First of all, I’d like to get something straight:
- Downed state isn’t exactly interesting right now, specially when you get a small period of immunity between “standing” and “downed”.
- Taking 5 seconds to go from 100% to 0%, and then another 5 seconds to be defeated is ridiculous. You should have less health when downed, but able to heal faster (still interrupted by damage).
- You should not recover with 50% of your health when you rally. That’s just ridiculous…
- Give Downed, Knocked Down and Launched states a way to make use of your Endurance to roll/safe fall.
How about you think of all the other possibilties that don’t involve the Thief using his own cool downs and getting the benefit from someone else/consumables/item procs.
Do you realize how biased that sounds?
Every profession can benefit from other professions.
Yet I don’t see anyone requesting that Obsidian Flesh or Endure Pain can’t be used while attempting to finish someone off.
Nor should such request be accepted.
We’re talking about what each profession can do on its own.
All professions have some way to cover themselves while attempting to finish someone off, from immunity (mist form, obsidian flesh, distortion), to damage reduction/prevention (aegis, protection), or even control (aoe fear/chill, etc).
Other professions can benefit from rogue, through Combo Field: Smoke, wich gives stealth/blindness, depending on the Finisher.
Thief isn’t exactly tanky, and doesn’t exactly have alot of Combat Finisher: Blast to give itself Stealth during its own Combo Field: Smoke.
The only means for thief to avoid damage are often tied to damage skills that specifically cause evasion, or to blindness.
So, to finish someone off, only stealth remains.
—-
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
Another interesting option would be the reverse: Ability to cast AoE skills on your target.
Hmm, I don’t think it would be a bad thing, but I am more interested in the opposite sollution: Allow you to cast single-target skills on mouse-over (point and press keybind, without ever clicking with mouse)
On mounts:
I said this in the other thread (the merged mount thread), but between the terrain issues many areas in GW2 has, and the fact that level scaling ensures everything is hostile forever, mounts would not be as practical as many would like.
That’s precicely why mounts are safe to implement in GW2 – because the ability to skip or trivialize content is inexistant.
Teva:
You’d be looking for a martial-artist type of character (I hesitate to say “monk”, because GW1 associates that term with the western breed of monk, not the oriental kind many games use). Although, I’d drop the “trickery” aspect; that’s horning in on Thief territory.I could see such a thing working, though – three pinches/strikes, and two kicks. Faster attacks than most classes, with lower damage for balance (even the best martial artist will do less damage with his fist, than a high-grade weaponmaster will with the weapon they’ve trained in equally as long). Another balance/drawback would be limited range – even a dagger offers SOME reach, after all.
The main obstacle, however, is that this seems less like a “profession”, and more like a “weapon type” (claw/gloves, if one must attach equipment to it). Because building a class wholly around one combat style will SEVERELY limit them, plus it would be making these claws/gloves exclusive to only one class, period – anyone else who gets one is getting something they can’t use.
So, if it becomes a weapon class, who would get it? Hrm.
I say Thief’s a shoe-in; they can get close and fight dirty, after all. Warriors might be good, but have plenty of weapons as it is; let’s say Guardian instead. It could fit their role in that getting up close like that DOES protect others from attack. I’m kind of having trouble working it in with any others. It could offer Elementalists some new spells (remember when you could cast spells with hand gestures?), but they have even more combat skills than a Warrior!
Monks do not need to revolve around 1 weapon.
They could have fist weapon, staff, kama and sword. Yes, sword.
Possibly fist weapon and claws might be 2 different types of weapons.
Fist weapons could include knuckles, handwraps, Cestus, etc.
The interesting thing is that they’d be Light armored, squishier than Thieves.
@Castlemanic
Are you serious?
Dervish is medium armor.
Dervish uses Wind, Cold, Earth and Holy.
As for Conditions, it focuses on Burning (holy), Bleeding (earth), Blindness (earth), Chill (cold) and Crippling (earth).
As for Boons, it focuses on Swiftness (wind), Fury (wind/holy), regeneration (earth) and perhaps Quickness (wind/holy).
It uses special self-benefits that were Enchantments in GW1, but would be something else in GW2 – I’d call them Shrouds.
It uses a unique mechanic with certain attacks, consuming those Enchantments (Shrouds) to produce extra effects with the attacks.
Guardian is a good way to introduce Paragon gameplay (Echoes, Chants, 1-handed Spears, Land 2-handed Spears).
