“Run to your false gods, we have tanks.”
Showing Posts For Rockhorn.2376:
“Run to your false gods, we have tanks.”
Skill points are a very underutilized/misused concept in the game. The core issue is that GW2 assumes players will be willing to spend amazing amounts of skill points for appearances sake (legendary weapons are a key example of this). Perhaps I’m just a little to old for that sort of idea to be even remotely attractive
. “Appearance” and the “appearance of status” is relatively meaningless to me and objectively, fairly meaningless within the game. Skill points on the other hand take time and effort to gather, and beyond buying all of the various skills available to your character, generally either gather dust or are wasted on “buying” things other than skills for appearances sake. I’d like to suggest that skill points should be used to BUY SKILLS.
It seems to me there is no reason why skills shouldn’t have levels that could be purchased, with relatively steep steps to buy them up. The improvement at each level would not have to be tremendous to still be attractive. An example of what I’m talking about:
Hide In Shadows
1 pt for Level 1 = base skill
+3 pts for Level 2 = +10% healing
+6 pts for Level 3 = +1 second of regeneration
+10 points for Level 4 = +1 second of invisibility
+30 points for Level 5 = +1 second of regeneration and invisibility
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50 points total costs for Level 5Summon Druid Spirit
30 pts for Level 1 = base skill
+50 pts for Level 2 = +10% healing, damage
+80 pts for Level 3 = -30 seconds recharge time
+120 pts for Level 4 = +30 seconds on summon length
+200 points for Level 5 = Summoned Oakheart is a Veteran
--————————————-
480 points total cost for Level 5It might seem unlikely someone would save enough points up buy a Level 5 Summon Druid Spirit, but I personally prefer that than spending 200 points on a “Legendary” weapon cause its an achievement and it “looks cool” (or “sick” or “bad” or whatever the current phrase is — I guess I really am getting old
. I can absolutely assure you that I would gladly spend 50 points bringing 2-3 different core skills I like up to Level 5.
Praise this man! +1!
I have no idea why this isn’t the case by default. I feel that players should be allowed to focus more on the specific build they like by upgrading the skills, thus making builds more unique.
Also, you will eventually need to add a purpose for skill points. Sure,you need 200 for the bloodstone, but after that,they are literally useless.
“Run to your false gods, we have tanks.”
+1 to this thread, I’ve been stuck on 97% map completion for weeks, because my server can’t do anything in WvWvW.
“Run to your false gods, we have tanks.”
I like the idea of a hammer for the Engineer as well. In fact, at one point I liked the idea so much (before reading this topic) that I thought of some skills for it :P
As for my reasoning why a hammer would be good for Engineer… The Hammer just seems the most logical to me and it would allow the Engineer to fight melee without the use of the Tool Kit. A mace simply feels and sounds less Engineery in my opinion
My ideas for Engineer Hammer skills:
The Engineer’s trusty hammer packed with gadgets, based on group enemy control.
Melee range.1) Hammer Swing – 0.5s activation
Chain. Swing your hammer at your foe.
Damage:
Range: 130>Hammer Bash – 0.5s activation
Chain. Bash your foe with your hammer.
Damage:
Range: 130>Propelled Smash – 0.75s activation
Leap at and smash your foe with a propelled smash.
Damage:
Range: 3002) Shrapnel Stomp – 1s activation – 12s recharge
Slam a shrapnel bomb into the ground with your hammer, making it
explode knocking back and bleeding enemies.
Damage:
Bleeding 4(4s): 680 damage
Radius: 240
Combo Finisher: Blast3) Mallet Polarization – 0.5s activation – 25s recharge
Spin around with your hammer to polarize up to five nearby foes and damage
foes you physically hit.
Damage:
Polarized(10s): Movement speed reduced by 10%.
Radius: 500
Combo Finisher: Whirl
Range: 130>> Polar Attraction – 0.25s activation
Pull nearby polarized foes to you. Removes polarized from all foes
you have polarized.
Maximum pull range: 1000
Pull: 5004) Gravity Field – 5s channel – 30s cooldown
Emit a field of high gravity from your hammer on the move,
crippling yourself and all foes within it.
Cripple(1s) per Pulse(1s): -50% movement speed
Radius: 1805) Shellshocker – 1s activation – 40s cooldown
Electrify your hammer and daze foes around your target with a
powerful slam.
Damage:
Daze: 3s
Radius: 150
Range: 130If anybody wants to expand on my ideas, suggest better ones, etc. feel free to do so.
Would like to know if others think Hammer or Mace would be good for an Engineer to be able to use, and possibly hear of more skill ideas from others.These are like the best skills ever, i really like them, we have to get it added to the game.
Loving your ideas, as an engi I really wish we had a melee weapon.
The skill ideas fit very well with the profession, I’d love to see them added in a later patch.
“Run to your false gods, we have tanks.”
If I’m honest, MF has no place in an MMO. It forces you to have sub-optimal gear, lowering your combat efficiency, and thus weakening the group you are running with.
Please, just remove the stat entirely.
You shouldn’t be forced to wear a specific gear in order to get good drops from mobs.
It punishes the player and the group for wearing it, making dungeon runs harder.
“Run to your false gods, we have tanks.”
This is just a minor idea, but I think the animation of the engineer ability “Hip Shot” should be changed so the character raises the gun to his / her shoulder, just like warriors.
My reasoning for this is that the current animation looks rather comical, and furthermore, the legendary rifle is a sniper rifle. (And we can’t fire that from the hip now,can we?)
“Run to your false gods, we have tanks.”
So I just finished my storyline today….wow.
The story itself was just intermediate at the end, the Zhaitan bossfight is an absolute joke, and to top it all, I get 5 level 20 blues?
I expected more from ANet.
“Run to your false gods, we have tanks.”