Showing Posts For Red Renegade.3824:
I want them to bring back the old animation set onto the new skills. I am okay with the removal of leaps and kitten, but the attack animations look horrible. The final attack looks like they are playing dice and forgot they were holding a sword.
Just awful, sorry.
I support this, they could have at least made it look like a proper punch like the #1 skill in Rampage, if anything, it just looks like he’s playing rock paper scissors.
So, with the recent release of Heart of Thorns, the new damage type “Choking” has been added to all the new exotics.
The question is, does anyone know what I am doing wrong? Does the animation type exist? Is it perhaps a bug?Damage type cataloguing is my work (I’m the only one interested in testing it, it seems). The HoT exotics being Choking damage is based off of data from API entries. Here’s an example.
Attaching damage types to actual weapons instead of weapon skins was something new that emerged with HoT exotics. If it turns out they aren’t actually using that DT, I wouldn’t be too surprised; it’s a break in the pattern established with what came before.
I haven’t tested out damage type for the new exotics myself. I don’t have many of the new weapons, and I’m pretty much happy with the ones I already own. It could be the skin damage type (99% of which are just physical) is overriding the one in the weapon. Skills can also have a damage type, which usually takes precedence.
The choking damage animation was originally described to me as someone acting like they’re being choked. This was true in the case of the monster being described (earth elementals). In general, though, I’ve seen the animation is identical to the one for cold damage – the target freezes up for a moment and then collapses. The main difference between the two is that cold damage causes the target’s color to pale, like it were covered in frost.
The problem is that I have the original skin on the original sword too. Would you say its a bug worth reporting?
Also, by 99% chance do you mean 99% chance it is overridden or 1% chance for the animation to trigger?
Also, I wonder if you know what skills trigger choking, and which enemies are affected by it.
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So, with the recent release of Heart of Thorns, the new damage type “Choking” has been added to all the new exotics. According to the wiki this damage type is supposed to give a choking animation when they die. I have the Augury of Death sword, original weapon, and it does not say “Choking” next to weapon strength, nor does it trigger any distinguishable animation. I have currently tried wielding the sword main and offhand on my revenant, as well as transmute the skin onto another sword.
The question is, does anyone know what I am doing wrong? Does the animation type exist? Is it perhaps a bug?
Please change the AI of the Support oriented gyros (Medic, Purge, Bulwark, Stealth) To stick closer to your player, please. I would like to be able to run in a straight line without having to wait for my gyro to catch up.
on another note, i’d love it if you made hair visible on the Quaggan/Bear/panda/Leopard/Cat hats, if not my hair, just some hair in my color to show i am not bald, kinda like the picture at the bottom. it doesn’t really matter if you add in my hair or any random hair, but if you could at least categorize hair into “Bald, Short, Medium, Long” and add some hair on the forehead accordingly.
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First of all, I commend you on finally making the eye patches happening, but there is one thing i have always wanted to do, and that is to combine the eye patch with helmets, or the war paints with different hoods and such. cause of that, i wanted to ask if it’s not possible to make Accessory trinkets have a skin, and then add the eye patch and face garments to that. it doesn’t mean you need to put a skin on every trinket you have in the game, but just have it so you can transmute the face-related items to them and that way show both the eyepatch and helmet. it would be really cool to wear a Hood -and- eyepatch, you know.
Same, i use Telenor too
i disagree, it would only cause a new situation for ingenious players to solve. i know for a fact that people like the challenge of beating the unbeatable through genious solutions. simply put, it would only give more for those people, as well as more to the turret engineer builds.
I approve of this, as well i would also like it if they reset guilds that have remained inactive for too long to clear up names
anyone else noticed this?
the auto attack on warrior swords has a bleed animation.
So recently i have started playing the mesmer, i tried a couple of builds in pvp, in particular the one that creates a clone when dodging.
what bothers me is that whenever i dodge it creates a clone that attacks any random npc’s, aggressive or passive, rather than the one i am attacking, which usually gets me killed by random mobs.
i have taken notice how the rocket turret for engineers will avoid attacking passive mobs if it can, but will still hit other turrets and object entities, and other than that stay on aggressive mobs.
Could this be changed to fit the mesmers too?
below is the photo of my clone attacking a random mob, getting me killed the next second
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it would push them out on activation, yes. but to prevent it from being an op mix of sanctuary and shield of absorbtion, it would only do the initial push. then they can enter again.