Thief is a good way to introduce Assassin gameplay (lead->offhand->dual strike combos)
Ritualist, Monk and Dervish cannot be introduced simply by adding skills to an existing profession, otherwise their concepts will be butchered
Here’s a thread where I suggest changes to the game:
https://forum-en.gw2archive.eu/forum/game/suggestions/Expansion-Concepts/first
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
Or we can just make Light Field’s whirl and projectile finishers something that doesn’t suck. Or just change the projectile finisher and make binding blades a projectile. Or we can make it so the whirls remove conditions from ourselves as well. Or we can finally start to nerf warriors. All good ideas.
Light Projectile doesn’t suck.
It works like this: You fire a projectile, and that projectile removes a condition on all allies around the target hit by the projectile.
If you are near the enemy, it removes a condition from you as well.
Whirl works the same way.
However, Whirl sucks for ALL combo fields simply because its random.
No amount of player skill can ever ensure you will hit the target unless you are INSIDE the target and it has a huge hitbox (PvE), in wich case you will even hit the target with ALL projectiles.
That’s why I suggest Whirl should feel like a whirlwind, split in 3 spiral effects, but hitting EVERYTHING around you.
In turn, Binding Blade, for example, could become Projectile, and each blade count as a projectile, but that’s another suggestion.
The problem with Discipline is that it only buffs the Burst damage.
What about the rest?
Stun?
Bleed Damage?
Not all Burst is focused around damage.That’s why I suggested changing the mechanic from +Damage to a Adrenaline strike reduction mechanic.
@EnemyCrusher – I don’t believe the 0.1%/per point is a bug as the +1% to damage per point was in Beta if I recall correctly and was changed around BWE3 to reduce Warrior burst damage.
As it stands right now, the 0.1%/per point is basically an easy way to balance warrior builds that focuses on Discipline (Brawn) versus those that do not but the true outcome is that the Discipline point investment is meaningless (except for the traits). This is unlike any other class in GW2 where their own class-defining trait line actually has a noticeable impact on the class mechanic.
I agree though, 0.1% damage increase per point and only on Burst ability raw damage is basically nothing.
If it increases the Adrenaline Generation, it should also increase the Recharge Rate, because having the Burst available more often, only to find it still in cooldown, makes no sense.
I disagree with this thread.
The OP is being very biased.
Most professions have Quickness.
Those that don’t, usually have great AoE and kill 2 and 3 players at the same time -_-
Most professions have some form of damage reduction/prevention, such as mist form, endure pain, obsidian flesh, stealth, aegis/protection, stability.
If the Thief spends Stealth AND Quickness just to finish you off, then he absolutely deserves to finish you off.
@Zsymon
You’re saying that removing them simplifies it to the way of WoW.
And then you say they are too weak to matter at low level, and don’t matter at high level either.
Congrats, you just defeated your own point and proved the OP is right.
I am against the OP for a different reason – replace the boring trait bonuses with interesting ones, instead of removing them.
This way, you will actually have to WEIGHT Minor/Major Traits VERSUS Trait bonuses.
The problem with Discipline is that it only buffs the Burst damage.
What about the rest?
Stun?
Bleed Damage?
Not all Burst is focused around damage.
I like it the way it is . It makes you have to think about your build a little more
Wrong.
90% of builds only care about the Minor/Major Traits, not the Trait Line bonuses.
The importance of Trait Line Bonuses such as Precision, Power, Condition Damage, Toughness, Vitality or Healing Power and even Crit Damage grows weaker and weaker as you obtain better gear.
The only exceptions are Boon/Condition Duration and Mechanic Recharge.
My suggestion:
- Don’t remove Trait bonuses
- Replace the boring ones with interesting ones – lots of good examples in existing Minor/Major Traits.
I made a suggestion about 3 things I would improve in Traits, stats being one of them.
https://forum-en.gw2archive.eu/forum/game/suggestions/Traits-Superior-Elite-Stats/first#post608173
Stuff like the Necromancer Curses Adept Minor Trait Barbed Precision (66% chance to cause bleed on crits), or the Guardian Retributive Armor (5% of toughness adds to your Precision) should be what the Trait lines give you for investing in them.
So if you invest like 10 points into Curses your total Condition Damage would increase by 30% of your Crit Chance.
So if you have 30% crit chance, you’d be increasing your total Condition Damage by 9%.
