Fields: A suggestion.

Fields: A suggestion.

in Ranger

Posted by: Spectre.6821

Spectre.6821

Hello Ladies and Gents,
Kind of new to the forums, but been lurking a bit for awhile, so please forgive me if something of this nature has been posted before.

Also, I know this is not specifically for the Ranger class, but would harmonize well with them so I figured I would see what the community thought of it.

What if fields offered negation/neutralization of enemy fields? IE: Enemy tosses down a poison field, Ranger drops a water field and “purifies” the poison field. Foe drops a fire field, (for burning and to blast might), and Ranger drops a Frost trap to neutralize. In these instances the old field gets “overwritten”.

I believe this would add a bit of utility to the Ranger (a class with a healthy amount of combo fields,) and simultaneously add an interesting bit of strategy in all 3 game modes.

What do you folks think?

Fields: A suggestion.

in Ranger

Posted by: Indoles.1467

Indoles.1467

First, wouldn’t this be better suited for the suggestion sub forum?

Second, while I have thought of something like this before, some issues come to mind.
1. How much of a field would you have to cover to remove it? Would this be difficult to code? If it simply has to touch another field, will countering be too easy?
2. Some fields are very common while others are fairly rare. Will this make certain fields easily countered and therefore fairly useless?
3. Some professions have access to a large amount of field while others have almost none (especially in certain builds). Will this worsen profession balance?
4. Can one field neutralize an unlimited amount of enemy fields of a certain type or just one? How often does it check to neutralize fields?
5. How will this impact small/large group combat?

Like the idea, don’t see it happening though.

Fields: A suggestion.

in Ranger

Posted by: Spectre.6821

Spectre.6821

First, wouldn’t this be better suited for the suggestion sub forum?

Second, while I have thought of something like this before, some issues come to mind.
1. How much of a field would you have to cover to remove it? Would this be difficult to code? If it simply has to touch another field, will countering be too easy?
2. Some fields are very common while others are fairly rare. Will this make certain fields easily countered and therefore fairly useless?
3. Some professions have access to a large amount of field while others have almost none (especially in certain builds). Will this worsen profession balance?
4. Can one field neutralize an unlimited amount of enemy fields of a certain type or just one? How often does it check to neutralize fields?
5. How will this impact small/large group combat?

Like the idea, don’t see it happening though.


Thanks for the input, and yes I realize it would probably be better in the suggestions tab, but I figured I’d list it here first only to “test the waters.”

1.) I believe that it should be a hard counter, if they overlap they cancel. Now does this make it too easy? In the confusion of a 5v5 or 30v30, it may be a little more difficult than say in PVE. However, countering a field would be similar to wiping a sleight of conditions.

2. This is actually needed. Countering a fire field removes a bonus to the opposition, whereas countering a Necromancer’s well is devestating to the necromancer. Events such as this still permit fields of specialization to have fewer hard counters, while more prevelant fields are more easily dispatched.

3. Can profession balance get much worse? Lol. In all seriousness however, I really can’t fathom the entirety of the balance/imbalance nature of this. Will it add some effectiveness to a Ranger/Ele/Necro? Indeed. Less so Warrior, etc. The key is it would add an entire facet to support based roles, and some build diversity.

4. I would for see it only negating the fields it directly comes in contact with, and probably no more than 3 fields regardless. My “cleansing water” can only purify so much poison. My fire can only melt so much ice. Also neutralization should only be checked on deployment. If I throw fire down on ice to cancel, the opponent could then throw ice down on my fire to extinguish it.

5. Impact: Tactical removal of field buff deployment, cancellation of potential blast/leap finishers, nukage of potential blast blinds etc. That here to fore are not capable of being countered, save for countering the “finisher.” Everything should have a hard counter in the game… that is balance in my 2ยข.

For further speculation, what if it was a trait able ability, either in Wilderness Lore or Nature Magic and certain class exclusive?