Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
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I had an idea on how Guild Bonuses should work, in order to make each player’s contribution to the Guild meaningful.
Right now, a Guild member can benefit from a guild bonus without having contributed any Influence towards the Guild.
My suggestion is making it so that every individual member needs to contribute a minimum of Influence before he can gain access to the Bonuses.
This allows Guild bonuses to be stronger, since there will be a required individual contribution to benefit from them.
I think the above is clear.
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2 months into the game, and this thread… I agree!
More to the point, the game needs 3 to 5 level 80 zones, needs to emphasize guilds, guild only events and endgame, a reason to be apart of a guild and loyal to a guild.
Less small meaningless event system, more in depth large scale events.
The game just needs more everything – except for bugs, bots, and exploits.
Guilds need to have permanent bonuses to Guildmates.
However, in order to benefit from those bonuses, a Guildmate needs to earn the Guild enough Influence.
Each time the required Influence is met, the Guildmate gains the benefit for X days, while representing that guild, stacking up to Y days.
The permanent bonuses should have an Influence cost to keep up, but would be available guild-wide and require contribution to benefit from.
Would like to have some feedback on this.
The Sequence idea is slightly similar to the GW1 Assassin’s Lead Attack → Offhand Attack → Dual Strike, but requires a specific skill instead.
Please add 1 option that allows for Mouseover Targetting.
Here’s how I’d like it to work while the option is active:
Essentially, just like Fast Cast Ground Targetting, Mouseover Targetting would allow us to skip the “click to target” or “tab to cycle” when attempting to use skills on a new target.
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I would actually LOVE if targetting in this game was like Tera.
Being completely honest here.
Otherwise, at least give me mouse-over targetting on targetted abilities.
Did you notice how you contradict yourself?
1 – You say that “Buying new gear is essential to creating demand in the economy.”, implying that by forcing players to constantly buy new gear, it benefits the economy.
2 – You state that all gear except the best is at vendor price in the TP.
(I’ll have to say that high level Rare gear is also above vendor price because it’s used in Mystic Forge, and so on).
But all that is beside the point.
I’m not complaining about wanting to upgrade the gear.
My suggestion doesn’t make upgrading gear less attractive.
I’m complaining that you should never EVER feel weaker when you level up, not even for 1 second.
When you level up, all your stats decrease, most noticeably your crit chance.
Why? Because your level and your gear is adjusted to keep their relative difference.
Since that difference increases, your gear will seem to have become weaker.
So there’s always this window bewteen leveling up and getting new gear, where you feel weaker.
And that is simply bad design.
There is absolutely nothing that Leveling brings to the game.
Nothing at all!
Anyway, when Guardian gets some Paragon-esque skills, Land Spear skills and whatnot, Lightning will make more sense.
Flash Symbol may not be the ideal name, as Flash is usually related to “no activation time”.
Feel free to suggest a better naming.
in Suggestions
Posted by: Nurvus.2891
Update: Game no longer orders the GPU to render objects that are out of sight.
xD
Joking.
Yeah, but it would’t make sense for Perfect Kit to salvage normal materials anyway. What a waste it would be
In GW2, however, there’s the 50% chance to get rarer materials on BL kit, so it’s a little different.
With our suggestion, the better kits should also increase the amount of materials you get, to make it attractive to use higher kits on raw materials.
Let’s get something straight:
- Mounts do not ruin a game.
- Poorly implemented features do.
It makes little sense that you’re essentially on a permanent marathon during the whole game.
Assuming your run speed is 100%, a mount could:
- Walk at 66%
- Run at 133% (same as you with Swiftness)
- Sprint at 166% (small temporary burst of speed)
- Have health, drops you and runs away at 50% and becomes downed if for some reason it reaches 0% in one hit.
The full scope of my suggestion is in the Expansion Concepts link in my signature.
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I have to disagree there.
Pick an element:
- Fire – Burning Speed, threatening damage.
- Water – Frozen Burst and Frost Aura as well as healing to keep you nice and healthy
- Earth – Magnetic Grasp, Churning Earth and Earthquake are simply nasty.
- Air – reverse-Updraft and Ride the Lightning for mobility; Lightning Touch to apply Weakness, reducing enemy damage and Endurance recovery.
It’s not like the enemy does 2x the damage you do.
If you build glass cannon, don’t fight alone and be opportunist, otherwise face the consequences.
If the Elementalist lacks the ability to adapt to an enemy, despite having 4 elements, then it’s the Elementalist skills that need to be looked at.
4 different elements and none does its job? That’s some design flaw right there.
I do not think Elementalist needs to be able to swap weapons during combat.
If there’s a problem with Elementalist ability to survive, deal with that by adjusting the skills themselves.
To me, weapon swap for Elementalist should be mostly about flavour, to be able to play ’mancer or Elementalist.
