(edited by lordhelmos.7623)
New WvW Elite skills for each classs
These are cool ideas. +1 for creativity.
The idea is cool (wvw elites), but the implementation and aftermath just sounds…insane.
The same zerg fights will be happening, the same GWEN class composition will be happening.
Even more huge AoE skill effects will be on the screen and battlefield (engis dropping walls, eles dropping boulders of doom, Mesmer dropping more bubbles (also counters static field).
Melee train becomes even more unstoppable (more stability, more toughness)
Its just more of the same, but even worse.
All I can see is even an even more blobby spammy skill effects and laggy zerg mass, just with less cc from all sources, which makes it even more chaotic and zergy and spammy.
PvP modes are the “endgame” in every MMO.
Stop failing at PvE, start fixing PvP/WvW. Thank you.
(edited by Realist.5812)
Everyone hopes for additional elites
in the mean time to react to the post:
1. W:SC – 10 Seconds is way too long
2. G:TD – ANET won’t go for it, they already nerfed skills which can stop treb shots
3. T:SS – permanent steal would be ridiculous especially since you can be in cloak while channeling it.
4. E:FB – Useless vs. organized force that always follows the tag.
5. M:NZ – Marginal and easily counterable
6. T:A – way too much like Mass Invi and makes mesmer sweeeping even more tedious
7. E:B – I like the concept of them building something but depends on the duration or HP of the obstacle.
No love for necros?
No love for necros?
too OP as is :P
The Ranger skill is basically how one of our traits worked in the past, before ninja nerfs/bug fixes.
Currently @ some T1 server in EU
Necros Elite
Summon a guy to build the code to WXP account bound
Warrior: Change your traits to 30/30/30/30/30 and display “Overpowered” over your name.
Thief: Gain Stealth for 60 Minutes. You can’t become revealed.
Ranger: Reduce the bow range to 150.
Ranger – Wall of Thorns: Anyone that walks through it is immobilized for 1 second and gets 6x bleed. Find some way to balance it so people aren’t perma stuck in it.
This would help with some of the ZvZ combat since stability doesn’t counter it and cleansing it would be difficult because people wouldn’t all have it at the same time plus multiple rangers etc.
Ranger – Favored Ground: Like Guadian consecrates, but automatically ranged. Enemies gain cripple and vulnerability, allies gain protection.
Some kind of group support that may help against hammer trains that isn’t tied to stability.
Ranger – Wall of Thorns: Anyone that walks through it is immobilized for 1 second and gets 6x bleed. Find some way to balance it so people aren’t perma stuck in it.
This literally is already one of the ranger elites.
Ranger – Wall of Thorns: Anyone that walks through it is immobilized for 1 second and gets 6x bleed. Find some way to balance it so people aren’t perma stuck in it.
This literally is already one of the ranger elites.
But now it’s a wall and can hit more than 5 targets and is actually useful to a zerg.
Necros don’t need a new elite. Lich is way too good as it is. The would have to give us a skill “God Mode” to me get away from Lich form.
New bunker meta sux
The purpose of these skills is to add new specialized WvW Elite skills to the game that make all classes important in WvW combat.
Warrior: Spearhead Charge
Grant up to 5 allies around you stability, swiftness, and +300 toughness for 10 seconds. Allies affected by spearhead charge cannot be affected again for another 30 seconds.Purpose: counter the hammertrain/cc meta during zerg v zerg charges.
would just make War more UP, not countering the zerg meta, but encouraging it… Stack Warrior, 1/3 on banner; 2/3 with that… unstoppable zerg
Guardian: Tower Defense
Creates a protective bubble for 9 seconds that nullifies damage done to allied players by siege weaponry.Purpose: Counter arrow cart OPness.
9 seconds of null damage? Really? just get one bubble after the other, still demands lots of players, thus demands zergs, thus encourages zerg meta
Thief: Siege Swipe
Attempt to acquisition enemy siege equipment after a 3 second channel. Kicks the current operator off with a knockback if used on siege currently being manned by the enemy.Purpose: Gives roaming/undetected thieves a good infiltrator ability that can turn the tide of a fight by stealing enemy siege and turning it on them.
lol… dead thief incoming! does anyone believe any thief can stay on a “stolen” siege for more than one hit?
Elementalist: Flaming Boulder
Conjures a slow rolling boulder that rolls towards the enemy, deals damage, burns and knocks down any targets hit (max targets 5).Purpose: Creates a dangerous obstacle that forces enemies to break formation/split.
5 for an elite that is a very slow, very visible thing?
