The OP’s suggestion is a bad idea for various reasons.
However, Lord Aargadon.4135’s idea works.
Enemies should never spawn on their spot. They should always “fade in from the background” from some random spots, taking preference on spots that are not occupied, and then proceed to move towards their “standing spot”.
In the case of enemies that really need to spawn on the spot, there should be some kind of warning, like “You hear steps…” or something like that.
What if when summoning the doppleganger, you create a line straight ahead, and then the doppleganger moves simetrically to you, comparing to the line.
So you go left, it goes right, etc. xD
I think Kama feels more like a One handed Scythe than an Axe Subtype.
So I separated it into a different weapon type.
Added Greataxe and Kama to Weapon Types.
Besides, please name a game that has npc fall damage. I really couldn’t think of any.
Star Wars the Old Republic
Yes, it’s a crappy game overall, but every game MMO so far has had something worth keeping for future games.
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Regarding abusing of NPCs, most “World Events” have immunity to knock back, like Stability.
That’s fine.
What I’m talking about is – for those who can be knocked back, why can’t they be fall and take damage?
ANet could implement a measure that when an NPC dies from falling, it’s perfectly normal.
If an enemy NPC causes a friendly NPC to die from fall damage, when you revive it, he would “run back and fade into the background”, and then “fade in from the background” where he belongs.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
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Magic Find needs to simply be a bonus stat – not something that competes for important stats on gear.
It can be something you apply to gear, or something slightly similar to D3’s Paragon System, giving veteran/accomplished players an edge, and consequently making it harder for Botters.
Imagine that:
- Every Dungeon Mode you beat (Story + each Explore Path) gives that character a permanent +X% Magic Find.
- Every important accomplishment in sPvP and WvWvW also give you a permanent +X% Magic Find.
- Every Map you complete (including Dungeons) gives you a permanent +X% Magic Find.
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Why can’t players knock enemy NPCs out of edges?
Why can enemy NPCs knock players out of edges?
I think the more ANet makes the mechanics equal between players and NPCs, the better the game will feel, less frustration, more intuitive gameplay.
If players get knocked out of edges and fall and take damage, I expect enemy NPCs should suffer the same consequences.
Regarding the possibility of “bugging” events due to friendly/enemy NPCs getting knocked off a cliff and dying from fall damage (or even surviving), said NPC would fade into the background shortly after starting to run back up, then fade in from the background already where he should be.
It’d be an immersive teleport, so to speak.
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Magic Find is counter to pretty much every cooperative aspect of GW2.
If you exclude the part where 5 players deliberately run a dungeon in MF gear, in order to get more loot/challenge, every other situation involves a bunch of players being penalized because of a few who are wearing MF gear and thus contributing considerably less to what they are doing – whether this is WvWvW, World Events and whatnot.
Bad players and good players are still the same kind of players whether they use MF gear or not.
The characters, however, aren’t the same if they wear MF gear.
The players controlling them won’t produce the same results either.
My suggestion is to simply make Magic Find either:
a) an EXTRA stat on gear, obtained with more difficulty than currently
OR
b) something you “unlock” for your character, a little like the Paragon System in D3, rewarding veteran players, retroactively obtained through some achievements and whatnot.
As for Dungeon Challenge, you could change how low the game “downlevels” you, or grant a buff to the enemies, or simply have different difficulty modes within the existing modes.
This will also give established players an edge over bots.
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Added some extra Weapon Types, and gave up on Paragon Profession, instead focusing on suggesting that ANet adds Paragon’s former gameplay to the Guardian profession, including Spears, Lightning-themed attacks and Shout/Chant/Echo gameplay; as well as suggesting the same to be done for Thieves regarding Assassins and their awesome Lead→Offhand→Dual Strike sequences (and variants).
@BrunoBRS
Your idea is nice, but maybe both ideas would work.
There would be 2 types of areas:
- Perma-Branded – never becomes completely cleansed
- Brandable – never becomes as corrupted as the Perma-Branded Areas
Perma-Branded Areas could go through various levels of corruption, but uncorrupted Areas might also go through various levels of corruption.
As far as terrain goes, the various levels of corruption could be represented simply by the hue and the characteristic negative energy that permeates these areas.
So you’d have:
- Healthy – Normal state of terrain, minimum for Brandable Areas
- Pre/Post-Branded – Half-way between normal and branded. No vegetation.
- Occurs while Dragon is branding a Healthy terrain
- Occurs for 1-2 days after you succeed cleansing a Very Low Branded terrain. - Very Low Branded – Very low level of corruption, maximum for Brandable Areas.
- Low Branded – Low level of corruption, minimum for Perma-Branded Areas
- High Branded – High level of corruption
- Very High Branded – Very high level of corruption, maximum for Perma-Branded Areas
Succeeding on an event would move it down in Branded scale.
Failing on an event would move it up in the Branded scale.
Edited original post.
Thanks for feedback, guys.
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The Checkmarker isn’t a bad idea, but it’d be simpler to add a Keybind that changes you into Town Clothes.
I also think Town Clothes should change your Skills with emotes and stuff.
Long jumps and speed buffs would risk making Jumping Puzzles even easier.
Removed the Hunger suggestion for Mounts. Harness wearing out makes more sense.
