Showing Posts For Vadavim.6409:
I think it may also come down to how nice it sounds rolling off your tongue (even though presumably you’re not reading this stuff aloud). For me, a glottal stop followed by a vowel is easier to pronounce, and clarifies where one word ends and where the other begins (say “among all” and “amongst all” and note the difference). There’s really no merit to using one word over the other when you’re writing, though.
When looking at what Guild Wars 2 has to offer, I’m not asking for a ton new content. I just want to feel like GW2 is always changing and improving. I want to feel like, if there are balance issues or bugs with the classes I play, that I can expect updates each month to fix this. Heck, changing the meta a bit isn’t a bad thing, either!
Instead, for every good update, there were two where I went “What were they thinking?” or “That’s it?…”. I’m still remaining hopeful, though. I just wish they’d pay more attention to the classes… They all need some lovin’, and they’re the lifeblood of this game.
For an example of what I mean, just look at the trait lines for each class. For every interesting and viable combination, there are several that are just underwhelming or plain boring. I need real choice, not an illusion of choice. I know it takes time to balance something like that, but I hope they start making more steps towards fixing this in the future.
What if the dots instead shrunk or changed color to indicate the health of illusions? It could be a sliding color, where slices are taken out of a purple dot and replaced with red to indicate lost health.
Oh yeah, this was definitely an idea I was hoping they’d implement eventually! Having minions cost life force just makes a lot of sense. Giving you a different way to spend your Life Force would be great, because at times Death Shroud feels a little limiting. I would love it if Death Shroud could also heal minions over time (perhaps a trait?), meaning you’d have to balance healing your minions in Death Shroud, and resummoning ones that died, to be a successful minion master.
I actually really like the idea of being able to use life force to spawn minions quickly. I mean, Life Force is unique and all, but I sorta find it limited to certain situations. I’d rather much like different ways to spend it other than to always go into Death Shroud. Spending it on minions makes a lot of sense to me…
Oh yeah, I forgot that disease could spread…
@Rin: I like the idea of disease causing random conditions for short periods of time. If the condition removal via stacks and duration idea isn’t viable, then I could see disease serving another purpose: by inflicting lots of minor conditions frequently, disease could provide covers for more important conditions. A person with disease would need to spam their condition removal abilities to try and remove the disease.
The only problem that I could foresee with disease causing damage when conditions are removed is that you could not prevent your allies from curing conditions on you.
I’m not sure what you mean about higher stacks being multiplicative?
Hi there! I wanted to share some of my musings on conditions, and how they might be made a bit more interesting.
[New Condition: Disease]
Firstly, I always wondered why the Disease condition was not present within GW2. It would be interesting to see its return as a Necromancer-specific condition. I would envision it as a condition that would deal damage over time, much like poison, but the damage that it inflicts increases based on how long the target has been afflicted by the disease (with it probably leveling off at a certain point). It may initially deal less damage than poison, but would likely rival the damage inflicted by burning (perhaps even more) if enough time passes.
[Condition Removal]
As important as it is to make sure there are plenty of methods for both players and NPCs to remove conditions and counter condition builds, giving easy access to complete removal of conditions makes it difficult for condition-focused characters to function well.
What I propose is that most forms of condition removal instead remove stacks or duration from a condition, depending on the condition. The exact amount depends on the skill. For instance, a skill that removes a condition might remove 10 seconds if a condition stacks in duration, or 5 stacks if it can be stacked in effect. It would still be enough to remove most conditions, but if you have been hit by many stacking conditions, you cannot simply remove them all with a single skill (although perhaps some powerful skills may still be able to do so). To maybe balance this a bit, some skills might have to remove additional conditions.
This would also make boss encounter more interesting, especially if bosses employ additional methods of condition removal, as it would be important to maintain many stacks of conditions from multiple sources to ensure that the conditions stay on throughout the encounter. Characters with low condition damage can still be useful in such fights if they can spam enough stacks to help “cover” the higher damage stacks of other characters (or at least, if such a mechanic is even feasible).
Any thoughts?