Mesmer: Null Zone
Creates a large 1200 circle that instantly nullifies all existing enemy combo fields in it and prevents future fields from being placed for 6 seconds.Purpose: Counters combo field effect stacking.
most mesmers I see in bus (and this is a bus ability) are not looking for more “null effect”; They ask for aoe capacities to use in bus… an 1200 range with a 6 seconds denial? Right…
Ranger: Ambush
Place up to 5 allies in a 900m radius in stealth for 2 seconds. Players affected remain in stealth and can remain stealthed as long as they do not move after the 2 second mark. Players cannot use a mesmer portal for 12 seconds after the effects of ambush end.Purpose: Allows the ranger to be integral in preparing deadly ambushes for small roaming groups. Think your alone in that camp? Holy S$$$$+! Added the portal effect because teleporting invisible roaming groups around the map would be broken as hell.
A 12 seconds debuff on a 2 seconds invisibility? 2 seconds invis would be too op because it would allow to port a small group all around the map? really? How does it help rangers in WvW or group settings? Mesmer have a way better invis as Elite…
Engineer: Barricade
Creates a large metal spiked barricade in front of the engineer that is stationary and cannot be passed by enemies unless destroyed. Bleeds any enemies that touch it.Purpose: Creates obstacles that can slow down an enemy zerg, buy time my making a makeshift wall/door, or cause the enemy to break formation.
very situational
Comments in line
Now, I know I might sound harsh; these are creative ideas, but they solve no problems we have in WvW; they make OP classes more OP and unwanted classes more unwanted…
They do not answer the concerns of players that play the class… Do you really want to give war more access to stability, and make him harder to deal damage to? Do you really think that giving guard a protection elite answers the concerns of Guard players who complain thet their only wanted build is always support? That sige swipe is a role to give to thiefs? it does not solve any of their issues… Are Elems asking for yet another AoE? I think they mostly want their damage/survivability back… That a 2 seconds stealth as an elite for rangers would really be useful for that class? I think we’ll still be with Entangle, that it solves none of our issues of pets constantly dead, of undesirability in group/team settings, of damage/survivability ration, and so on. And, lastly, the Engie… Looks Pretty meh, for an engie, though I see the use… Though it would likely not have much more health than a turret or so, so, yeah… Big packs of ennemies would tear though it, but if they made it to hold some in front of blobs, it would be overpowered while roaming…
Overall, +1 for creativity, but -1 for well thougth out…
Some good ideas here, but imo not good enough.
WvW Elite-Skills ? No. More WvW Skills being improved to finally have 10 Tiers of Perks? YES
Adding finally some class specific WvW Skills with 10 Perks to impürove the roles of classes for WvW? HELL YES!!
Adding in general more missing WvW Skill Lines and merging some of the existign ones together? YES
That are the things WvW absolutely needs together with a complete redesign and merging of the 3 borderland maps to improve the new map also with some nice effects&features from EotM.
Improving finally significantly the whole Commander System and make Guilds in WvW have more important influence? OH kitten goodness, YES!
WvW uses until today still only like 25% of its real potential that this game mode has to be an awesome complete different experience of gameplay, than the rest of the game is. WvW needs more strategetic and tactical elements, especially in regard of the WvW environment. Tasks that lead to the point, that worlds want to split up more, so that less zerg trains are running around like locusts from spot to spot farming their W-Exp, Gold, Exp and Karma …
Defending must become alot more rewarding, so that peopel really want also to stay and defend a place as good as possible, instead of searching for the next zerg or group of players to run as fast as possible to the next spot to take, leaving the last tower/keep ect. undefended, after having taken supply from the place naturally first.
Defending places needs to become far more rewarding, than taking places, only this way you get the people to do it constantly.
Just a little example of what we will get soon and what would be missing:
Assault Mastery
Reinforcement Mastery
These 2 will we get in near future, perhaps already with the next patch on the 15th of April. Their effects are still unknown.
However theres stil lalot of WvW Skill Lines missing, that could easily exist and would help alot to make WvW more interesting. Like:
- Trap Mastery
- Battle Suit Mastery (for Golems)
- Medic Mastery
- Stronghold Defender
- Supply Defender
- Tower Defender
- Escort
- Shrine Guardian
- War Strategist
- Communication
- Honor
- Merging the two 2 Siege WvW Skills
- Merging the Mercenary WvW Skill into the offensive/defensive Guard Kill WvW Skills
- Merging the Build and Repair WvW Skills under the new Name of Warcraft Mastery
With these thigns done, WvW would be imo alot better, than it is right now, together with improving all of the existing WvW Skill Lnes to 10 perks, that have currently only 5 and adding for each class like 3 class specific 10 perk WvW Skills that define the roles of the classes in WvW.
