Fall Damage Traits
something i’d find interesting is on point/off point traits. take x% less damage while fighting on point for bunkers, deal x% more damage while fighting on point for dps, some uncreative examples that could be built on.
theoretically you could even encourage +1 playstyle with such traits. deal x% more damage damage every x seconds while fighting on a point but take x% more damage every x seconds. good for forcing a bunker off point in a 2v1, bad for holding points.
if they finally agree to split game modes we could have traits like those.
something i’d find interesting is on point/off point traits. take x% less damage while fighting on point for bunkers, deal x% more damage while fighting on point for dps, some uncreative examples that could be built on.
theoretically you could even encourage +1 playstyle with such traits. deal x% more damage damage every x seconds while fighting on a point but take x% more damage every x seconds. good for forcing a bunker off point in a 2v1, bad for holding points.
if they finally agree to split game modes we could have traits like those.
This goes against Anets philosophy for traits and effects. Take scrapper hammer for example. If it doesnt AA for 9nine9thousand, stun enemies into a coma, do your washing, walk your dog, and do all this from 1200 range, it’s got no place in the game.
Beef your trait idea up by 6 or 7 effects and you might be in the ballpark of where your trait needs to be.
XD
something i’d find interesting is on point/off point traits. take x% less damage while fighting on point for bunkers, deal x% more damage while fighting on point for dps, some uncreative examples that could be built on.
theoretically you could even encourage +1 playstyle with such traits. deal x% more damage damage every x seconds while fighting on a point but take x% more damage every x seconds. good for forcing a bunker off point in a 2v1, bad for holding points.
if they finally agree to split game modes we could have traits like those.
This goes against Anets philosophy for traits and effects. Take scrapper hammer for example. If it doesnt AA for 9nine9thousand, stun enemies into a coma, do your washing, walk your dog, and do all this from 1200 range, it’s got no place in the game.
Beef your trait idea up by 6 or 7 effects and you might be in the ballpark of where your trait needs to be.
XD
and that’s exactly the main problem we currently face, appart from bad balance. weaponsets/traits do too much, have little weakness compared to release state of pvp and overall the gap between very good players and mediocre players has become quite narrow.