I figured the condition, since it is disease, would last a long time, like a disease. If it only lasts a couple seconds it’s not really a disease now is it? But of course I could just get a buddy and treat it like the hammer from the Cliffside fractal.
Maybe that’s the problem some posters are having. They’re not familiar with how disease worked in Guild Wars and/or not reading through this thread. No, disease would not be permanent.
As for it not being disease if it only lasts a couple of seconds…. One, you’re being way too literal in a fantasy game. Also how does that not apply to some of the other conditions like Poison, Blind, Burning, Crippled, and so on? We cleanse them in this game and POOF they’re gone. Magic. O.O I can tell you from experience that when you’re burning from flame – the pain does not stop when you remove the fire. Poison takes a long time to fully clear out of your system, even if you’re quick enough to clear it before it does the most damage.
Disease worked in Guild Wars. The question is could it work equally well in Guild Wars 2?
- You keep playing it even when it no longer has the same buzz when you first started it.
- You keep playing it even when treated like scum by the distributors.
- You keep playing it even when its only adding stress to your life.
I’m aware that I didn’t go down the happy go lucky route of your initial post. However addiction is addiction, in all its ugly forms.
Hi.
My name is Azhure and I’m a GW2 addict.
People like me would get diseased on purpose and go on a rampage in their home city. That right there is why Guild Wars 2 does not need disease.
You’re not the first to say something like this. Please enlighten me on something, as I’m apparently not getting it, how exactly would you be able to get infected and keep the condition on yourself in a city?
Even talking about getting conditions outside of city zones, please tell me how long you can run around with a normal condition that already exists in this game?
You should probably make sure your reason for disease not being added to the game is even possible before you post it to this thread. Otherwise you’re just a dreaming troll that is taking a moment out of your day to vomit on this subject.
(edited by Azhure.1857)
I like heavier influence from different races. Now it’s 99% cosmetic. However I don’t think disease is a good solution to promote that.
Perhaps you’re right. Its hard to know how it would pan out without testing, unfortunately.
I would love for it to work. Unfortunately I seem to be in the minority of people that would see that mechanic as a rewarding aspect and not a punishing one.
It would be awesome to see degeneration with disease implemented.
Thanks for the support, Zelulose. I appreciate it and agree with you.
Is it the idea that you dislike, or just using that name for the idea? We could call it something else, after all.
Part of the answer to your question is in my post, but to expand briefly,
How does the notion of disease (or similar mechanic by a different name) improve on the existing gameplay? In my view, it doesn’t. The ‘pros’ the OP refers to are vague and contrived.Did you read through the thread or just my initial post? I’ve explained in good detail. The benefits are very worth it – if we could balance the condition.
I don`t know i still think that it is really horrible idea and we need more active gameplay condi/buffs like condi which reduces buff duration for 33% which is applied during this debuff . or maybe we need traits/ condis which can spread for example you set on fire if you touch burrinig ally
I’m confused….
You do know that Disease would promote the active gameplay you speak of, right? Anyone only half paying attention to the game while watching TV may not survive staying stacked with Disease activated. That’s a plus in my book.
Also this condition can spread…. So I’m really confused now.
I have played several MMO’s, and played games that implemented the Shard/mega server idea. Yes, it builds and creates a stronger community of players.
Agree to disagree on that front.
Quantity does not equal quality, nor strength.
The lack of communication is infuriating! They expect us to just keep holding out, waiting for changes to be made. Funny thing is that is exactly what we’re doing. Before we know it a year will go by and we’ll be wondering why we let them shaft us.
Is it the idea that you dislike, or just using that name for the idea? We could call it something else, after all.
Part of the answer to your question is in my post, but to expand briefly,
How does the notion of disease (or similar mechanic by a different name) improve on the existing gameplay? In my view, it doesn’t. The ‘pros’ the OP refers to are vague and contrived.
Did you read through the thread or just my initial post? I’ve explained in good detail. The benefits are very worth it – if we could balance the condition.
Still one of the few who believe Cantha(or a expansion) is a background project and will be revealed in the future, that’s why they’ve been releasing the Canthan themed releases and hints (The Zephyrites who last visited Cantha) same as menhlo referencing Cantha in Proph and Methu the Wise referencing Utopia.
