Showing Posts For Nurvus.2891:

Guild Concept - Respect

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

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.

  • (arguable) Guild Masters always benefit from the Active Bonuses no matter what.
  • Members with permission can spend Influence to Activate a Guild Bonus for X days.
  • Whenever a player contributes Influence, he gains Respect within that Guild.
  • Players can spend Respect to Unlock 1 Active Bonus for Y days, stacking duration up to a certain limit (as long as it’s Active).
  • Players can unlock multiple Active Bonuses, but each Bonus is unlocked individually and has its own Respect cost.
  • Bonus is only Unlocked while Representing that Guild, and Unlocks/Locks as you Represent/Stand Down within its duration (as long as it’s Active).
    This means you can unlock some PvE bonuses on your PvE guild in the afternoon, and later at night you switch to your PvP guild and unlock some WvWvW bonuses, and when you go back to the PvE guild, any bonuses you unlocked are still unlocked as long as their duration hasn’t expired.

I think the above is clear.

(edited by Nurvus.2891)

Expansion Concepts

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Posted by: Nurvus.2891

Nurvus.2891

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.

New/Better Skill Types/Tooltips

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Posted by: Nurvus.2891

Nurvus.2891

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.

Mouseover Casting

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

Please add 1 option that allows for Mouseover Targetting.

Here’s how I’d like it to work while the option is active:

  • I press a keybind for a skill that requires a target.
  • Game checks if my cursor is over a valid target
    - If true, activates skill
    - If false, default behavior
  • By default, Mouseover targetting would not acquire the new target.
  • (Optional) A 2nd option could be added to cause Mouseover targetting to acquire the new target.

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.

(edited by Nurvus.2891)

Can we PLEASE get a 'target nearest' that DOES?

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Posted by: Nurvus.2891

Nurvus.2891

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.

Concept of Level is pointless in GW2

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Posted by: Nurvus.2891

Nurvus.2891

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!

Ideas - Symbol, Greatsword & Lightning

in Guardian

Posted by: Nurvus.2891

Nurvus.2891

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.

GW2 Lion's arch to massive? Fps drops? Graphic settings turned down just not enough to enjoy?

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Posted by: Nurvus.2891

Nurvus.2891

Update: Game no longer orders the GPU to render objects that are out of sight.

xD
Joking.

Salvaging Update Please

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Posted by: Nurvus.2891

Nurvus.2891

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.

Mounts [Merged]

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

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.

(edited by Nurvus.2891)

Elementalist weapon swap

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Posted by: Nurvus.2891

Nurvus.2891

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.

(edited by Nurvus.2891)

Elementalist weapon swap

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

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.

(edited by Nurvus.2891)

Elementalist weapon swap

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Posted by: Nurvus.2891

Nurvus.2891

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.

Elementalist weapon swap

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

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:

  1. 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.
  2. 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.

Concept of Level is pointless in GW2

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Posted by: Nurvus.2891

Nurvus.2891

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…

Buyable personal starter gear

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

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.

Salvaging Update Please

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Posted by: Nurvus.2891

Nurvus.2891

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:

  • Crude Salvage Kits only extract raw materials (like the Salvage Kit in GW1)
  • Basic Salvage Kits and above let you pick what to extract – raw materials or Upgrade – with 100% success (like Expert, Superior and Perfect in GW1)
  • If you extract raw materials, item is always destroyed, and Upgrades are lost in the process
  • If you extract an Upgrade, you have a X% chance to keep the rest of the item intact.
    - 20% for Basic Salvage Kit
    - 40% for Fine Salvage Kit
    - 60% for Journeyman’s Salvage Kit
    - 80% for Master’s Salvage Kit
    - 100% for Black Lion Salvage Kit

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

(edited by Nurvus.2891)

I'm officially a convert to sword+torch

in Guardian

Posted by: Nurvus.2891

Nurvus.2891

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.

(edited by Nurvus.2891)

I fell in love with my guardian again!!!

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Posted by: Nurvus.2891

Nurvus.2891

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.

Why do all the elites suck?

in Guardian

Posted by: Nurvus.2891

Nurvus.2891

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”.

Renewed Justice broken?

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Posted by: Nurvus.2891

Nurvus.2891

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.

Greatsword Symbol/Retaliation Change 7/10/12.

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Posted by: Nurvus.2891

Nurvus.2891

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.

A "insta-level-to-80" service?

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

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/

Combo Concepts

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Posted by: Nurvus.2891

Nurvus.2891

Made a few additions to the original suggestion, this time regarding Combo Finishers.
Please discuss.

Allow Staff/Trident To Share Skins

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Posted by: Nurvus.2891

Nurvus.2891

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)

(edited by Nurvus.2891)

[Necromancer] Underwater Flesh Golem

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Posted by: Nurvus.2891

Nurvus.2891

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.

Skills & Recharging

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Posted by: Nurvus.2891

Nurvus.2891

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.

