Showing Posts For Aimless.7251:

Suggestion: Change Elixir C

in Engineer

Posted by: Aimless.7251

Aimless.7251

I request some minor changes to Elixir C, as follows.

Type: Elite

Duration: 60 sec
Recharge: 180 sec
Shout: “Oh god oh god oh god.”

Description: “Drink a pot of double-brewed coffee. Gain 50% increased movement speed. Reduce casting- and recharge-times for all turrets and weapon-kit-skills (20%). Turrets you create have 20% lower health and explode upon destruction, burning nearby foes. Lose all your allies. If your health is below 50% when this effect ends, you are downed.”

Remove defiance, require repeated strikes

in Guild Wars 2 Discussion

Posted by: Aimless.7251

Aimless.7251

With Defiance, groups can use any control effect to strip a stack, then one person needs to time the actual control effect. You want people to have to carry the same control effect and use that in a coordinated fashion.

I find this objection puzzling! Each control-/interrupt-effect has several skills associated with it spread out over several classes and I’m not sure why it would be very unlikely for some of these skills to be brought to a large boss-battle, or why it would be much more difficult to semi-coordinate the kind of attack suggested in the OP. There are at least 15 skills that cause knockdown, for example, spread out over 6 professions, and at least some of those skills seem to be generally useful even outside boss-battles

Such attacks could be partly self-coordinating, in that everyone would simultaneously see that the target is getting closer to eg. getting knocked on its kitten , and each player would on his own be able to react to that information eg. by choosing to add the final push for that specific condition. Some players would choose to hold off for a while, and others might choose to focus on trying to cause another condition.

One lucky player would get the visceral satisfaction of seeing his attack temporarily drop the target, while other players would get the lesser satisfaction of seeing their efforts play a part in accomplishing that dramatic goal (rather than seeing their efforts as a completely mindless grinding down of defenses).

Further, you want the boss to then be immune with no chance to CC, for an unspecified time.

No, that is not what I said. That is literally the opposite of what I said! The temporary immunity would be for the specific condition and its purpose is to keep bosses from being neutralized too easily by one single condition type while keeping other options open. After a knockdown you might have to aim for fear, or daze or launch, or stun or whatever. This is the relevant sentence from the OP:

… and then trigger a period of immunity to that specific condition

Remove defiance, require repeated strikes

in Guild Wars 2 Discussion

Posted by: Aimless.7251

Aimless.7251

Consider requiring eg. three (or more) knockdown-attacks in relatively quick succession for a knockdown to be triggered and then trigger a period of immunity to that specific condition. Same for dazed, stunned and feared.

Instead of “defiance” this could be called “resilience” or something else that offers a glimmer of hope to condition-loving players who want to play together with everyone else.

For lesser conditions that stack up to 25, consider giving one stack of might and one stack of either fury or retribution for every stack over 25 of any given lesser condition.

Next alt: Mesmer or Guardian?

in Necromancer

Posted by: Aimless.7251

Aimless.7251

Hio!

I’m considering rolling another character for fun and variety and would like some input from other necros on the most fun alternative to playing a necromancer if the choice is between a Mesmer and a Guardian Not really looking for debate, more an exploration of the things you like about necros and how those preferences make you feel about playing Mesmers and Guardians (pleasant similarities, refreshing differences). thanks in advance

Leechable and consumable endurance

in Profession Balance

Posted by: Aimless.7251

Aimless.7251

Cross-posting a little from necro subforum :o

I enjoy the tactical and strategic challenges that come with actively managing a dynamic resource. In GW1, sensible energy-management to ensure favorable/palatable tradeoffs between benefits (eg. powerful skills, repeated attacks, reserve capacity) and risks (eg. down-time, punishment) could be challenging and very rewarding. I think this aspect also helped self-balance gameplay in a more effective and satisfying way than cooldown-timers and nerfs do and would like to see something similar in GW2 (I think one of the reasons necromancer appeals to me is because the deathshroud mechanic, to some small extent, entails this sort of resource-management, although I realize other classes have similar aspects to their gameplay).

To that effect, I’d like to suggest we make more use of endurance so that it features more prominently in build-design and combat beyond dodging. Endurance is a limited dynamic resource available to all professions and could be leveraged to make gameplay more fun. A number of skills, traits, conditions, boons, stances etc could be designed to steal, sap or consume endurance.

For example, a necromancer skill:

Name: … undecided, they all sounded dirty.

Type: Trait (eg. BM or DS minor or adept major) or signet passive.

Proc: On crit with shortish/mediumish ICD, or upon entering (or leaving eg. by being pushed out due to damage!) deathshroud.

DESCRIPTION

Sap resource (endurance, maybe adrenaline) from target foe/nearby foes, gain resource (substantial life force or endurance) or boon (eg. swiftness, might or regeneration), apply punishment (eg. weakness, cripple) if condition is met (eg. if endurance drops below 0).

.

Another example: Tie Stability-duration to Endurance. Stability would then consume endurance at such a rate that maximum endurance would grant no more than the maximum duration of regular stability (stability granted by transforms handled separately). This way, the player would be required to decide how long he’d like to be stable, and opponents would be able to influence that decision (eg. by sapping, leeching, forcing a dodge).

