Showing Posts For Skrar.1250:
I have been on way too many runs that failed singly because the guy who made the instance wanted to quit after 1 failed attempt on a boss at the end of a fractal or arah, and that is way too much time invested to be lost and kicked from the instance just because they left. I even tried making an instance earlier, and a group who were also using lfg joined and forced me into theirs without me realizing… then on mai trin they left for the heck of it. People frequently leave on lupi too, even if it’s going well. Why cant it just shift who hosts??? I realize that’s more coding and effort, but.. this is making me despise dungeonning.
I have a suggestion for potential subclassing implementation, I have a limited grasp on how a few of the main classes function still since I could not bring myself to enjoy them personally, but I have looked at the traits at the very least and thought about the values. Just throwing this out there.
My examples will be done for Ranger Primary, Elementalist Secondary, just to show a steady template for what I’m trying to say.
Traits
Trait-wise, I propose a similar system to gw1 attributes. The character who is choosing to subclass will not get access to the 5th traitline of the secondary, and the other 4 will mesh with the first 4 of the primary as a 70%/30% type relation. As follows:
Marksmanship/Fire:
+7 / +3 Power per point
+0.7% / +0.3% Condition Duration per point
(basically the same as before, since the stats are shared)
Skirmishing/Air:
+7 / +3 Precision per point
+0.7% / +0.3% Critical Damage per point
(basically the same as before, since the stats are shared)
Wilderness Survival/Earth:
+7 / +3 Toughness per point
+7 / +3 Condition Damage per point
(basically the same as before, since the stats are shared)
Nature Magic/Water:
+7 / +3 Vitality per point
+0.7% Boon Duration per point
+3 Healing Power per point
Beastmastery:
+10 Healing Power per point
+10 Pet Attribute per point
As far as the Adept/Master/Grandmaster trait choices goes, I propose being able to choose only 1 tier of that to purchase the subclass version for instead of primary (if you choose) to use the subclass’ traits from that tier. The 5th attribute stays that of the primary.
Skills
Not entirely sure how the potential new skill capture thing may work if implemented, but may not need to change much save maybe disallow the use of the 5th tier related skills of the secondary profession (like, no arcane skills (or attunement changing) for ranger/elementalist, or no pet skills (or ranger pets) for the reverse).
Weapon Skills
I personally would really like to be able to have some choice here. If the weapon is shared by both classes, allow the player to pick one of the skills associated from either set for each slot (including all the diff ones for attunement)? If not, have a set of skills separate to choose from associated with the secondary? Using my R/E example again, maybe implementing something as follows since my explanation is probably not sufficient.
Shortbow
Not shared by Elementalist
Choose 1 for each slot (exchangeable out of combat like utilities)
Skill 1
Crossfire: The regular ranger shortbow skill
Burning Arrow: Keeps burning active on target (less effective than the bleed stacks, but useful in certain situations)
Needling Shot: Fires at same speed as crossfire, but slightly faster if shot previous connected (like, 2 per second if not connecting, 3 per second if connecting)
Frost Bomb: Fires slow moving shots that explode to cause vulnerability and chill.
Ebon Hawk: Fire a homing shot that inflicts weakness if foe is attacking. (1 per second)
Skill 2
Poison Volley: Same as before.
Fire Bombs: Shoot 3 Fire Bombs that land at or around target and explode.
Poison Gas: Blow a cloud of poison forward to target.
Healing Stream: Fire random Ribbons of water at random nearby allies that heal.
Shard Nova: After 2 seconds, fire stone shards in an AoE that cause bleeding.
Skill 3
Quick Shot: Same as before.
Plasma Burst: Short range blast at target, if channeling, knockdown target.
Teleporting Shot: Teleport to targetted area. If intercepted, teleport to there.
Frost Walk: Fire a shot and slide backwards like quick shot, only, can ride across water surface for that distance.
Throw Dirt: Blind target for x seconds.
Skill 4
Crippling Shot: Same as before.
Fire Chains: Wrap target in fiery chains to cause burning, and cripple target.
Grappling Shot: Fire an arrow at target that pulls targeted foe to target location nearby.
Water Spray: Cone of water that lasts for x seconds keeping foe from moving toward you.
Stoning: Deals damage, and knocks foe down if weakened.
Skill 5
Concussion Shot: Same as before.
“Dance Monkey!”: Render foe immobile for x seconds firing flaming arrows underfoot.
Gust: Knockdown foe.
Frostform Pet: Pet gains chilling for x seconds and y amount of temporary vitality.
Kinetic Armour: Force a magical armour onto the foe, increasing their armour value by x, but slows them by 75% for y seconds.
**note, knockdown skills are low damage, with longer recharge.
thoughts?