Because the Canthan themed gem items couldn’t possibly have anything to do with their new Chinese player base?
It would be the Corrupted Blood Plague like in WoW all over again. Players and NPCs lying dead everywhere…
Never played WoW and never will. Therefor I don’t know what the “Corrupted Blood Plague” is. Just want to comment that WoW is not the birth of every idea in gaming from its own creation to the end of time.
I think
the reason he mentioned a WoW game skill is, while many players may have played other MMO’s either before or since WoW’s release, odds are pretty high that MOST of the playerbase has played WoW.So he picked a game mechanic that chances are most players would be familiar with.
Pretty much
Also the corrupted blood plague was a bug from a raid endboss, that cast “corrupted blood” . Bassicaly it did massive ammounts of condi damage that couldn’t be cleansed, but when you died, it didn’t go away (part of the bug) Also part of the mechanic for “corrupted blood” was that it would be passed on to nearby players. However because of the bug it also passed on to NPCs as well as players. So players revived in town with the plague still active, infecting ALL those around them, player and NPC aslike. So in a matter of hours, whole towns were filled with dead players and NPCs, but then people who had the plague traveled to other towns, and infected even more. There were only a small group of players left in the word uneffected by this plague and they set up quarentine areas just to stay alive. In the end Blizzard had to do entire server resests in order to fix what was going on.
Okay.
Then Disease as I’m suggesting it sounds nothing like that disaster.
Simple solution for the “Racial Discrimination” – Remove the “between creatures of the same kind” Let disease transfer between any living creature.
True.
That would effectively remove any racial discrimination that may be created with that mechanic. I just thought it was a very interesting mechanic is all and liked how it worked in Guild Wars.
However since I’m not allowed to discuss Guild Wars – I suppose this is the end of this thread.
EDIT: What are you waiting for, Moderators? Are you going to be consistent or not? Stealth deleting an entire thread without addressing the issue that you created was a real ballsy move. I’ll give you that.
(edited by Azhure.1857)
It would be the Corrupted Blood Plague like in WoW all over again. Players and NPCs lying dead everywhere…
Never played WoW and never will. Therefor I don’t know what the “Corrupted Blood Plague” is. Just want to comment that WoW is not the birth of every idea in gaming from its own creation to the end of time.
I don’t really like the idea of being penalized by what race I am. I’d rather like to catch disease from any other race.
Yet again… Why do you view it as penalizing races?
If Disease were racial – If only one race was initially infected and wasn’t the race you shared, you wouldn’t be affected until your race were to be hit by another skill/spell with disease. Even if we had AoE Disease skills/spells – there are odds of a race getting lucky and not being hit.
If Disease were not racial – Disease would spread far faster and would be deadlier as it stacks as a result.
I’m sorry here but I just don’t understand how this would be penalizing for your race. Keeping it a racial condition would help to keep it balanced and prevent it from being entirely overpowered.
As for addressing the mindless zergfest, no. We can and should address it. However, anything damaging that will break apart a zerg will have to hit really hard, and hit more than just 5 people per use. I jumped in on a Claw of Jormag fight yesterday, and even the attacks it uses don’t stop a zerg. If everyone runs from the fear, they just run right back together again when it’s over. The fallen are quickly picked up, and the fight doesn’t really slow down at all. Zerg busting damage would require an attack so nasty and wide-spread that it would often be the boss’s BEST attack. Everything else would have to be nerfed to compensate for the change.
(Not saying that the Claw fight was done wrong, it is a world boss after all. Just using it as an example.)
Agreed. S’why I was wondering if a condition like this could stop that from happening. The active players will disperse and cleanse – but will they be so willing to restack all in one blob again afterwards? What if not all players cleansed well and the disease is still running amuck where the zerg was/is standing?
Nope. Still not addressed.
I finally believe they feel the system is perfect and will be keeping it.
Warrior……..
@ Palador
I’m a believer that zerg warfare is not natural nor should it be supported. I know there are differing opinions in this matter. However if “anything harmful enough to break up a zerg will be too powerful” – Does that mean that the mindless zergfest can never be addressed?
