Showing Posts For rekkis.5938:
In short: Only guardians can’t.
lolwut.
my dps guard disagrees.
1. Thief
2. Ranger
3. Elementalist
Yeah, condinuking shouldn’t have any counter. /sarcasm
yeah, stunning someone with basi venom shouldn’t have any counter. /sarcasm
So…I guess…basilisk venom wasn’t patched in october? Wait why are we talking about bask venom…
Thief engages on me from 2k+ range using signet/sword2/steal with basi venom. He has every boon in the game(plus aegis). I’m stunned, how can I retaliate other than try and run away after using a stunbreaker?
Lyssa boons only last like 5 s, how is this overwhelming to counter? Dodge and pop invulnerability and you can continue smashing your face on keyboard.
A must have accessory for every self-respecting gw2 gamer out there.
Capture The Orb
Pretty much like common CTF with a couple of variations from Spirit Watch and other games. I believe this mode might suit GW2 better than traditional CTF.
Objective
Two teams are matched up against each other. Bring all orbs to your base. The first team to get all x orbs to their base on their altars wins the round. If the time limit is reached and no team has all orbs the team with the most orbs secured in the base wins.
At start x orbs appear on their altars at 1 known(or x known) location on map within certain short intervals.
About the gameplay
To lift an orb from its altar you have to commune with it like in Sprit watch and you can be interrupted while doing so. Your base has x similair altars where you need to carry and place orbs. Orbs can be stolen pretty much the same way as in traditional CTF and same roles apply to this game mode.
When carrying an orb same rules apply as in Spirit Watch: ‘Movement speed decreased by 40%. Prevents stealth and swiftness. Carriers drop the orb if teleportation or invulnerability abilities are used’ maybe add some other abilities to this list as well.
When lifted from her altar every orb has its own various passive AOE effect which scales depending on the distance to the orb.The effects I wrote are just examples, modified effects from other games. The meaning of these effects is to make carrying an orb a slow and demanding task that requires cooperation between players. Dropping an orb should not cause it to reset as in Spirit Watch. A skillful team could use the effects of the orbs to their advantage.
Orb effects
e.g. (again these effects would be short range AOE effects while orb is not placed on her altar, holder or whatever you want to call it)
- Orb of Torment causes aoe torment and cripple on all nearby players, dmg increases the closer you get.
- Orb of Stun produces a well animated stunning aoe pulse at random intervals which stuns all players struck for a period of time which scales depending on the distance to the orb.
- Orb of Earthquake produces a well animated earthquake at random intervals severely slowing down all players and randomly knocking down some unlucky ones.
- Orb of Confusia Channels a part of all combat damage dealt within an area and inflict it on the closest players. So basically fastest to carry but if e.g. an enemy roamer attacks your team carrying this orb don’t stand nearest to this orb but rather drop it and get your team out of its range.
Middle spawn
A Game mode like this should have some kind of capturable spawn in the middle between bases that draws the biggest fights. Whoever holds this would gain an advantage on map control but looses players on other important roles such as base defending, orb carrying, roaming etc.
Overtime
Game goes on a x mins overtime when a player lifts the orb from an enemy altar when less than a minute game time left.
Just remove the possibility of halving the range of leap skills = problem solved. Most players of GearWars 2 could not even miss such a mechanic.