Maybe instead of that, the secondary ability of the turret (F1) could be to overcharge it. Knocking back and doing damage based on how close to the initial blast enemies were?
well a turret that already blocks ranged damage shouldn’t give damage back, unless of course it’s when it deflects projectiles and it randomly hits someone. point at the end is a turret that can protect from all angles, but when destroyed has a large cooldown, therefore making it a solution for problems right there and then, rather than a combat strategy all in itself.
I would like to explain again. The turret would be designed to hold in the majority of a party, so about the radius of guardians shield of absorption radius. however, the shield will not Reflect, with an R, but an entirely new concept Deflect, with a D, that simply bends off projectiles in any direction outside the dome randomly, most likely in a 180-250 degree angle, so about 1/250 chance to return to the owner directly, but once again it depends on how close they are when it comes back, as of course they would cover more of the dome the closer they get. cooldowns on the overcharge would be significantly balanced, as well as the turret armor.
Time to kick this thread to the top again.
I would like to remind you that our aim is not to replace, but to add on more. as for the elixirs, i don’t think they should be removed, as they are alchemical and not magical, however, the shield turret would remove the use of the elixir with a wall, but it has some good replacements that would fit better to the potion’s theme anyway.
well we are talking a dome rather than a wall here, something that allows for protection from all sides, but can be disrupted. also, a brand new type of projectile block that sends projectiles in a random direction
The reason Shadowstep/return has such abilities w/50 second cooldown is cause unlike endure pain Ensures no damage, shadow return can get you in trouble is used at the wrong time, both can be outwitted, and both have their times of need.
as for fear, it controls other players, sending them walking away from it’s user. controlling a player is considered very powerfull, thus the cooldown.
Glad you could agree with me
Bumped it to top
I love the idea. maybe be able to set down a gate wherever you want that shows for the guild only. i also think i heard mention from anet that this would be added one day.
it would push them out on activation, yes. but to prevent it from being an op mix of sanctuary and shield of absorbtion, it would only do the initial push. then they can enter again.
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We all like the support that the turrets provide. The turrets make the engineer special, as well as his potions and gadgets, but there was ONE turret prototype you overlooked that an engineer really SHOULD have. a SHIELD turret. A deployable turret, that when placed down, Deflects (Is not Reflect) all projectile damage while activated. upon destruction it would drop the shield, and you can easily pass right through it. as an overcharge ability it could push out all enemies from the shield, with a high Cooldown to compensate.
The Idea of Deflect is simple. it works like reflect, except rather than bouncing the projectile directly to it’s owner, it will send it in a random direction within 180 degrees of the impact zone. this means it could hit a potential bystander or their allies, potentially hurting them. only at a 1/180 chance to go DIRECTLY back to the user, however the user would cover more than 1/180, so the chance would depend on how close they are.
I am thinking a shield with the radius of the guardian’s shield of absorbtion for the shield, but maybe with that earlier mentionted twist of deflecting projectiles. If there’s a problem with amount of abilities, make it replace the thumper turret, as they would have the same area of use.
The shield itself will, as mentioned, behave like a shield of absorbtion, that you can pass through and destroy the turret to end the shield effect, but it’s special overcharge ability would push out npc’s on use, leaving the people inside with a small chance to recover from the attack.
On another note, the toolbelt skill COULD be an actual reflection field, a very small one that maybe is at the size of guardian’s ability: Sanctuary, but does not block out people, but instead simply reflects projectiles back to the owner.
as for colour settings for such a shield, it could probably look like the already implemented Magnetic Shield Engineer offhand shield or the Magnetic Aura Spell.
I feel this would be a savior in dungeons and small situations where you could use some protection, and it could be balanced out with cooldown and the fact that destroying it would easily remove the effect.
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i can agree that it isn’t exactly feminine any of it, but areanet just focused in the zone of what looked practical, rather than what looked feminine. despite being a fantasy game they did want to add in a realistic, working armour. that said, there may come new armour in the future with possibly more feminine sides.
you are also not tied to using just one set, you can mix up as you like until you find something for you.
when it’s heavy it cannot really become too feminine, it has to be armoured too. the mix of colours can change things like that, though.
well, there is the arah armour, the heavy norn t3 armour, and others. you just need to find it. i recommend going to pvp and accessing the lockers to find what you need.
just while we are at it at suggesting here. i love the 50% fall damage trait that adds another effect depending on your class, but when you fall from too great heights you are floored during the effect anyway, so i was thinking maybe to make the trait allow you to stay on your feet when taking fall damage too. it would add the use of being able to combo up the effect with a strike.