A movement penalty would only affect those players that are already actively playing, while it would do nothing to the large amount of people that just stand there in their blob with auto-attack at its best. At least in PvE that would be the case. If you were talking about WvW zerg vs zerg, then that may actually be effective.
You want to compare this to a real life example? Fine.
This like saying a recipient of the Medal of Honor needs to go back out and repeat his act of valor in order to keep it.
That an Olympic gold medalist has to give up their medal 4 years later if they don’t participate or if they don’t win.
That the team members of the winning super bowl team have to give their rings back so that the next year’s winner can have them.
In short, it’s an asinine idea.
Well said! +1
Maybe it would work better if it was more of a “soft” condition?
Let’s say that player characters can pass it to each other, first of all. ANet’s tried to keep race choice from being a limiting factor so far, they wouldn’t want to change that now. Second, let’s say that the effect of “Disease” isn’t a DoT, but rather a reduction in buff duration. Say, 25%? Finally, make Disease the first condition that’s removed, always.
At that point, Disease weakens the players without killing them directly. It can indirectly kill them, however, because it kills their buffs faster and makes it just a bit harder to get rid of any other conditions. This would also allow it to be used on NPC targets, but only those that gain buffs or clear conditions will really feel it. Most of the “trash” ones won’t care.
Making it a soft condition isn’t a bad idea. It would address fears from the GW2 community towards Disease and my concern for the ability of Enemy AI to handle it would be equally addressed, I think. However by making it a soft condition that would then take away from the “Zerg Busting” benefit. People would still be able to suffer through it and mindlessly zerg without that much change. Maybe I’m wrong and the potential levels of indirect damage would be a good compromise.
The race concern. Its true by making Disease transferrable to all players regardless of race would eliminate the concern towards discrimination, while equally removing the benefit for “racial diversity”. It would be a worthwhile trade-off though, I suppose. I still like the idea behind the racial mechanic and don’t think that any one race would be strictly limited by this. But you do bring up a good point.
City of Heroes had some problems related to this, and eventually made it so that entering a new zone clears all conditions from you. I see no reason why that would be a bad idea here, and it would limit how far any potentially long lasting condition could travel. Also, for something like this I’d suggest some kind of clear visual marker on the characters that carry it. Turning them green, for example, like the Box of Fun can do.
Agreed. Conditions in the big cities are a non-issue. But outposts or temporary safe-zones could have some kind of cleansing to them that prevents the spread of such a condition. That’s presuming a person could run so far with an active disease condition without it timing out.
Guild Wars had a pretty clear visual marker for a diseased player, as seen below. My fear would be that it could possibly be mistaken for a Necro …. but lets be honest with ourselves…. who doesn’t want to run away from a Necro when they see one anyways.
Really bad idea we need some ideas improving gameplay,mechanics not condi which will cause long looking for group . What with www , pvp ? It is just bad idea.
Thank you for speaking up, VOLTCIEAGE, even if you don’t like the idea.
Though I still think the benefits listed on my initial post are at least worth considering.
- Potential for racial discrimination in LFG
If you had Disease in dungeons, then yeah, that is exactly what you would find. People will get kicked for playing a human. Or, if people don’t discriminate, the group will wipe because too many people were the same race.
I just don’t understand why you are bringing race into the game mechanics like this. Is this supposed to sound “fun”? Because it sounds like arbitrary, meta-game garbage that will just spread bitterness and contempt throughout the community. A real “disease,” alright.
Again, this condition wouldn’t be so overpowered to be an insta-wipe scenario. The discrimination is indeed possible, as we already have it in other forms, that’s why I chose to list it. I’m not hiding my concerns. My hope would be that because we already have the ability to dodge, move, and cleanse conditions in so many different ways… that this would be a non-issue.
I’m bringing the same Disease mechanic that was present in Guild Wars, Fyrebrand. Its unique aspect was its ability to spread to creatures of the same type. I find it to be a very interesting mechanic and I wanted to open dialogue on its potential uses here in GW2.
Amazingly enough you’re the first person to “spread bitterness and contempt” on this thread. I suppose you just wanted to be first?
- Enemy mob AI incapable of combating a Disease mechanic.