I say this, because several Traits scale in usefulness with your equipment, like the Virtue/Shatter recharge traits, or boon/condition duration.
The rest, however, doesn’t.
Added Elite Traits to the suggestion.
Essentially, the possibility to pick any of the Traits, regardless of whether you have any investment into its respective Tree or not.
Additionally, discussing how to replace the currently boring stats granted by Traits, with something more interesting.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
I have mixed feelings about this.
I think basic stats like Power and Condition Damage should be removed from Traits.
However, I think properties like reduced Virtue Recharge Time, or increased Condition Duration are a good thing.
Yup. Actually adding a profession is more content than adding 1 new dungeon and 3 new areas.
And it’s quite pretentious too.
To say “don’t add new professions”, is insinuating that ANet might actually otherwise add new professions without considering the pros and cons and properly designing them to fit the game with as little negative consequences as possible.
If Direngrey didn’t warn ANet not to include new professions, I don’t know what would happen to us! -_-
Well you could say Dervish could have a different interpretation within each race.
It could even have a different name.
I don’t care if it’s not called Dervish, I would simply like the medium armor, scythe wielding, enchantment stripping berserker from GW1 make its way to GW2.
Seriously, before we start pushing out the same idea over and over under slightly altered names each time, can we focus on fixing stuff that guardians actually could use? Like weapon traits that actually do something?
You want some kind of fancy followup to Leap of Faith. We get it. Why make the same thread twice?
You should make a thread about it.
This is one way to fix “stuff that guardians actually could use”.
You happen to have a different idea, and I respect that.
By the way, the Charge skills would start casting when you lift the keybind as long as it was pressed for a minimum of X seconds.
There might even be more than 1 charge skill per skill.
One for 1,5 seconds, another for 3 seconds.
Thanks, I’ll check it out.
Just checked it and its not even remotely similar.
You’re suggesting extra personal purchasable bonuses.
I’m suggesting the currently available bonuses to only be accessible to members that actually contribute influence.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
You are mistaking something here, YumCHA.
No one is suggesting to remove the concept of progression.
In MMOs, level doesn’t say much about your character.
It’s merely a time sink.
What really can speak about your character is the equipment quality, the skills, traits/talents, etc.
You can keep all of that, but remove that tiny useless number called Level.
This suggestion for Druid is very vague and I don’t think shapeshifting into animals is interesting at all.
I have a better idea.
Give Rangers the ability to not have a pet and instead have druidic abilites, somewhat like in GW1.
Rangers already have attacks inspired by animals.
Direngrey, I have to wholeheartedly disagree.
First, the professions aren’t balanced right now.
Secondly, I don’t really know where you got the idea that a new profession means a huge amount of work redesigning or re-evaluating the way everything is balanced.
Actually, I do. You got it from WoW. You should’ve left it there.
If a new profession somehow brings new boons/conditions, or new and powerful types of skills then it’s ANet’s fault, not the concept of new profession itself.
Otherwise, it’ll simply slightly increase the “Burden of Knowledge”.
You’ll have to learn how to play against the new profession.
There may be a period of adaptation where everyone will think the new profession is OP because they don’t know how to deal with it, but eventually the dust settles down.
Dervish, Monk (placeholder name) and Ritualist are good ideas.
Not going to comment on Druid.
Dervish MUST be included in the game.
Its gameplay is awesome (flash enchantments & teardown), and I’m not even talking about the Avatar skills.
Would require implementing Scythes, though.
Ritualist would also be a good idea, as its concept is quite unique, playing somewhat like a light armor engineer/necromancer/elementalist cross-over.
Monk would be tricky to implement but very interesting if done well.
Would require implementing fist weapons though.
Runiir, Marduh answered your question.
I only think you should get some Initiative back due to how Warrior Adrenaline works when you fail, even though you clicked.
Wasting time casting something that has no effect is already a decent mistake.
I am simply against “not letting you use the skill” to prevent you from making a mistake.
Malael, tell me, is there a reason for you to ever use your normal auto-attack while stealthed, when you can use Backstab instead?
The answer is no, and as such it makes perfect sense that Backstab is tied to the auto-attack.
On the other hand, ANet may wish to make Stealth skills with Chain skills, thus your suggestion would limit their options only to fit your personal taste.
Problem 1 – Being able to make mistakes is a good thing. It makes skill matter.
You can use skills when out of range.
You can use stealth skills while immune to stealth.
