Unexplored Skill Mechanics

Unexplored Skill Mechanics

in Guild Wars 2: Heart of Thorns

Posted by: lordhelmos.7623

lordhelmos.7623

Just a compilation of unexplored skill mechanics. Feel free to add more:

-Destroys or coverts enemy combo fields into allied combo fields/boons/effects.

-Tether enemy to a destroyable object. Or tether 2 enemies together to cause an effect when they go too far apart.

-Disarm enemy/change enemy weapon into something else (like a bomb that counts down when enemies press attack skills and are not paying attention).

-Finishers that summon minions/spirit weapons/environmental objects (projectile finisher that turns into a specific kind of minion depending on what field it enters. Blast finisher that causes a summon based on the field).

-Deal damage when enemies gains a condition or boon (fragility).

-Limit the amount of boons/conditions a target or ally can have (example max 3 boons or max 3 conditions, last boon drops off when a new one is added. 3 is only an example, any number can be used).

-Consume boons on a target or on self for an effect (dervish-type effect)

-Skills with required resource upkeeps (revenant will add some).

-Skills with charge effects when the button is held down or tap once to charge tap again to fire.

-Create a vehicle or mount (Glider will be added, new ideas can be added like siege tanks).

-Create projectiles or waves when melee attacks that are used to extend range.

-Field that converts projectiles into instant-hit beams.

-Create a black hole that sucks in an enemy, secondary effect launches pulled enemy into a target.

-Use an enemy as a human shield to absorb projectiles.

-Cause a specific effect if skills are queued or used in a certain order (combo skills).

-Mind control enemy or create a shadow of the enemy that can be mind controlled (i.e. skill that creates a shadow or clone of the enemy with their skillbar and lets you control it).

-Slow moving projectile that chases enemies.

-Create an object with one skill, shoot it with another skill to cause an effect (unreal pulse rifle effect).

-Slowly expanding field that causes damage, healing, or another effect.

-Build-able wall or barricade that obscures line of sight.

-Scramble enemy skillbar.

-Disable next used skill for a prolonged period or replace it with something detrimental.

-Remote control projectile.

-Launch enemy high into the air and float them down slowly as a CC.

-Force the enemy or ally into another dimension where they are affected by new rules or properties.

-Redirect enemy teleports to a predesignated location or trap

-Force enemies that perform leaps into a float CC instead of finishing their ability.

-Create a field or wall that splits 1 projectile into multiple.

-Push all enemies away from the target enemy to single them out.

-Create an affect that spreads like a disease or benefit when enemies or allies touch each other.

-Deal damage, heal, or create an effect when stacks of a boon or condition reach a specific limit.

(edited by lordhelmos.7623)

Unexplored Skill Mechanics

in Guild Wars 2: Heart of Thorns

Posted by: Crossflip.4390

Crossflip.4390

I like the idea of creating temporary vehicles or mounts via skills. Imagine calling in a Charr motorbike via airdrop

Unexplored Skill Mechanics

in Guild Wars 2: Heart of Thorns

Posted by: Knighthonor.4061

Knighthonor.4061

I would like some more of these. But some of the ideas the OP had won’t work in this game and some are already in the game, just in different context, such as Dervish skill.

Unexplored Skill Mechanics

in Guild Wars 2: Heart of Thorns

Posted by: meeflak.9714

meeflak.9714

The combo fields one and limit booms one…. Yes ..please.

All professions lvl 80. x2 elementalist
main Druid ~~Adalyn Del Rayna~~ [SIGH]
[Ehmry Bay]

Unexplored Skill Mechanics

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Posted by: CureForLiving.5360

CureForLiving.5360

-Destroys or coverts enemy combo fields into allied combo fields/boons/effects.

Combo fields have always been an interesting idea but never full realised, in my opinion. Before a mechanic like this is implemented combo fields need to be looked at to make it a more active part of combat.
Primarily I see 2 present problems with combo-fields: too many particle effects making it difficult to see fields, and secondly the inability to quickly identify if a field on the ground can be combo-ed and how.

But this might be an interesting mechanic to use against necros with wells and the coming Chronomancers who will also be using wells.

-Skills with required resource upkeeps (revenant will add some).

Could work, no all classes have resources but warriors, necros and thieves do. So future specialisation ideas? Initially when anet mentioned being able to use necro life force in a new way I actually thought they’d do something like this.

-Create a black hole that sucks in an enemy, secondary effect launches pulled enemy into a target.

So like Guardian greatsword skill?

-Use an enemy as a human shield to absorb projectiles.

Not sure how this would work with present mechanics? Unless you want to implement friendly fire.

-Cause a specific effect if skills are queued or used in a certain order (combo skills).

Well we already have combos, but of course like I said its not an active part of combat.

-Slowly expanding field that causes damage, healing, or another effect.

We’ve seen some fields like these in the HoT beta.

-Launch enemy high into the air and float them down slowly as a CC.

Since you can’t attack in the air (something which I really think ANet should change since I want to use abilities while jumping down a ledge , this would basically be a prettier type of stun. Still not a bad idea.

Unexplored Skill Mechanics

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Posted by: Earix.5684

Earix.5684

Tether enemy to a destroyable object. Or tether 2 enemies together to cause an effect when they go too far apart.

Entangle

Earix – GvG Player – Druid / Soulbeast
Pirate Chips [LAYS] – Server Hopping (EU)

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Posted by: Ardid.7203

Ardid.7203

There are some great ideas in there, Lordhelmos.

I specially like the remote controlled and seeker projectiles. (Like those awful chasing roots that some mordrem launch through the floor).

Also the “expanding” area effects culd be even more interesting if you think on “moving” area effects. Could be fast with clear paths, or slow but less predictable. Mordrem troll’s bees comes to mind.

What about area effects that change their effect when zones cross with other area effects? (Stupid example: Fire+Water= Steam, a zone that heals friends, burn foes and produce blind and stealth AoE)

Or “changing effects” area effects? (A field that heals foeas and friends inside and then damages foes and friends inside, so your allies have to know when to be inside, and when to push enemies inside)

“Only problem with the Engineer is
that it makes every other class in the game boring to play.”
Hawks

Unexplored Skill Mechanics

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Posted by: Valento.9852

Valento.9852

- Dodge to remove a certain non-condition debuff (like TA’s husks).

Attempts at ele specs:
Shaman
Conjurer

Unexplored Skill Mechanics

in Guild Wars 2: Heart of Thorns

Posted by: Randulf.7614

Randulf.7614

Whilst not all your ideas are feasible, there is some interesting ideas floating in there, that would compliment the game