Why would they need to deal with it? Will player characters be able to inflict disease, as well? Then ANet will simply start making all groups of mobs be comprised of different races. They’ll have to, or else Disease will become way overpowered, rendering all PvE content a complete joke — as I expect most pre-existing dungeons will be, as they mostly feature a lot of the same race.
Yes, I was suggesting Disease be a new condition. Not just a new boss mechanic. The enemy AI is a concern. Perhaps if/when disease is reintroduced into the Guild Wars universe they will add more transfer condition or condition to boon skills for enemy mobs? Instead of trusting their ability to scatter….
- Toy for griefers
See, I don’t even understand how you can still think race-targeting Disease is still worth suggesting, when you yourself have already thought of all these horrible problems it would bring to the game. I don’t even see what the upside is supposed to be, other than “break up zergs” — but there are other ways to do this. It feels like you were just so fanatical about the thought of destroying zergs, that you’re willing to put up with any amount of game-breaking side effects to make it happen.
There will always be griefers. They’re like roaches…. very hard to kill. I, however, do not like the idea of letting then stunt any potential game growth.
Tell me honestly, Fyrebrand, if you really think I’m just being a fanatical zerg hater or if I’m not just another gamer that is trying to improve the game (admittedly by suggesting something that would affect a mechanic you’re passionate about)?
Your “pros” are really lightweight and arguably damaging, while the “cons” are potentially disastrous.
You’re entitled to your opinion as much as I’m entitled to my own. I was reticent in responding to you because of the open hostility you seem to have for this. Regardless I’m going to try…
- Promotes active gameplay
How? What is “active gameplay”? I’m either going to get a disease, or I’m not. What do I do, once I have it? I don’t see how yet another ticking DoT is going to make the game better.
Let me clarify what I mean by “active gameplay”.
Active Gameplay = Awareness of a player and his/her surroundings, coupled with the ability to react accordingly in real-time.
How would it promote active gameplay? With disease added to all the other combat mechanics we have, players will be forced to be more active or potentially suffer the consequences. Now I’m sure you’re not going to like that statement, judging by your post. However I equate it to someone getting into a bar fight, getting distracted by a soccer game playing overhead, then getting upset that someone in the bar brawl actually had the nerve to hit them when they weren’t paying attention. I’d say that person had it coming, wouldn’t you?
What would you do if infected? Scatter. Remove conditions on self. Remove conditions on others. Transfer disease back at enemies. Heal. Get back into the fight. All of the above?
You don’t see how it could potentially make the game better. That much is obvious.
- Zerg busting
As we’ve seen from the Boss Blitz event, breaking up a zerg is no easy feat. People will stick to their old habits, even if those habits bring nothing but failure. If you’re going to require the zerg to divide into smaller groups, it’s better to do it through concrete means rather than just saying “don’t zerg, or you die.”
Please keep in mind that I’m not “requiring” anything here. The ability to stack will still be there. However more support functionality will have to be utilized. IF people decided to stay stacked – light fields would start to become welcomed instead of frowned on. Increasing more build diversity towards Support is also a good thing. I also believe you’re fearing disease to be something that would instantaneously kill zergs. Come now… That would be silly and overpowered. You may call me names, you may think ill of me – But please don’t think that I’m not interested in balance.
- Supports racial diversity
People have already rolled their characters long ago. You aren’t supporting anything; you’re merely punishing people who play popular races. Nobody’s going to re-roll and level a new character from 1-80 just so they can avoid some added nuisance in a few events that feature another ticking DoT.
Maybe humans are over-represented in the player population. Is that a problem? Is the solution to that “problem” to discourage human characters from participating?
Its interesting to note that one apparently can’t encourage something without discouraging something else. At least that is your mindset. Am I wrong?
Assuming Disease would infect all races equally, that is, you can catch Disease from race different from yours, this would work as a great anti-zerg mechanism. ANET should definitely look into this at the very least. Great idea OP!
Thank you, Vesuvius.
Disease traditionally only infected others of the same “creature type” as patient zero. Its one reason why bringing Zhed along in Guild Wars was nice. Oh Zhed, how I miss you.
Balance is important here. I don’t know if allowing this condition to spread across the different races is the best idea, if its a good idea from a balance perspective. I just don’t know.