I even think there should be no such think as target – you should just have a crosshair like in Tera Online or something.
Problem 2 – there are multiple stealth skills, so Backstab belongs in key 1.
My final opinion:
I think Stealth Skills should refund some Initiative when use during Stealth Immunity.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
I’m not sure if any of you is familiar with Final Fantasy X, for PS2.
In that particular game, you gain experience, and each time you accumulate a certain amount of experience, you gain 1 SP, wich you can use to move in the Sphere Grid.
The Sphere Grid is comparable to GW2’s Trait system.
Even though you have experience and advancement, you have no concept of Level, as there is no need for such.
The same holds true for GW2.
If there was no level, but you still gained experience, skill points and traits, and unlocked various features along the way, you would lose no gameplay value.
But BowmasterSol.3457’s idea is good too.
I’ve always loved crossbows in games. More so that weapons.
However, the 2handed crossbows rarely felt imposing in those games, perhaps due to how most other weapons tend to be oversized.
Boomerangs are nice as well, a rare sight in most games.
Often available as a special ability, but never as a main weapon.
So here I suggest 3 New Weapon Types:
- Boomerang – Circular path ranged weapon (Warrior, Ranger, Thief)
- Crossbow – 2-handed Crossbow (Warrior, Ranger, Engineer)
_Examples of Greatbow names:
- Arbalest
- Ballista - Handbow – 1-handed Crossbow (Ranger, Thief, Engineer)
- Cranequin
- Windlass
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
I’d think more out of the box.
Let their hair be silvery for every Largos – only customizable in terms of haircuts, etc – and make the wings fully customizable.
Essentially, pretend their hair is the charr horns, and their wings is the charr hair
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
I think they should:
- Add durability to armor and weapons
- Make durability loss a small chance when you hit (for weapons) or get hit (for armor)
- Give durability loss a small cooldown to prevent unlucky streaks, and to prevent fast weapons from being penalized over slow weapons
- Remove durability loss upon death
- Remove waypoint cost upon death, but you can only choose the closest 3 uncontested waypoints.
I didn’t make a new thread.
I renamed it because I changed some of the suggestion, and added more stuff to it as well.
The thread initially did not have anything regarding Flash Symbols.
I suggested a Chain for Leap of Faith that was simply an AoE – wich didn’t help the Symbol Traits at all.
Now, I changed it to a Flash Symbol, wich does help Symbol Traits.
I also added the suggestion to add the Paragon’s Lightning Skill-theme to Guardians, specially Combo Fields.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
Also, between Symbol of Swiftness, Retreat! and Save Yourselves!, a Guardian can amass 38 seconds of swiftness.
With Virtues Tree increasing Boon duration by up to 30%, and Honor Tree 20% Shout recharge rate, causes the 2 shouts to have 48 sec recharge instead of 60, and have 26+13 duration = 39.
Add Symbol of Swiftness and it’s alot of nuts!
Add Leap of Faith + Judge’s Intervention in between and it’s crazy.
But if they build like that, the question is, why don’t you just kill them?
You’re missing the point of my post, which was not to give specifics on what can be added to the symbols, as those were merely suggestions: you’re trying to create a new set of abilities for Guardian, all to shore up a weakness of the Greatsword. In other words, you’re adding needless complications towards balancing the Guardian.
If a symbol is weak, they need to buff it, not add a new system to Guardian. I get it, you’re disappointed with the Greatsword changes, but this is not a good system to replace what we have been given. And again, you’d be better off asking for changes to our traits and skills, not ability sets overall.
I understand what you’re saying. But here’s the thing:
- Guardian GS has always been a little too focused on auto-attack, compared to other weapons. Now, it became even worse. So, to me, this is a gameplay issue as well.
- Symbol traits are weak for GS, right now, because can cast SoW half as often as you used to.
- ANet can’t buff SoW damage too much because it risks giving GS too much spike damage.
- ANet cannot lower SoW recharge time too much without inadvertedly buffing Retaliation.
My suggestion, thus, aims to:
- Make GS a little more active by adding an extra skill to use.
- Make Symbol Trait synergy better for GS without adding dangerous burst damage.
An extra skill doesn’t add burst damage because it costs activation time.
I’m not saying my idea is perfect or anything.
Just thought it would be nice for ANet to have more tools help them balance professions and weapons within those professions, while keeping as many build options open and viable as possible.