Thieves:
- Infiltration
- Sabotage
- Assasination
Elementalist:
- Field Support
- Terraforming
- Summonings
Necromancer:
- Rituals
- Cursings
- Vampirism
Mesmer:
- Chaos
- Illusions
- Duelling
Guardian:
- Protection
- Punishment
- Virtues
Warrior:
- Leadership
- Motivation
- Valor
Ranger:
- Trapping
- Pathfinding
- Nature Symbiosis
Engineer:
- Development
- Alchemy
- Tools
Just my vision that I have of how WvW should evolve or can evolve further to be more precise.
No to all of those. No more power creep.
The idea is good but obviously your version is too OP and imbalance.
Several tweaks will make it viable.
Warrior: Spearhead Charge
Grant up to 5 allies around you stability, swiftness, and +300 toughness for 10 seconds. Allies affected by spearhead charge cannot be affected again for another 30 seconds.
Purpose: counter the hammertrain/cc meta during zerg v zerg charges.
Comment:
This one is ok. but aftermath effect should be like 60 seconds.
Guardian: Tower Defense
Creates a protective bubble for 9 seconds that nullifies damage done to allied players by siege weaponry.
Purpose: Counter arrow cart OPness.
Comment:
Nullify is too much. I’d say -50% damage. Also is this suppose to be a buff or something like sanctuary that you’re immobile when using?
Thief: Siege Swipe
Attempt to acquisition enemy siege equipment after a 3 second channel. Kicks the current operator off with a knockback if used on siege currently being manned by the enemy.
Purpose: Gives roaming/undetected thieves a good infiltrator ability that can turn the tide of a fight by stealing enemy siege and turning it on them.
Comment:
No, just no. We can’t manually remove our own siege, so after a tower/ keep is taken, the ram/ catap will stay there no matter what. A thief can get a free catap/ ram without spending a single supply and take down the tower by himself? Imagine if there’re 3 thieves doing that, 3 rams w/o a single supply.
Just… NO.
Elementalist: Flaming Boulder
Conjures a slow rolling boulder that rolls towards the enemy, deals damage, burns and knocks down any targets hit (max targets 5).
Purpose: Creates a dangerous obstacle that forces enemies to break formation/split.
Comment:
Interesting, but this sounds like another version of hammer train.. If the CD is like 180 seconds, then I guess is ok.
Mesmer: Null Zone
Creates a large 1200 circle that instantly nullifies all existing enemy combo fields in it and prevents future fields from being placed for 6 seconds.
Purpose: Counters combo field effect stacking.
Comment:
This one is ok.
Ranger: Ambush
Place up to 5 allies in a 900m radius in stealth for 2 seconds. Players affected remain in stealth and can remain stealthed as long as they do not move after the 2 second mark. Players cannot use a mesmer portal for 12 seconds after the effects of ambush end.
Purpose: Allows the ranger to be integral in preparing deadly ambushes for small roaming groups. Think your alone in that camp? Holy S$$$$+! Added the portal effect because teleporting invisible roaming groups around the map would be broken as hell.
Comment:
NO. HORRIBLE IDEA.
Permanent stealth is not acceptable. I have several way to exploit the hell out of this stupid skill. Ex) Your keep/ SMC almost go down, have 3 rangers hiding 15 players somewhere inside the castle, then wait for like 5 minutes until everyone’s gone and invincible of lord’s gone. Then you suddenly come out and retake the castle in 30 seconds. ABSOLUTELY UNACCEPTABLE SKILL.
This skill has nothing to do with WvW. Mesmer already has a similar elite, why is WvW version of ranger’s stealth way stronger?
Absolutely makes no sense.
Personally I think ranger’s elite should be that you can call out 3 pets to aid you for 20 seconds. 3 pets can be selected on your pet bar. It’d be interesting to see a bunch of ranger summoning all those pets to faceroll enemies lol.
Engineer: Barricade
Creates a large metal spiked barricade in front of the engineer that is stationary and cannot be passed by enemies unless destroyed. Bleeds any enemies that touch it.
Comment:
Purpose: Creates obstacles that can slow down an enemy zerg, buy time my making a makeshift wall/door, or cause the enemy to break formation.
This one is ok, but seem to overlap with all the other wall that prevent cross skills.
The HP of the obstacle should be determined very carefully though.
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btw, where’s Necromancer’s?
(edited by Aomine.5012)
Personally I think ranger’s elite should be that you can call out 3 pets to aid you for 20 seconds. 3 pets can be selected on your pet bar. It’d be interesting to see a bunch of ranger summoning all those pets to faceroll enemies lol.
No, we should be allowed to summon ALL our pets at once, even the sharks (landshark harr harr) and jellyfishes. And they stay with us for 240 seconds or until killed. The pets are affected by points into beastmastery and get an additional 7% stat boost from the Rangers Gear.
Skill cooldown 10 minutes. That should be fair
Currently @ some T1 server in EU