(edited by Azhure.1857)
You should be able to get them WITHOUT being FORCED to play a style you don’t want.
PvP—just crap to me, but if you like it, enjoy and have fun.You can get them without doing content you choose not to do.
By BUYING THEM.
Heck with that crap. Anet hasn’t got a single cent from me for many months. I use to buy gem cards, but I can’t support them with actual cash anymore (or even converting gold for that matter.) Maybe LS2 can get me back—but based on anets past record I am not optimistic at all.
After completing maps with 3 toons, I have no interest with that anymore, PvP—I don’t enjoy that still of play.
Player A: I don’t like being forced to do content I don’t want to do for this item.
Player B: You have options though! There is option 1, 2, 3, 4, and 5. You can choose, see?
Player A: None of the above!
Player B: So what are you saying exactly?
Player A: That I want that item and it should be given to me!…. Because!
Player B: …………….. O.O
Stack = 250
25 Quartz crystal = 1 Charged Quartz
1 Stack of quartz crystal = 10 Charged Quartz
63 stacks = 630
Yeah, sorry. I tried to delete it after thinking about it but wasn’t fast enough.
No problem. I think we’ve all done that.
I hope you understand having 630 stacks of anything is not normal.
I thought the very same thing…. 630 Charged Quartz is a bit…. excessive.
Except he said 63 stacks, not 630.
Except I said 630 Charged Quartz. Which is what 63 stacks of quartz crystal would come out to. If you must be that person that gets picky on who said what, please target the person I quoted.
I hope you understand having 630 stacks of anything is not normal.
I thought the very same thing…. 630 Charged Quartz is a bit…. excessive.
WvW titles are unbalanced. I don’t feel this one is, personally. I am also well aware of how old this game is. However I would have more to say towards not adding more content in all that time than saying – “This title is harder because I’ve not had enough giants. Because it wasn’t as easy as all the others, its not right.”
I can definitely foresee a lot of problems implementing something like this but I’m not gonna lie — it sounds interesting nonetheless.
I think with more discussion of it and some modifications to the ideas/solutions to some of the cons a few of you have come up with, this could be a nice addition to GW2.
If it can be balanced – yes I think it would be very interesting and worth adding to GW2.
I might add ; the reason stacking exists is because mobs are stupid, yes ; and that AoE is GW2. Take Shake It Off ; there are skills that make people want to stack. Yet those skills would still be the thing against disease.
Agreed. Enemy AI is atrocious in its current state. However I don’t believe “AoE is GW2” is entirely accurate when it comes to explaining why stacking exists. If AoE were really what made GW2 – then I would argue that you should be able to lay down any AoE skill/spell and hit ALL targets within that wonderful red lined area. Yet we can’t. Why? Because someone or several people decided it was too overpowered. In a game that likes to praise its dodge mechanic and how combat is more fluid, mobile….
Am I the only one that feels like that’s a bad joke?
So we have a system where individuals can safely hide inside of a blob of people and rarely have to worry about dodging, moving, or even thinking outside of the all powerful auto-attack skill. Hell we’re so used to taking advantage of it that less and less people are actually playing. I’ve said it on several threads but I personally know of lots of people that start their auto-attack and then watch TV or play their console system.
I’m not proud of that. Nor do I feel anyone should be. But we as a species tend to take the path of least resistance. The easy route. I’m afraid my speaking out against that and even suggesting Disease and what it may do to zergs may make me a target for those that have become complacent in GW2 combat.
More seriously, it’s a pretty hard thing to balance. Not in dungeons ; but in world events, for exemple, it would spread quickly and might be deadly ; or might not at all if people don’t actively cleanse at once. With this kind of condition you give great potential power. Great, great, great potential power. Depending on how the players react to it, it can mean nthing, or mean the end of the world.
Won’t argue the point on balancing difficulty here. Its true, it would be hard. But I think it would be worth it. Keep in mind that if a Charr warrior was to be hit with a skill/spell that inflicted him with Disease – he would only then infect other charr players near him. It wouldn’t be a massive insta-wipe, yet I think it would have just enough impact to spread people out a bit.