Though I suppose it’ll also work well if:
- SoW reverts to 10 second recharge, but gives Might instead of Retaliation
- LoF stays at 15 sec recharge
Retaliation would make more sense in a Symbol of Vengeance.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
Reversing the SoW cooldown to 15 would be a decent mid term.
Well, it would only make sense if you play a group of 3 skritts or more.
They are not intelligent enough to make sense becoming a playable character.
So far, only Tengu, Kodan, Centaur, Hylek and Quaggan make any sense.
The main issues that cause certain areas to be overfarmed – and consequently, other areas underfarmed – are:
- Event profitability (difficulty vs time vs items/currency)
- Downleveling fairness
- Types of Gathering Nodes
Regarding Events:
- Make each Events give 2x their current reward.
- That specific Event reward goes back to 1x until you do at least X events in a DIFFERENT AREA.
This encourages exploring and discourages cycling 3-4 events over and over.
Regarding Downleveling:
- Make the item quality/level closer to your real level when downleveled.
Currently you can get items anywhere from as low as the current area, up to roughly your real level, but the average item level is somewhere between the two values, making it not worth your time.
Regarding Gathering Nodes:
- Make all qualities of Nodes available in every area.
- Implement Whetstones, so that only 1 quality of each Gathering Tool (except Salvage Kits) needs to be equipped no matter how high or low the nodes you are gathering are, and you don’t risk having too much of 1 tool and too little of another.
- Tools still have Durability
- Whetstone is used to “repair” the tools on the fly
- The durability lost by the Tool would be based on the difficulty of the Gathering Node, rather than a fixed amount.
- If you’re using an Iron Tool on Copper Node, you would use up less Whetstone Durability than if you use it on an Iron Node.
- Likewise, if you happen to try to gather a node 1 difficulty above your Tool (like gathering Platinum with an Iron Tool), you might be able to, but it’d use up twice as much Durability as it would if you used a Steel Tool.
- Nodes 2 or more difficulties above your Tool would result in the usual ruined material.
Example – currently you can occupy 12 inventory slots (3 of the tools would be equipped) with:
- 4x Orichalcum Logging Axes
- 2x Mithril Logging Axes
- 4x Orichalcum Mining Pick
- 2x Mithril Mining Pick
- 2x Orichalcum Sickle
- 1x Mithril Sickle
This might cause problems if at some point you find more metal than wood, or more wood than metal, causing 1 tool to run out faster than the others.
With Whetstones, you could simply occupy 10 inventory slots with:
- 1x Orichalcum Logging Axe (equipped)
- 1x Orichalcum Mining Pick (equipped)
- 1x Orichalcum Sickle (equipped)
- 10x Whetstone (each Whetstone replenishes X charges/durability to 1 Tool)
This won’t cause problems since you add charges to the tool you need the most.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
Introducing a Dungeon Queue should be the last resort – in the lack of better option.
If there were no alternatives, I’d agree with your suggestion.
Fortunately, the real sollution is fixing what is causing the problems to begin with.
- Make overfarmed areas less attractive
- Make underfarmed areas more atractive
- Make all qualities of Nodes available in every area, but give them Red color when your tool is too weak, Yellow when it is adequate, and Green when your tool is too strong.
- Make a LFG window that displays all players with LFG status and a simple note where they can say what they are looking for.
The less automated systems, the better, because they ruin communities.
The over/underfarmed area problem is something that needs to be fixed asap, as it is ruining the community by making players saturated of PvE very quickly.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
It will be a big step – and it makes sense anyway.
The repair system already exists.
Just add Weapons to the equation, tweak repair values if you need, and enjoy reduced bot efficiency.
It will make them have less amount of gold to sell, therefore an impact in the economy (no matter how small), wich snowballs into better economical stability.
For the tiny amount of work required, it brings great results.
I think Smite & Judge’s Intervention is your answer.
JI has 45 second (36 when traited in Valor) recharge time, however.
So it’s nothing otherworldly.
What makes Symbols potentially unbalanced is the fact they apply their effect with every pulse.
Your suggestion gives unnecessary power to weapons for wich Symbol Traits are fine, while still leaving Symbol Traits pretty useless to Greatsword.
The goal in my suggestion isn’t anything like Flash Enchantment from GW1.
You read wrong.
Flash Symbols would be a simple, single-hit AoE.
