief damage is useful in similar situations. Again, for PvDoor, a ranger jumping down to cause muddy terrain around a mob that isn’t moving in the first place makes it somewhat moot.
If there are situations where this trait for the ranger is a noticeable advantage, I’d love to hear about it. It’s always seemed somewhat pointless to me.
Add Toxic Landing to the useless trait list. This is probably the most useless trait in the whole game.
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
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The reduced falling damage trait is also useful in the Grenth Temple as one of the bosses skills lifts players up in the air and drops them. Having this trait selected can keep you alive if he targets you with this.
I miss the 1000 Grenade Engineer fun times