So the question would be if Disease is introduced, should skills that use it ever have the ability for AoE Disease spreading? Because if they did then you could very easily make sure that multiple races become infected and that would have a MUCH stronger impact on groups.
Also, it would add another damage condition. Burning and bleed (and a little poison too) do that. We could maybe see that as a temporary state ; one guy gets disease, which means he can transfer it to others and everything. But while he has disease, he slowly gets affected by it (maybe more quickly if other sick players are around ?) ; he gets slower, chills run down his spine, but it still feels like his body is burning as the disease poisons it, and then he starts agonizing and bleeding… see where I’m going ? Disease could be also be a state using condition. You get sick ; first you’re slower, not much, like 10 percent. But that grows over time, ultimately getting you Crippled. In the meantime, your cooldowns are all rising as the Chill rises ; then the Burning starts, etc. you get my point. I can’t think of a “new” thing to add as a pure condition (they could add a new mechanic to it while they’re at it, like they could add the throw up from the wurm, but honestly getting stunned every 10 seconds like that is just a frustrating move) ; however, as a state (that could still be reversed by condi removals, being primarly focused ; would it need one removal or more, I don’t know, just think-storming here), I think it could be interesting.
Its not just another DPS condition though. Its very unique mechanic is its ability to spread after infection, to other creatures of the same type (within a reasonable radius of the infected). Your state idea is interesting but I would see that more in an environmental condition and/or boss specific condition. Disease has history in Guild Wars and I find that it could have very good uses in GW2.
…and I would perfectly see it being put on new bosses, just not as another damage condition maybe.
I’m all for better boss mechanics. However I would prefer this condition be made available to all players. Why? Because large scale boss fights are not the only area that is suffering. This condition would make WvW blob vs. blob warfare more interesting too. Yes… I don’t even have the heart to call them zergs as they’ve gone beyond that into the realm of blobs.
However if ANet is integrating this, PLEASE, for the Kitty Lord’s sake, just PLEASE put something to explain to players, don’t let the huge majority fool around for thirty days wondering why everyone flees when they come, just give us a NPC explaining things to people for ONCE.
Yes. More tutorial features are wanted by many. This thread is actively talking about it, if you are interested. https://forum-en.gw2archive.eu/forum/game/gw2/Do-what-now-or-Why-I-m-not-good-at-this-game/page/4#post4157297
The problem I have with this thread and hardcore AP farmers is that people must have these achievements now. Like…. yesterday.
Sure… Play how you want – and if that is grinding to get every possible achievement then feel free. But please don’t cry foul if the current condition in game isn’t conducive towards farming giant kills. Maybe one day there will be a dungeon, LS event, or map that has loads of giants. Anything is possible.
Ah… so the value behind the Dungeon Master title isn’t that you’ve done all the dungeons and their respective paths their own way – No, instead its meant to be a flag to everyone that you’re a Pro-speed Dungeon raider?
Pardon me…. but….
kitten that.
Good day.
Do you think they would refund me the laurels if I submitted a ticket?
I wouldn’t mind if it was just gold but 30 laurels if the equivalent to a months worth of dailys and I’m not focusing on my other characters so it would go to waste anyway.
I now have to do dailys for another month just to get the correct piece of armor.
I’m not sure if I have a case but then again, if the information isn’t clear to begin with, maybe I do?
When this happened to me they didn’t refund my laurels but they did give me the option of another trinket in its place. So I chose another and they promptly mailed it to me.
They did warn that they wouldn’t do it again, however. Which really makes me wonder why they don’t address this problem at the start – put more warning on buying ascended “unique” items. Instead they seem to be happier dealing with support tickets. :/
So much bickering over who is right and who is wrong. Because someone always has to come out on top and be RIGHT, correct? * rolls eyes *
Ah… Cantha… a land we will probably never see in GW2 simply because NCSoft finds Asian themes offensive now in the games they publish.
See? That’s the hipocrisy of the modern world.
One the hand one, the European themes this game is made of are not offesnive ( according to ANet ) to us, Europeans, but they assume that the Asian ones would be offensive to Asians.
I’ve never heard bigger, self-contradictory bullkitten in my life, tbh.
Here I thought I was the only person that felt this was bullkitten.