60 seconds bound to 1 Element isn’t that much when you make use of your Utility skills as well.
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25/15 is too short. Doesn’t feel like a compensation at all.
I didn’t edit my original suggestion, but I’m more inclined towards 4x the normal cooldowns.
That means swapping weapons puts a 40 second cooldown on Attunements, changing Attunement puts a 60 second cooldown on Weapon Swap.
Elementalist is already very versatile.
Weapon Swap should feel like an option, not a buff.
So my suggestion aims to give Elementalists:
- The flavor to play a single element on 2 weapons if you commit yourself to spending 40 seconds without changing Weapons.
- The ability to swap weapons if you commit yourself to spending 60 seconds without changing Attunement.
I think this sort of commitment makes it fair against other professions.
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Sorry for double post, but somehow all posts disappeared after my last post.
Not the first time I encountered this bug, and it’s the first time I’m the one causing it.
Please don’t hate me, and I’m not sure if I’m allowed to quote myself, but here’s my original, and still ongoing stance on this matter:
I like the concept behind this idea.
However, letting Weapon Swap not put Attunements on cooldown is unbalanced.
Each of the 2 actions must place the other type of action on a longer-than-usual cooldown for it to be fair, otherwise you are giving the profession a significative, unwarranted buff:
- When you change Attunement, the Attunements go into the usual 15 second cooldown, and the Weapon Swap must go into a 30~60 second cooldown.
Yes, 2, 3 or even 4 times as long as the usual Attunement cooldown.
You play the Elementalist, having access to multiple elements by being locked to 1 weapon.- When you swap Weapon, the Weapon Swap goes into the 10 second cooldown, but the Attunements must go into a 20~40 second cooldown.
Yes, 2, 3 or even 4 times as long as the normal Weapon Swap cooldown.
You play the Geo/Aero/Pyro/Hydromancer, able to swap weapons by being locked to 1 element.
I think this would make Weapon Swapping for Elementalists fun, balanced and provide alot of flavour.
It would give players the option to play the “Aero/Geo/Pyro/Hydromancer” instead of Elementalist if they wish to, by giving up the ability to swap Attunements for a long while every time they swap weapons.
The core of this discussion – for me – is how the moment you gain a level in an area where your level is being adjusted, automatically makes you weaker until you improve your gear.
Why does it make you weaker? Because the difference between your level and your gear level is taken into account when downleveling – probably in proportion.
So Lv20 gear worn by a Lv30 is probably be equivalent to Lv14 gear in a Lv21 area (2:3 ratio).
It’s not that I can’t advance – I did.
But in the gaps between updating my gear, I grew weaker instead of stronger, and that is just awful design.
Leveling is completely unnecessary in a game with Downleveling…
My suggestion is to make Transmutation Stones “unlock” a skin forever, and then you can buy it for free, as often as you like, from a Hall of Monuments-type Vendor.
Full suggestion here:
https://forum-en.gw2archive.eu/forum/game/suggestions/Transmutation-Stones-1/first#post
That said, starter gear should automatically become part of your unlocked collection.
Your suggestion works as well as an alternative.
I agree with this, but it should not be exclusive to Black Lion Salvage Kit.
Salvage Kit functionality should be reversed across the board – to work exactly like in GW1:
Pros:
- You get to choose what to extract
- You get to keep your base item (as long as you don’t extract the raw materials, doh)
Cons:
- You have to spend 2 charges to get both Raw materials and Upgrade
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2 blinding skills provide a great deal of defense if timed right, specially if you are in the Radiance Tree, where VoJ also blinds.
Only problem with Blind is that champions are pretty much immune to it (10% effectiveness).
I’d understand if they simply never missed with certain important attacks that you are meant to evade, and reduced blind effectiveness to 20% instead, requiring you to time blinding skills.
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I love Guardian too, but I like all professions.
This is what happens to most players:
- Start with Guardian
- Try another Profession,
- Plays said Profession like a Guardian
- Doesn’t work
- Thinks said Profession sucks
- Goes back to Guardian
Each profession plays differently, and takes a slightly different mentality.
Just lower Elite skill cooldown across the board, some more than others.
90 second cooldown skills is quite high already.
240 second cooldown skills is ridiculous.
In GW1, Elite skills were usually 1 of two things:
- An improved version of an existing skill (lower recharge or bigger damage or extra AoE, etc, or any combination of these)
- A unikittenfect that makes a difference
In GW2, Elite skills seem to have changed to “situationally better skills that are balanced around really long cooldowns”.
I think only enemies that give you XP count.
Some enemies part of endless spawns don’t.
It’s rather unfair, and there should be at least a way to know wich is what, before you tactically use VoJ.
