[Idea] Falling Damage Trait Update

[Idea] Falling Damage Trait Update

in PvP

Posted by: Daco.5961

Daco.5961

I don’t know if this is the best place to post this but it would possibly have the largest impact in PvP.

The Falling Damage Traits is completely useless in PvP and pretty much only use to break out of maps and longer jumping puzzles.

There is a lot of CC and when an entire team is using CC heavy builds there should be more ways to counter it. With the stability change, you quickly run out of ways to beat the CC. If Falling Damage Traits were able to trigger on Knockbacks and Pulls, it would allow teams and individuals to better handle annoying CC builds. With most of the falling damage traits effect having cool downs of 5-8 seconds, only minor tweaking would be needed so it could work.

Another idea brought up by a redditor would be to reduce stuns/dazes by 33%

BONUS: The warrior’s falling damage trait triggers a knockback, so if you knock an opponent warrior into your teammates, the warrior will end up knocking your teammates back too.

BONUS BONUS: Do I have to say how much fun Asura Ball would be, and the new asura game Asura Bowling!!!!

[Idea] Falling Damage Trait Update

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

There’s already traits that trigger on CC, and mostly the only reason to bring fall damage traits is tings like doing jumping puzzles or to get shortcuts in WvW. In PvP, even in vertical maps people will rarely bring them, and when people do bring them, they sometimes cause things like someone getting stuck down with the wurms in Skyhammer, which I can attest is rather not fun.

If you ask me, I’ll put a “Fall damage reduction” mastery in a “Traveler” mastery track that works in all of PvE and WvW, available even without HoT, and change the trait ones in favor of something like you describe:

  • A passive counter to forced movement or displacement. With skills that trigger when the enemy attempts to force movement on you: Fear, Taunt, Launch, Pull, Push/Knockback, Float, Sink and Shadowstep caused by enemies.

But not stun, daze and knockdown. This would trigger only if the enemy is trying to move you, and with any effect that tries to move you, even if it’s not technically a CC. Thus making it different from other anti-CC passive traits that work on all CC.

As for that ‘traveler’ mastery, It could be something like this:

  • All masteries include effects to help people get faster to places all over the world and within areas.
  • Available even without HoT, possibly the only one if no more ‘core’ ones get added, so non Hot players get to see how the Mastery System works.
  1. Increase movement movement while out of combat to 33%.
    • [This way you don’t need to mutilate your build to run as fast as your friends, or constantly change, weapons, skills or traits before and after combat. As a bonus, no more charr walking on all fours in slow motion. ]
  2. Decrease fall damage by 50%
    • [This would not stack with other effects like runes and traits. The fall damage effect in traits would stay, but won’t stack with this one. This mastery would be something you train if you don’t need the fall damage trait in combat, and only want the fall damage part, not the other effects]
  3. Make city waypoints free even while outside of that city.
    • [Because who doesn’t find kind of annoying having to go to the msits then LA then the city to save some coins?]
  4. While you are not defeated, reduce waypoint costs for all waypoints in your current area by 1 silver.
    • [Reducing the cost of jumping all over the current map to get to events and helping people, but not affecting the cost of reviving yourself at a waypoint or traveling to another map]
  5. You can now use contested waypoints at 10 times the cost.
    • [Waypoints get contested for the safety of the public, but also to save energy. Using a contested waypoint safely would require much more energy, so you have to pay extra. This still won’t work on broken waypoints, though, those would get a different icon that looks like a waypoint split in two by a crack. And this would be limited to travel within the same area. If you travel to a contested waypoint from another area, you are still sent to the nearest safe waypoint. Needless to say, this won’t affect WvW or PvP. Only certain open world waypoints.]
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

[Idea] Falling Damage Trait Update

in PvP

Posted by: Erzian.5218

Erzian.5218

Just merge on cc and falling damage traits. Problem solved.