revanant: the reverse adrenaline system

revanant: the reverse adrenaline system

in Guild Wars 2: Heart of Thorns

Posted by: sorudo.9054

sorudo.9054

As we all know, the revanant is going to have an energy bar.
I personally find that a big step back to how they started GW2, they didn’t remove the energy bar from casters for nothing.
So what I am about to suggest will do away with the energy bar and instead give the players more control over what you spend on skills, I call this the reverse adrenaline system.

Reverse adrenaline system:
this system allows you to recharge your skills by fighting enemies, to explain this I have to explain some things.
In GW1 there is adrenaline, this fills a skill based on adrenaline and when it’s full you can use that skill.
As you already guessed, this is quite a hamper on the start of a fight.
That’s why this is a reverse system, the skill is already full from the get go but as long as you’re in battle mode you need to fight to recharge skills.

So it go’s like this:

  1. your skills (on weapon) are useable from the start.
  2. when you use the skill you spend the adrenaline of that skill.
  3. in order to reuse the skill again while in battle mode you have to fight your enemies.

when you get out of battle mode your skills will be recharged just like your health, the length of time depends on how much the skill costs. (a skill of 4 adrenaline is just a few seconds while a powerful one of 8 takes about 5 seconds to recharge.)

the reason why I rather want this?
This will not overall depend on one energy bar but instead gives the player the choice on what skill they use, only having to pay the cost of that one skill.
They already made this mistake with the thief, it’s a horrible system and only the most patient players are able to handle that profession.
Don’t make the same mistake all over again, it’s bad enough it has a big limit on utility skills, healing skills and the elite slot, not to mention the lack of weapon swap, don’t make it the most frustrating and limiting profession in the game.

I like control, consider the cost of each skill and go with that.
I know you like to have full control over your character, if you really do then you can at least agree that the current revanant is more limited then you will ever like.

control>controlled

revanant: the reverse adrenaline system

in Guild Wars 2: Heart of Thorns

Posted by: Konig Des Todes.2086

Konig Des Todes.2086

Seems redundant. It’s good to use from the start of the battle, and you need to keep battling to refil…

So when you leave combat it, what, refills itself? Or does it empty? Enter combat it automatically fills?

What you’re really suggesting, once you remove the adrenaline terminology, is a recharge rate that is determined by your speed of skill usage. Which means that any build that does not involve quickness is underpowered to any build that does.

The Initiative system is not like the energy system that we have for Revenants – nor is it akin to the energy system that was around at launch (which was shared between all skill usage and the dodge bar!) If you must compare it to the initiative system, it would be like that if you start each weapon swap at 50% (so basically if you had that initiative-on-weapon-swap trait). But unlike the thief weapon skills, revenant legend skills have recharge times, I believe.

Dear ANet writers,
Stop treating GW2 as a single story. Each Season and expansion should be their own story.

revanant: the reverse adrenaline system

in Guild Wars 2: Heart of Thorns

Posted by: sorudo.9054

sorudo.9054

Seems redundant. It’s good to use from the start of the battle, and you need to keep battling to refil…

So when you leave combat it, what, refills itself? Or does it empty? Enter combat it automatically fills?

What you’re really suggesting, once you remove the adrenaline terminology, is a recharge rate that is determined by your speed of skill usage. Which means that any build that does not involve quickness is underpowered to any build that does.

The Initiative system is not like the energy system that we have for Revenants – nor is it akin to the energy system that was around at launch (which was shared between all skill usage and the dodge bar!) If you must compare it to the initiative system, it would be like that if you start each weapon swap at 50% (so basically if you had that initiative-on-weapon-swap trait). But unlike the thief weapon skills, revenant legend skills have recharge times, I believe.

you clearly didn’t read it and just skimmed through it so i will slowly explain what was already explained, special for you.
you can use the skill from point one.
when you hit an enemy you gain an adrenaline point.
each skill has their own adrenaline point cost.
in order to recharge them you need to fight enemies because guess what, you hit enemies when you do, weird right?
when you are outside battle mode, so when that little yellow background behind your skills is not there anymore, it recharges on it’s own.

i can try to do it even more patronizing but then i scoop to seasame street level.

revanant: the reverse adrenaline system

in Guild Wars 2: Heart of Thorns

Posted by: Konig Des Todes.2086

Konig Des Todes.2086

That is exactly what I said. You apparently only read up to the second sentence of my post. So if you’re going to patronize about “skimming through”, don’t do it yourself. Else you be just a hypocrite.

Let me restate the most important part of my post, which you “conveniently” overlooked:

What you’re really suggesting, once you remove the adrenaline terminology, is a recharge rate that is determined by your speed of skill usage. Which means that any build that does not involve quickness is underpowered to any build that does.

That is a major balance design flaw, and thus cannot work without removing quickness.

Dear ANet writers,
Stop treating GW2 as a single story. Each Season and expansion should be their own story.