Web API & Exportable GW2 Information

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Posted by: Nurvus.2891

Nurvus.2891

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.

(edited by Nurvus.2891)

[Necromancer] Underwater Flesh Golem

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Posted by: Nurvus.2891

Nurvus.2891

Make it Flesh Shark when used underwater.

New/Better Skill Types/Tooltips

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Posted by: Nurvus.2891

Nurvus.2891

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.

  1. We already have Chain.
    My suggestion here is to add X in front of Chain, in the Tooltips, where X is the time you have to activate the skill.
    Example – Guardian Greatsword: Binding Blade -> Pull
    Pull would indicate Chain 10 in the Tooltip, meaning you have 10 seconds to use Pull.
  2. We already have Stealth Skills (skills that are only available while stealthed, like the Thief skill #1 on every weapon)
    My suggestion here is to indicate Stealth in the Tooltip.

Note: The Examples below are illustrative. I am not implying those Professions/Weapons need the extra skills.
Ideas for new Activation Types:

  1. Charge X – When you press a keybind down, if you hold the key for X seconds, it performs the Charge skill instead.
    - Charge Skills share Recharge Time with the default Skill of the same Skill Slot.
    Example: Guardian Greatsword – Whirling Wrath
    Charge 2 – Wrath Divide – Powerful attack, dealing damage to all enemies in a straight line.
    Range: 1200
    Combo Finisher: Blast
    - Whenever you hold Whirling Wrath key down for 2 seconds, you will perform Wrath Divide instead.
    - Whirling Wrath and Wrath Divide share the same Recharge Time/Initiative Cost.
  2. Sequence (Previous Skill) – Whenever you use the “Previous Skill”, your “Skill #X” becomes “Sequence Skill #X” until you use a Skill.
    - Sequence Skills share Recharge Time with the default Skill of the same Skill Slot.
    Example: Thief Dual Dagger – Death Blossom (Skill #3)
    Sequence (Lotus Strike) – Falling Spider – Jump high, evading attacks, and attack from above, dealing damage and knocking the enemy down. If the enemy was already knocked down, inflict Poison.
    - Whenever you use Lotus Strike, your Death Blossom becomes Falling Spider until you use a Skill.
    - Death Blossom and Falling Spider share the same Recharge Time/Initiative Cost.
  3. Type Sequence (Skill Type) – Whenever you use a specific “Skill Type”, your “Skill #X” becomes “Type Sequence Skill #X” until you use a Skill.
    Example: Ranger Greatsword – Swoop (Skill #3)
    Sequence (Trap) – Frog Tongue – Throw a chained blade at your foe, causing damage and pulling him to you.
    Range: 600.
    Combo Finisher: Projectile
    - Whenever you use a Trap, your Swoop becomes Frog Tongue until you use a Skill.
    - Swoop and Frog Tongue share the same Recharge Time/Initiative Cost.
  4. Conditional (Requirement) – While you meet a specific “Requirement”, your “Skill #X” becomes “Conditional Skill #X”.
    Example: Warrior Hammer – Fierce Blow (Skill #2)
    Conditional (Range > 450) – Battering Ram – Run at your foe ramming them and nearby foes with your Hammer, dealing damage and Dazing.
    Daze: 1 s.
    Range: 600
    - Whenever you are over 450 Range away from your target , your Fierce Blow becomes Battering Ram.
    - Fierce Blow and Battering Ram share the same Recharge Time/Initiative Cost.
    - Stealth Skills are Conditional (Stealth) Skills. I am simply suggesting the concept to broaden into other types of Requirements.

Any other ideas you have are welcome.

(edited by Nurvus.2891)

Combo Concepts

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Posted by: Nurvus.2891

Nurvus.2891

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

Skills & Recharging

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Posted by: Nurvus.2891

Nurvus.2891

Great idea. Nothing wrong with it at all.

Expansion Concepts

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Posted by: Nurvus.2891

Nurvus.2891

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.

Expansion Concepts

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Posted by: Nurvus.2891

Nurvus.2891

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.

Greatsword Symbol/Retaliation Change 7/10/12.

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Posted by: Nurvus.2891

Nurvus.2891

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.

Expansion Concepts

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Posted by: Nurvus.2891

Nurvus.2891

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.

Why do all the elites suck?

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Posted by: Nurvus.2891

Nurvus.2891

Elite skills should simply have their recharge times reduced.

Protection vs condition

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Posted by: Nurvus.2891

Nurvus.2891

There are no elemental attacks or resistances in the game.

Condition isn’t mitigated by armor.
Everything else (except falling damage) is.

Greatsword Symbol/Retaliation Change 7/10/12.

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Posted by: Nurvus.2891

Nurvus.2891

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.

Combo Concepts

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Posted by: Nurvus.2891

Nurvus.2891

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.

(edited by Nurvus.2891)

reduce Conflagrate voice please

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Posted by: Nurvus.2891

Nurvus.2891

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? -_-

Greatsword Symbol/Retaliation Change 7/10/12.