All so that the Greatsword (and any other Weapon that may have weak Symbol) can make proper use of Symbol Traits, without making other weapons overpowered.
Essentially, with Flash Symbol as a Chain after Leap of Faith, you would have – theoretically – 1 symbol every 15 seconds + 1 symbol every 20 seconds = ~1,2 symbols every 10 seconds, close to what SoW used to be when it had 10 second recharge.
The Flash Symbols does not benefit from Writ of Persistence, because it doesn’t have a duration.
So the Symbol Traits would be useful for Greatsword once again, without adding OP Boon generation to the equation.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
Wich will, at the very least, slow them.
Bots will:
- Lower their profit by needing to Repair
- Since Repair NPCs aren’t everywhere, further lower their profit by needing to either:
a) Stay near a spot with Repair NPC
- potentially a less “profitable” farm spot
- becoming more easily spotted, reported and banned.
b) Stay in their usual “profitable” farm spots
- requiring them to travel more, either by foot (losing time), or by waypoint (losing money).
- we all know time is money.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
Added two more types of activation skills.
It’s important to clarify that none of this is meant as a buff request.
I just used some examples that I think make some sense.
However, I’m not implying those Professions need such extra skills.
Make Weapons also require Repairs.
The goal is making it so that naked Bots are forced to their Weapons, or become unable to fight.
In any of the suggestions below, the repair cost per defeat is meant to remain the same.
There are a couple ways to implement this:
- Light -> Weapon is only damaged if all your pieces of equipment are damaged.
Repair prices stay the same.
- This one is probably the best since it doesn’t affect players at all. Players don’t fight naked, and rarely reach a point where all their pieces of equipment are damaged. - Moderate -> You have an even chance to have any of your pieces of equipment damaged, Weapon included.
Repair prices stay the same.
- This one is more of a gamble that risks causing a player to have to repair after 2 defeats (if Weapon gets damaged -> broken in 2 defeats). - Severe -> Weapon is damaged everytime one of your pieces of equipment are damaged, but has more “phases”. Example: Dented, Worn, Damaged, Broken.
Repair prices are lowered so that 1 random piece of armor + 1 stage of weapon equals the current cost per defeat.
- This one is light on the bots, as it will allow them to be defeated plenty of times before needing to repair.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
I say adjust the respawn rate based on how many players are in the area.
When players join, rate increases.
When players leave, rate decreases.
Level adjustment, events and new player trickle vs release surge.
in Suggestions
Posted by: Nurvus.2891
I completely agree with you, fauXnetiX.
In my opinion, Downleveling system is quite poorly implemented.
Leveling up actually weakens you until you update your gear, wich is unacceptable.
I make a suggestion that somewhat compliments this discussion in this thread:
https://forum-en.gw2archive.eu/forum/game/suggestions/Concept-of-Level-is-pointless-in-GW2/first#post493723
Essentially, the game could have no concept of level, and gear could grow in smaller jumps, but a fully traited, skilled and exotic geared character should feel at least 5x as strong as a player that just started playing.
The feeling would be not like in WoW where a 30 level difference means you one-shot anyone.
It would be closer to the diference between the last tier of WotLK and the last tier of Cataclysm.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
I kind of like the idea of having an Elite Trait.
Perhaps a Minor and a Major.
- Elite Minor Trait lets you pick a Minor Trait from any Tree.
- Elite Major Trait lets you pick a Major Trait from any Tree.
- Cannot pick Traits you already have.
I did not read all the points.
Here’s my thoughts on those I did:
- Multi-Guild – I disagree. Representing a Guild should matter.
You may have Guild A for WvWvW, Guild B for sPvP, Guild C for Dungeons.
I don’t see much logic in giving Influence to guilds you’re not Representing.
But assuming it’s okay, at least the Guilds that are not being represented should get less Influence:
- 100% for Guild you are Representing
- 50% for the others. - Ranking System – I agree
A few other thoughts:
- Uninvite vs Kick – When you “Uninvite” someone who never accepted the Guild Invite in the first place, it should not say that player was Kicked from the guild in the History.
It should say “John Doe’s Guild Invitation was removed.”
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
I’ve updated the suggestion.
It works better and is alot clearer.
Please discuss.
Yeah, I forgot to add the Charge/Sequence skills could share cooldown with the default skill, so the goal isn’t necessary adding more firepower, but instead adding versatility.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
I think the preview should also give you 2 stances:
- Sheathed
- Drawn