Playing with Radiance tree, where VoJ blinds enemies on use, with renewed Justice, I can keep a group of creatures blinded for a long while, by killing 1 by 1 with a mix of single target and AoE damage.
Each kill renews VoJ and gives me a new burn & blind, and so on.
Sometimes I press VoJ just before a creature I “tagged” dies, just like I make sure to use all Virtues while casting Renewed Focus (Elite), since it only renews them at the end of the effect.
Anyway, I already agreed they went too far, and reducing the SoW recharge back to halfway (15) between the current and old value might solve the issue.
Still, GS has always been somewhat slow in gameplay, and because of that I instead suggest a new type of Symbols should be added, making it possible for Traits to become better, ANet to give some weapons an extra Chain skill, or make some existing AoE skills count as Flash Symbols, etc.
Alot of potential.
Most of my suggestions are all about giving ANet more options besides mere number tweaks.
Here’s my counter offer – Remove level from the game.
Make Skill Point and Trait Point progress like Skill Points currently do at max level – you still get experience despite being max level, and every X experience you “ding” and get 1 Skill Point (and 1 Trait Point with my suggestion)
Here’s the full thread:
https://forum-en.gw2archive.eu/forum/game/suggestions/Concept-of-Level-is-Detrimental/
Made a few additions to the original suggestion, this time regarding Combo Finishers.
Please discuss.
Spears should become usable in Land – and given Land skills.
Tridents and Staff should become Staff.
Trident should be a Spear Subtype, according to my Expansion Concepts thread (in Signature)
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Well I meant it in a flavour thing.
Rangers automatically change pet when entering or leaving water.
Maybe the Flesh Golem could change shape (morph into a shark) when it goes underwater, but retain the same functionality.
Just another restriction, however:
- In combat – Can’t change skills, ever.
- Out of combat – Can change skills, even those that are recharging, but must wait for the previous skill’s to finish recharging before using the new skill.
First of all, a level of security should exist in order to access Guild information.
Essentially, the Guild Master would create a password, and for a site to access information regarding a Guild through the API, that password would need to be inputed.
The information available through the API should be restricted to what you can know within the Guild, or information regarding the Server.
Player-specific information should be completely off-limits.
The reasons I’m against sharing the information about players is pretty obvious, but you can find them in any thread requesting Recount, Armory, Gearscore or Character/Player Inspection.
No matter how pure the intentions may be, it will eventually be used for the wrong reasons, and corrupt the community with obnoxious elitism.
Simple information found within a Guild window, such as Character Names, Classes, Tradeskills, Influence Earned and Achievement Points is acceptable.
Abusable information like Character levels, Skill/Trait allocation, and most importantly, Gear, is unacceptable.
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Make it Flesh Shark when used underwater.
This is a brainstorm on how ANet can add more skills without expanding Skill Slots.
In the process, if possible, making skills easier to read and understand.
Note: The Examples below are illustrative. I am not implying those Professions/Weapons need the extra skills.
Ideas for new Activation Types:
Any other ideas you have are welcome.
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I’m not really that perfectionist, but alot of forums have some “vigilantes” that like to nitpick at details in discussions/suggestions, so one either ignores or develops some “defensive” habits xD
Great idea. Nothing wrong with it at all.
Duke Darkwood.4237, continuing to answer your post, I didn’t suggest Druid or… Teva, whatever that is.
I did suggest Dervish and Ritualist.
You have to consider equipment types.
In GW1, Warrior and Paragon had the “Heavy” armor.
Dervish, Assassin and Ranger had the “Medium” armor.
Ritualist, Elementalist, Monk, Mesmer and Necromancer had the “Light” armor.
I suggest Dervish because its gameplay is very different from other professions in GW2, and doesn’t belong to Engineer, Thief or Ranger.
I suggest Ritualist because its gameplay is considerably different from other professions, although you can argue it’s remotely similar to Necromancer.
Duke Darkwood.4237, you have the wrong idea about Weapon Subtypes.
They would simply have unique STARTING skills.
But once unlocked, you could use ANY sword skill on ANY sword.
So you could end up with wielding a Sword, but using 1 sword + 1 katana + 1 scimitar skill.
Essentially, they’d start different, but their skills would belong to the Sword type and would be available to the subtype sword.
This is a really bad affermation, players are the best testers of a game. Devs sure know the game better then us, but they are humans like us, and they can ignore things that a player notice. because we look the game with different eyes.
Ugh… if I’m making a suggestion, it’s obviously because I don’t think ANet are perfect, otherwise I’d open my hands and expect candy.
So if a decision is wrong for a lot of players, why dont change it.
Because if developers ever become ruled by player demands, a game is destroyed.
This happens because like 9 out of 10 players want things without considering the long term side-effects and mentality changes.
It’s like the players asking for Recount meters, Inspection, etc.