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Posted by: Nurvus.2891

Nurvus.2891

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

(edited by Nurvus.2891)

Combo Concepts

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Posted by: Nurvus.2891

Nurvus.2891

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:

  1. Combo Essence (placeholder name) – Add a new Combo Initiator that only affects your skills and is displayed as a temporary buff on yourself rather than an AoE on the ground.
    Example: Ride the Lightning could give you Combo Essence: Lightning for 5 seconds, and then you can use Arcane Blast/Wave to trigger it.
  2. Combo Mark (based on Capn Evan.4586’s Target Combo idea) – Add a new Combo Initiator that works like a targetted Combo Essence,. It’s applied as a temporary debuff, and causes Combo Finishers used against the marked target(s) to create a Combo.
    - This allows ANet to design Combos with more fine tuned balance.
  3. Multi-Element Finisher – Add an X to the Combo Finishers, representing the number of Initiators that can affect the finisher simultaneously.
    Example: “Combo Finisher: Projectile 2”
    This means if 3 Combo Fields were created in this order: Fire, Poison, Smoke, your finisher will apply Burning and Poison, but not Blindness.

    - This allows ANet to balance each Combo Finisher individually, allowing certain skills the ability to benefit from 1, others from 2 and some even from 3 Combo Initiators.*
  4. Combo Finisher: Whirl – Change Combo Finisher: Whirl to produce 3 waves with 120º radius each, in a smooth, whirlwind motion, covering a total 360º around the user, rather than shooting random projectiles. Range of the waves can be lower than the Combo Finisher: Projectile, but higher than Combo Finisher: Blast.
    - My reasoning for this one, is that random projectiles simply don’t reward player skill.
  5. Combo Finisher: Cone – Add a new type of Combo Finisher that instead of affecting things in a circle AoE, affects everything in a cone.
    - Applies the same effects as Combo Finisher: Projectile/Whirl.
  6. Combo Finisher: Line – Add a new type of Combo Finisher that instead of affecting things in a circle AoE, affects everything in a straight line.
    - Applies the same effects as Combo Finisher: Projectile/Whirl.
  7. Combo Finisher: Strike (by Conncept.7638) – Add a new type of Combo Finisher that works for Melee attacks.
    - Applies the same effects as Combo Finisher: Projectile/Whirl.
  8. Combo Breaker (by Conncept.7638) – Allow some abilities to destroy Combo Fields within the radius and remove Combo Essence from affected enemies and Combo Mark from affected allies.
  9. Enemy (prefix) (insert type) Finisher
    Ability makes use of enemy Combo Initiators instead of friendly Combo Initiators.
    Friendly Combo Field: No Effect
    Combo Essence on Self: No Effect
    Combo Mark on Target: No Effect
    Enemy Combo Field: Works as a Friendly Combo Field normally does
    Combo Essence on Target: Works as Combo Mark normally does
    Combo Mark on Self: Works as Combo Essence normally does
    Example: Enemy Projectile Finisher 3 benefits from up to 3 Enemy Initiators.
  10. Omni (prefix)
    Ability makes use of both friendly and enemy combo initiators.
    Friendly Combo Field: Normal Effect
    Combo Essence on Self: Normal Effect
    Combo Mark on Target: Normal Effect
    Enemy Combo Field: Works as a Friendly Combo Field normally does
    Combo Essence on Target: Works as Combo Mark normally does
    Combo Mark on Self: Works as Combo Essence normally does
    If available, a finisher will benefit from both a Friendly and an Enemy Initiator.
    In the case of Multi-Finishers, it will benefit from X Friendly and X Enemy Initiators.
    Example: Omni Projectile Finisher 2 benefits from up to 2 Friendly plus 2 Enemy Initiators.

(edited by Nurvus.2891)

Greatsword Symbol/Retaliation Change 7/10/12.

in Guardian

Posted by: Nurvus.2891

Nurvus.2891

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.

(edited by Nurvus.2891)

Account Bound Items and 'Hand me downs'

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

You should be able to salvage Tools into metal

Just a quick note:
Horde = bunch of soldiers.
Hoard = collect alot of items.

Illusions should stay active until you leave combat.

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

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.

  • - Illusions are in the eye of the beholder, wich means at least 1 foe must be nearby to sustain your illusions.
  • - As “collective illusions”, your Illusions (both Clones and Phantasms) should be empowered by the number of nearby foes, gaining 5% bonus to Health and/or Damage per foe, or something.
    (When 2 people are under the same illusion, they both believe in it more strongly)
    Naturally, only Phantasms would make use of the damage bonus.
  • - When an illusion’s target dies, if you have a target, it will assist you, otherwise, it will pick the nearest target.

Account Bound Items and 'Hand me downs'

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

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.

Guild Wars 2 compared to others. GW2 feedback

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

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.

Remove wealth transfer from the game

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

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.

useable SPEARS on LAND love em, and playable for a couple professions

in Suggestions

Posted by: Nurvus.2891

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).