[Idea] Falling Damage Trait Update
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.
- 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. ]
- 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]
- 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?]
- 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]
- 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.]
(edited by MithranArkanere.8957)
Just merge on cc and falling damage traits. Problem solved.