Most of them may have the purest intentions, but they overlook the long term problems their idea causes.
read better, its not a simple revert the change, but its an adjustment.
They have pointed the finger on retaliation… ok delete retaliation and give something else with the old cd.
its vital to keep retaliation on Sow? ok but the cd its to high, so why don’t set 15 or 14 sec CD.
I agree they went extreme on SoW. Could be 15 cd on both LoF and SoW (reverting the 10% damage increase on SoW).
But I said what I said in response to this statement of yours:
And in any chase, the solution for the GS case, is simple… no need to change completely the mechanics of a weapon that before the 10\7 patch, was completely fine.
I underlined the part where you deny the change was ever necessary.
And that’s what I responded to.
I would like some japanese weapons like Katana, Nodachi, Kodachi, Wakizashi etc.
What other weapons might fit Cantha or Elona?
Well Spear can have Naginata for Cantha, but not sure about Elona.
No clue on Greataxe.
Staves and Scepters had loads of different names in GW1, Anet can make use of them.
Elite skills should simply have their recharge times reduced.
There are no elemental attacks or resistances in the game.
Condition isn’t mitigated by armor.
Everything else (except falling damage) is.
I also think the change was unnecessary or overdone, but I want to try and give ANet some credit – they work for this game, and we merely play it.
So I want to think they know a little more than we do regarding what needs to be done.
So I try to make suggestions that work with the way they implemented things, rather than suggesting they revert their changes.
That is also great!
Will add it to the above suggestion (with some tweaks, let me know if you like them).
The reasoning behind the tweaks, is that I think it should work like a targetted Combo Essence – a debuff that makes combo finishers used against that target create combos.
The name could be Combo Spark or Combo Mark or something.
Because if it’s done exactly as you suggested, it feels like it isn’t part of the combo system, but something outside of it.
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Yeah, just add a cooldown to the voice, like 6 seconds.
To be honest, I think every Tome cast should be a whispered reading in an unperceptible language, with a arcane/ghastly echo to it.
It would be perfect.
I mean, she can’t be simply reading “Feel my Wrath!”, right? -_-
I agree that it would be unfair if Flash Symbol damage was equal to the total damage dealt by normal Symbols, but that’s not what I’m suggesting.
What made ANet change SoW – according to them – was the fact that it allowed for an overpowered capability to provide a Boon that can be overwhelming in PvP.
Since making SoW give no Boons at all would be unfair, a good sollution is adding a new type of Symbols, and add it as a Chain somewhere on Weapons that need a Symbol nerf, and thus maintaining the usefulness of Symbol-oriented traits.
My sollution doesn’t aim to flame the decision of ANet, but instead give it options to maintain their decision while at the same time, fix some of the problems it created.
Your “sollution” is simply rejecting the change ANet made. Very smart. :P
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Currently, the Combo System has the Combo Initiator (Combo Field) and the Combo Finisher.
Combos, however, are heavily dependant on AoE effects that create Combo Fields.
Meaning whenever ANet wants to add a Combo Initiator, it must be okay to add an AoE as well.
I have a few suggestions to expand upon the Combo system that makes the game cooler, but also gives ANet more versatility in the designing of Skills:
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One way to fix the Symbol trait usefulness, without making boons rampant, is to make new kinds of Symbols (Flash Symbol) that have instantaneous effect (1 tick) and thus neither give refreshing Boons nor Combo Field.
It could be a Chain after Leap of Faith, Whirling Wrath or Symbol of Wrath.
Being an instant Symbol, only Writ of Persistence would be neglected.
Full idea in my signature.
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You should be able to salvage Tools into metal
Just a quick note:
Horde = bunch of soldiers.
Hoard = collect alot of items.
Why not play a necro?
Seems like it is what you want.What does playing a Necro have to do with correcting a broken and frustrating mechanic for many?
Well, some people like to add insult to injury.
I agree something should be done.
Here’s how I think Illusions should work.
They already give us a Karma → Money loop, by allowing us to buy Salvaging/Gathering Tools with Karma at Renown Heart vendors.
So the point is rather moot.
Actually, new content and fixing bugs is not necessarily handled by the same group of people.
Artists are one thing.
Planning the layout etc is another.
Dealing with system mechanics (class, skills, etc) is another.
Essentially, you made a very pointless, uninformed topic.
This doesn’t fix much since you will still be able to salvage items that are soulbound.
But I suppose it would make some impact.
in Suggestions
Posted by: Nurvus.2891
Give them to Guardian as well since Paragon is supposedly part of Guardian now – according to Lore – and Paragon focused on Spears (one-handed).
Just rename the type of underwater Spears to Harpoon (most of them are called Harpoons anyway)
Add Spears for Land (2handed) and Javelins (1handed).
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