They’ll likely just add an ICD to the trait.
I actually thought this trait was linked to skills that caused chill rather than any chill at all. It would actually probably be easier to balance if the source of chill was limited to that instead of any random chill. Thinking of the difference between a random icd procing chilling bolt combo vs guaranteed 600 chill shouts always procing as extremes.
Except I don’t believe the stacks last all that long so something like 2 seconds may be enough to make it not be so OP.
No,
I mean if you put an icd on it then random procs of things like chilling bolt can make you sadface because it denies you potential 600 aoe 5 target bleed if you cast a chill shout like .5sec after that. I think it would be better to tie chill bleed to the actual skills that cause chill for this reason.Is there even a precedent to separate a particular condition by whether it’s “random” or not? I don’t recall them having ever separated a condition based on its various sources. It just opens up for too many things that could go wrong.
You seem to look at it as more advanced than it really is. A simple way would just be to make the trait something like:
“Any ability that cause chill now also add x bleeds to the target(s)”
That’s just like the Thief trait “Serpent’s Touch”, which cause stealing to also inflict poison. Only now, instead of just one ability it adds an effect to several (all those that cause chill). This way it will be strictly linked to necro abilities so it won’t work with any “random chills”, and the way to implement it is already used in other traitlines in the game.
Look at it as more advanced? Huh?
Again. You’re assuming that the game differentiates between the sources of chill. As if it can tell if it comes from a skill vs a utility vs a proc vs a environmental weapon.
No, I do not assume that. My idea is to avoid that all together, but it seems you misunderstood my previous post or something.
My idea is basically that you link Deadly Chill to abilities. It simply links it to the abilities, not to chill. Now, obviously they link it to those abilities with chill, but it’s not directly linked to chilling. It’s a rather simple solution if you want to remove the effect from “random chills”. Not sure why you insist on talking about telling the difference from skill / pro / enviornmental.
You state that it’s simple but as I have said at least twice before: the game doesn’t differentiate chilled between skills, utilities, procs, and environmental weapons. What you’re suggesting is really no different. Whether directly or indirectly, you’re trying to have that trait differentiate chilled between skills and everything else as well as between the skills that have chilled vs those that do not.
There’s precedent for adding ICD’s so we’re more likely to see that. It’s easier to add since other traits have had ICD’s added before as well as food procs. It’s also easier to maintain as everything is contained within that trait and not upon which skills have chill.
I try a third time, as you yet again don’t understand. You keep saying I want the game to differentiate all kinds chill sources, but my idea (as I’ve posted twice) don’t need to. It REALLY isn’t a hard concept to understand, but I’ll try to explain again;
Deathly Chill should add bleeding to SPECIFIC skills, and the skills Anet decides to put it on is those with chill. It’s attached to SKILLS, not CHILL. In case this still isn’t understandable, it’s like this from the games view:
“When Deathly Chill is taken, bleed is added to skill x, y, z, etc.”
The skills x, y, z are some that Anet decide. Now, Anet decides to pick all those skills with chill on it. it doesn’t have ANYTHING to do with chill as far as the game sees it, it’s just Anet that decides to put it on all those skills that have chill.
Which is differentiating between sources like I stated in my post. You’re just using specific skills as the “middle-man”.
You say the game can’t differentiate between sources and my solution doesn’t HAVE to differentiate. In my solution it has nothing direct to do with chill as far as the game sees it.
But it seems you just don’t understand it (or don’t want to admit it). Either case you are either too arogant to discuss with or you got no idea about how the game actually works – in both cases I think this discussion is at an end.