Whatcha reckon? Would you have fun with this sort of gameplay change? If not, can you change it to the point where you would be able to have fun with it? Can you think of other ways to make resource-management more interesting and challenging? thanks in advance for any feedback

(edited by Aimless.7251)

Suggestion: leeching endurance & adrenaline

in Necromancer

Posted by: Aimless.7251

Aimless.7251

Name: … undecided, they all sounded dirty.

Type: Trait (eg. BM or DS minor or adept major) or signet passive.

Proc: On crit with shortish ICD, or upon entering (or leaving eg. by being pushed out due to damage!) deathshroud.

DESCRIPTION

Sap resource (endurance, maybe adrenaline) from target foe/nearby foes, gain resource (substantial life force or endurance) or boon (eg. swiftness, might or regeneration), apply punishment (eg. weakness) if condition is met (eg. if endurance drops below 0).

Purpose: Make endurance- and adrenaline-management become more interesting when fighting necros; keep enemies in place; give necros a break :o

Would you have fun with it? If not, can you change it to the point where you would be able to have fun with it? Can you think of other ways to make resource-management more interesting and challenging?

New trait, thoughts?

in Necromancer

Posted by: Aimless.7251

Aimless.7251

So, will this mesh with

Deadly Strength
Dark Armor

Full of Life
Blood to Power

Vital persistence
Path of Midnight

??

Anyway, sounds like fun and hopefully the other new traits will be even more fun to try out, the trait-lines better designed and maybe even bugchecked…

Can Flesh Wurm save a falling Necromancer?

in Necromancer

Posted by: Aimless.7251

Aimless.7251

As a necromancer, I have very sensitive skin, and falling off of ledges, bridges etc is esp. likely to give me hives.

Would it be possible for me to place a flesh wurm someplace safe and then go wandering and, when I am inevitably pushed off of a cliff, use necrotic traversal to teleport back to the wurm before I hit something hard?

How ANet can easily coordinate knight-fights

in Battle for Lion’s Arch - Aftermath

Posted by: Aimless.7251

Aimless.7251

Okay, I was under the impression that ANet was at least officially going for an inclusive community and my suggestion is of course predicated on that being the case.

How ANet can easily coordinate knight-fights

in Battle for Lion’s Arch - Aftermath

Posted by: Aimless.7251

Aimless.7251

So ANet insists that everyone play this part of the game their way, but it’s kinda hit-and-miss right now because many or most of the players who participate in the fights against the assault knights are

1. Uncoordinated, and

2. Difficult to coordinate

To help coordinate the large number of people not on TS or the like, not paying attention to map-chat or being able to understand the languages used, not understanding what has changed with the latest patch wrt scaling and strategy etc etc…

… I suggest ANet simply tell us, in-game, with audio, with text and with images.

Eg. have an NPC shout, repeatedly, in the appropriate languages, to some people, “You can’t help us here, this knight is immune to your juju! We need you to help fight the Beige Morose Assault Knight! GOOO!!!

And then you have a fairly visible tooltip in the upper right corner with the NPC’s picture, the above line, a clarifying instruction (“You can’t damage this knight, you must go to…”) and a link to the nearest waypoint.

This way, players will definitely know that there are too many players where they are, that they aren’t doing any good there, that they would do more good elsewhere, and that the closest place where they can do some good is X.

This approach may fix some of the most frustrating problems with the latest events as well as help mitigate future problems with borked events. It may even end up being entertaining, in that players will be able to take on events that are continually being revised, and feel like it’s a new challenge every day (eg. “I see, today we have to run counter-clockwise to beat this knight! Refreshing!!”) rather than feeling like it’s a new frustration every day.

Whatcha reckon, might this be a good way to bring order to the chaos?

Best English EU server (living world)

in Guild Wars 2 Discussion

Posted by: Aimless.7251

Aimless.7251

Thanks! I guess we’ll be switching to either Desolation or SR…

I’m guessing there’s a high chance of ending up in overflow on these? If so, is it still fun?

Also, any particular hours with extra high activity?

Best English EU server (living world)

in Guild Wars 2 Discussion

Posted by: Aimless.7251

Aimless.7251

Any suggestions at all…? :/

Best English EU server (living world)

in Guild Wars 2 Discussion

Posted by: Aimless.7251

Aimless.7251

Hi!

The missus and I have recently rediscovered our love for this game and esp. for the larger events, but it feels like Maguuma, on EU-friendly hours, is not sufficiently well-populated with skilled and active players that can compensate for our n00bishness to the point of letting us get through all the events successfully :o

Just wondering which the best English-dominated EU-friendly server is atm if we want to have more fun during these events quick answers would be very much appreciated with a free weekend coming up :o

cheers

"On kill" sigils activated by marks/minions?

in Players Helping Players

Posted by: Aimless.7251

Aimless.7251

So superior sigil of restoration heals on kill with no cooldown. If I use a mark to hit several foes, or hit them with minions, does the sigil heal when each of those foes eventually die?

Ie. if I hit a bunch of baddies with mark of blood, do they all get placed on the list of foes that will trigger the sigil upon their deaths, provided I get the kill credits?