Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
I think venoms feel a little lackluster.
Outright improving their effect or number of charges doesn’t work, as it might cause problems – specifically since players pre-cast the Venom in order to cast it again mid-fight, much like Traps are used – resulting in excessive effect.
A way to improve them without causing issues, is:
- Keep the current number of charges
- Make that the charge Cap
- Add 1 charge every X seconds, up the the cap.
Example:
- You cast Spider Venom (5 charges, lasts 30 seconds, 45 seconds recharge, gains 1 charge every 6 seconds, but never goes above 5 charges)
- You start attacking 10 seconds later.
- Since it adds 1 charge every 6 seconds, you gain a charge at the seconds 12, 18, 24 and 30 as long as you keep under 5 charges.
I hope this is clear.
This means casting beforehand doesn’t bring issues since charges can’t go over the cap.
Casting in the heat of the moment won’t make it feel lackluster either.
(edited by Nurvus.2891)
agree to Op venoms need some changes…but your idea seem to be very complicated
@OP: venom not using charge when misses would be nice, but regenerating venom do seems a bit op
I’m sorry, but please, if you’re going to make suggestions, then use actusl GW2 terms. I didn’t understand a word of this.
just reduce cd (and duration of conditon effect) in order to make them more situationally…
I’m sorry, but please, if you’re going to make suggestions, then use actusl GW2 terms. I didn’t understand a word of this.
I am suggesting that, for example, Spider Venom, wich lasts 30 seconds or 5 Attacks and causes Attacks to apply a 6 second Poison, would also gain 1 “Attack” every 6 seconds or so.
So if you cast Spider Venom and start attacking right away, you will be able to apply poison up to 10 times – 5 initial, plus 1 every 6 seconds of the 30 second duration.
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