+1,000
You’re welcome. Oh and please enjoy the game whole-heartedly while you can. The whole “alt leveling” bit while fun on its own isn’t the same as that first character. IMO.
You should be able to get them WITHOUT being FORCED to play a style you don’t want.
PvP—just crap to me, but if you like it, enjoy and have fun.
You’re not forced here. Options include: Map completion, black lion chests, PvP, Personal story (not positive about this one), and gem shop.
If those options aren’t good enough for you, then too bad? Because your argument could be thrown at just about anything in this game. If you want something – do what needs to be done to get it. Or pull out your credit card.
alt = alternate character, not a player’s primary character
Crafting is a quick way of leveling that many people utilize if they have the resources to do so. Not everyone who goes through their first character is willing to take the long, slow, story route with characters that follow.
@ Tao
As for the Agony bit you suggested. Feel free to start a thread concerning that topic. If you want my two cents though – I’d say no to it. Why? Because I’m in Ascended gear but I do not engage in the Fractal rat race, so no Agony resistance on my end. I do however like your idea about Hard Mode – But I have a feeling that will be a long time before we see something like that in GW2. As another player said on a different thread… HM in Guild Wars was introduced near the end of its reign.
I was hoping for more discussion concerning this thread. But it doesn’t look like many people care to even comment. Not one supportive comment too. * shrugs * I tried, I suppose. Was my first attempt at making a suggestion/thread.
This message was brought to you by Azhure – Spreading Disease since 6/28/2014
Map completion, even simple city map completion nets you Transmutation charges.
They will not lower the cost of the charges, except when it goes on sale.
I haven’t read everyones replies – but I just want to point out it would be no more zerg busting than any existing spells. AoE has a cap on how many players it can hit, so if you were to introduce Disease into GW2 then it would also have to have a cap on how many players it could hit :/
Not with this condition.
Yes, I would say that for every tick of active Disease it would only affect 5 people (of the same race) nearby. But then those 5 players keep infecting 5 around them. Stacks multiply.
You get the idea.
Dungeons will be affected.
And I’ll tell you why.
I said Dungeons would be “least” effected, not that they wouldn’t be at all. The whole game would feel this new condition if it were implemented.
There are loads, but honestly, loads of people who are heavily inexperienced with this game, even after playing months. What’s more, they hardly understand any basic mechanisms.
After running countless of times the same dungeons, they still are unable to do what their class is supposed to do.
Would not adding Disease improve general inexperience and/or ignorance of proper game/combat mechanics? I don’t see how it would. So what is truly your argument against it here? If anything it could wake more people up to what is going on around them.
Secondly, not every class is given with a suitable condition cleanse skills.
Taken from GW2 Wiki:
In addition to conditions, all professions have access to condition removal skills. All professions have a healing skill that provides condition removal apart from the mesmer, who requires Mender’s Purity. For generic condition removal, the most recently applied condition or conditions will be removed first. The condition is removed independent of the intensity, so 3 stacks and 25 stacks of bleeding are equivalent when considering condition removal.