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i love the idea. so far i have kinda felt that areanet kinda clears the paths for us too easily. like, in storyline rather than finding subtle clues leading to answers, you talk to a “Know-it-all” priory scholar who spoils it for you. i would love to make the change myself.
i love the entire idea, but i feel that it doesn’t suit as a heavy class, no. the way i see it the current path a 3rd heavy class should be is to fill in what the heavy’s do not have. if you look at the classes already made you can see they go in certain patterns
Supportive/unusual concepts:
-Guardian ,a knight that also wields magic.
-Mesmer, bends minds, not elements.
-Engineers, mechanics and medics.
The classics:
-Warrior, the most common and effective fighter.
-Ranger, the nature-loving marksman.
-Elementalist, conjurer of the elements.
The evil:
-(None)
-Thief, masters of deception and stealth.
-Necromancers, the master of death.
clearly there’s the lack of an evil and possibly mobile heavy class, which in my opinion if you wanted to fill a spot, would be the way to go.
Thieves can trait and select weapons to gain permanent Stealth duration. This allows thieves to avoid detection in recently lost keep/towers. Thieves wait under Stealth until attackers leave and then go kill the lord bypassing the siege war and any chance for PvP.
Fighting against profession which has access to Stealth is annoying. Basically you will be reacquiring your target over and over again = fighting against your user interface. Any game mechanic that allows player to tamper with opponent’s UI should not be in this game.
There are tons of threads complaining about thieves this and thieves that. I believe the root is the invisibility part of Stealth. If you can’t see what opponent is doing you must know all its tricks and behaviours to understand the fight.
To balance things thief profession has been plagued by a long line of nerfs. In its current sorry state thieves are not regarded viable for big fights. In small scale fights they are that annoying last opponent that got away. 1v1 they are bound to chain-resetting the fight until target runs out of cooldowns.
Invisibility in WvW context is simply too powerful game mechanic to balance.
Suggestion
- Remove invisiblity from Stealth in WvW. Instead stealthed opponents appear as transcluent.
here is a better solution: turn the black powder smoke combo field into a dark combo field. it would change it from stealth to lifesteal, which would add more variety to the thief and also remove permastealthing. permastealthing only works cause stealthing replenishes itself when cloaking, so lifesteal would not be spammed.
let me put this into perspective. your problem isn’t the thief. it’s the guy that uses his dagger/pistol combo to permastealth. a legit dagger/dagger thief is not op or horrible in any way. it’s just the dagger/pistol’s smoke/leap combo that makes them op. that is where your problem lies.
So, i just recently created a condition Warrior With dual swords. i really love all the effects that the two swords give, but i feel that the way offhand sword abilities are Applied, kinda ruins the dual wielding feel. swords, being the most iconic weapon of dual wielding, deserves a bit better animation to give it that special feel.
i love the practical use of Impale, but dual wield-wise or sword-wise it’s not the greatest to be throwing a sword, especially With the New torment, that makes the impale effect slightly op. rather, in my opinion, it should be a Chain Slice With both weapons applying one stack per hit.
as for riposte, i like the long suffering from it’s 10-30s bleeds it provides, but i kinda feel bummed about 2 Things:
1. the fact that all classes, but especially Warriors, have enough parry-styled Blocks, especially on the offhand slot.
2. the Block is sometimes delayed, so you cannot time it right to lure someone to hit you.
my solution is to reuse, but maybe with a new animation, the idea of whirling defense from offhand rangers. it’s a great Block that Counters all projectiles and damages nearby foes. i was thinking apply that to riposte but instead in a cone-shape and blocking all damage in a cone while being able to move(maybe with slower move speed, idk), and applying the bleeds.
I really feel that if not what i suggested here, at least make something that gives the offhand sword a dual wield feel, cause at the moment People negate it cause of it’s split weapons feel. and if you read this, thank you for Your time.
Any replies to support this thread and up it on the list is also appreciated.
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