Specifics still required? Okay. Here goes… * cracks knuckles *
Skills that remove conditions from self
Weapon skills
- Shadow Return (Thief)
- Magnetic Wave (Ele)
- Phoenix (Ele)
Healing skills
- Signet of Resolve (Guardian)
- Mending (Warrior)
- Ether Renewal (Ele)
- Consume Conditions (Necro)
Utility skills
- Elixir C (Engie)
- Smite Condition (Guardian)
- Contemplation of Purity (Guardian)
- Signet of Stamina (Warrior)
- Signet of Renewal (Ranger)
- Shadow Return (Thief)
- Cleansing Fire (Ele)
- Signet of Water (Ele)
- Prayer to Kormir (Human racial)
Profession mechanics
- Purge Conditions (Ranger)
Skills that remove conditions from allies
Weapon skills
- Cleansing Flame (Guardian)
- Ray of Judgment (Guardian)
- Cleansing Wave (Ele)
- Healing Rain (Ele)
Underwater weapon skills
- Purify (Guardian)
- Purifying Blast (Guardian)
Healing skills
- Cleansing Burst (Engie)
- Drop Antidote (Engie)
- Healing Spring (Ranger)
Utility skills
- Bow of Truth (Guardian)
- Purging Flames (Guardian)
- “Shake It Off!” (Warrior)
- Signet of Agility (Thief)
- Null Field (Mesmer)
- Phantasmal Disenchanter (Mesmer)
- Power Cleanse (Mesmer)
Elite skills
- Purifying Ribbon (Guardian)
- Nature’s Renewal (Ranger)
- Grim Specter (Necro)
- Cleansing Leaves (Human racial)
Profession mechanics
- Fumigate (Engie)
- Super Elixir (Engie)
- Toss Elixir R (Engie)
- Blessing of Kormir (Engie)
- Shake It Off (Ranger)
Combos
- Combo Field: Light × Combo Finisher: Physical Projectile
- Combo Field: Light × Combo Finisher: Whirl
Skills that transfer conditions
Weapon skills
- Deathly Swarm (Necro)
- Putrid Mark (Necro)
Utility skills
- “Save Yourselves!” (Guardian)
- Signet of Renewal (Ranger)
- Arcane Thievery (Mesmer)
- Epidemic (Necro)
- Plague Signet (Necro)
Profession mechanics
- Gathering Plague (Necro)
Skills that transform conditions into boons
Utility skills
- Contemplation of Purity (Guardian)
- Elixir C (Engie)
- Well of Power (Necro)
Profession mechanics
- Toss Elixir C (Engie)
Should I add the Trait list that also helps with condition removal/management? Or the Runes? Sigils? Consumables? I can if you want… but I’m now tired of typing.
Hence, that would even enforce people to change some utility skills for that.
There are plenty of ways for characters to use the Support mechanic to address any issue that would be brought up because of Disease. Please forgive me for suggesting something to be added to the game that may draw more profession builds away from the strict DPS spectrum and a little bit more towards Support.
(edited by Azhure.1857)
Tao, disease wouldn’t be game ending. Dungeons would be least effected by adding this condition. Why? Small party of like minded people that are actively playing in that moment.
Disease would be more greatly felt in WvW and general PvE.
Again it is combated with condition removal and by scattering from a group when the condition is applied to them.
As for the racial bit…. You should know that about 60% of all players in GW2 play one race over all the others – Human.
Mmhmmm…. I thought about it some more. You actually do have a good point, Donari. If the condition kept reapplying to those nearby and they didn’t take active measures to cure themselves – they could eventually die from Disease alone couldn’t they? Hmm… That could be a dilemma. But it would still only really be bad for groups of afkers, right? I mean if even half of a group was aware of what was going on around them, they could scatter and cleanse accordingly.
For those afk groups in outposts/safe zones – Perhaps we could create some sort of triage at each entryway that automatically cleanses disease upon entry?
For those afk groups at large scale events – Well I wouldn’t feel bad for them, personally.
I will add this to the CONS list, however.
2. I personally like that each weapon has it’s own individual skills (although I wouldn’t say no to more skills tied to the weapon and the ability to swap skills out). It makes the weapon something more than simply a stat-stick and adds a bit of depth to the character customisation. Not only that, in GW1, there were quite a few skills that were tied to a weapon that you couldn’t use with any other weapon type.
2. In MY opinion, having weapon locked skills makes for less customization. When you have hundreds of possible skills, and can load each individually, that means if all you have are 5 “weapn skills” that are freed up and Individual…. you have many more combos… even if it’s just exactly 100..that’s 100C5 possible combinations… not even counting utility skills. 3 mainhand skills + 2 offhand skills or 5 two handed weapon skills… does not mean more customizability, but less.
I’m on the fence on this subject. I would love new skills, new weapons. Would love spvp even more if people didn’t know exactly what I could or couldn’t do based on what weapon(s) they see me running around with. However my main concern, if we had the ability to slot skills of our choosing onto our build template, would be balance. I don’t know how it could be balanced… and if it could – The difficulty would be something I’m not sure ArenaNet is equipped to handle.
…
Does it have The Corleone Family? yes… can you honestly call it a sequel to the Godfather though?
Same. This is Gw2, not Guild Wars anything… it’s The Corleones selling stuff crust Pizza.
You made me giggle, kitten it.