Added some clarity to the concept of Weapon Subtype and Extra Weapon Skills
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I want a profession with fists, and fast movement and trickery. Prolly a mixture of a Thief/mesmer. He can move around your enemy and circle around them fast and teleport and confuse the enemy, can shapeshift, and has “Fist bandages” or “gauntlets” as a weapon. So im practically thinking of a ninja w/o a sword :P
There could be a Monk (with a different name) added.
I’m totally up for Fist Weapons, etc.
I think it would be nice if a Dragon would periodically attempt to brand an area.
Order:
- Once per week – Dragon lands, and starts branding an Area within a Zone.
- Each Zone may have 4-8 different “brandable” areas.
- Players can fight the Dragon – not to kill it, but to stop him from Branding the area – and if they deal enough damage before the Dragon finishes the Branding, the Dragon gives up for 1 day, then tries again (randomly chooses an area again).
- If players fail to stop the Dragon, the Area (and all enemies in it) become Branded.
- Players then have all kinds of events that seek to gradually cleanse a Branded area.
- Dragon never brands the same area more than once every 1-2 months.
There would be 2 types of areas:
- Perma-Branded – never becomes completely cleansed
- Brandable – never becomes as corrupted as the Perma-Branded Areas
Terrain would have various phases:
- Healthy – Normal state of terrain, minimum for Brandable Areas
- Pre/Post-Branded – Half-way between normal and branded. No vegetation.
- Occurs while Dragon is branding a Healthy terrain
- Occurs for 1-2 days after you succeed cleansing a Very Low Branded terrain. - Very Low Branded – Very low level of corruption, maximum for Brandable Areas.
- Low Branded – Low level of corruption, minimum for Perma-Branded Areas
- High Branded – High level of corruption
- Very High Branded – Very high level of corruption, maximum for Perma-Branded Areas
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I thought this at first as well.
Then I thought – I don’t really need all dyes on all characters.
My light armor users mostly go for Vibrant dyes.
My medium armor users mostly go for Leather dyes.
My heavy armor users mostly go for Metal dyes.
Taking the impact on the market into consideration, I think it would be fair to be able to mix 3 character-specific Dye into 1 account-wide Dye, or once you unlock the same Dye on 3 characters, it becomes account-wide automatically.
It tends to stabilize after a long while.
But usually, when you have evil + good, it’s like 90% go Evil, then some start going to good, and in the end you have something like 40% good, 60% evil, or worse.
And let’s face it, playing the bad guy is less usual, and as such a more attractive thing to do on your free time.
Maybe ANet could make it kind of like City of Heroes and City of Villains, where the Evil-side would indeed be a different World, different Game, bought separately, using the same areas, but changed in a way that you are playing the other side – separatists, etc.
Essentially, there would be no good players vs evil players in PvE, it’d be a good world and evil world, and then there might be WvWvW where a few good worlds are pitted against a few evil worlds.
Furthermore, the “evil” side is ALWAYS more popular.
Always.
Skill Concepts - Different effects based on distance/conditions
in Suggestions
Posted by: Nurvus.2891
First of all, I know the Mesmer Greatsword, Ranger Longbow and other attacks change damage based on distance to the target.
But here I’m talking about changing the effect entirely, adding new effects, and other kinds of stuff.
I think it might be an interesting way to add skills to certain weapons without making them better in 1 specific situation.
A single skill might have 2 completely different effects based on the distance to the target, or some other condition.
This wouldn’t be 2 skills – it would be 1 skill with the same 1 cooldown.
Example #1:
Bullrush
Damage: X
Up to 130 Range – Knockback
Between 130 and 600 Range – Charge
Example #2:
Bullrush
Damage: X
Range: 600
Targets hit within the first 130 Range are blown away.
Targets hit after 300 Range are knocked down.
Blowout Distance: 300
Knockdown Duration: 2 seconds
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I think this might bring some very interesting concepts to the game.
The only reason I don’t play a Charr, is because their male don’t have proper feline looking heads like the female do.
Most male Charr heads look more canine than feline.
As for Asura, I just dislike them, I just like Sylvari, Humans and Norn so much more
I’d make a Tengu if they become available.
Same for Kodan.
I think repeated attack skills should continue shooting, but lose their target if the target stealths (and just shoot wherever it was shooting last, allowing you to steer your character).
Other than that, if the target is in the line of fire, it should always hit.
If you want to deal with bots, do this:
- Turn gathering (including fishing) into minigames
- Wood can be about 2 gauges (gauge cursor goes up and down or left and right): hit high for maximum power, then hit center for maximum accuracy
- Mining could be a 5×5 minesweeper :P
- Harvesting could be a sequencial input of actions (like twist, bend, pull, cut) by replacing your weapon skills
- Fishing could be about tiring the fish – check Breath of Fire IV fishing in youtube
All minigames should be easy to do, but complex enough that a Bot will have absolutely no chance
BobTheJanitor, the DoTs do not increase tick speed as they stack.
Each stack has an individual duration and damage.
Essentially, if you see 5 stacks of poison, in reality it’s just 5 different poisons using 1 icon.
They tick individually, and you’ll notice the stacks go up and down as the “older stacks” falloff.
The stacking of DoTs and boons is actually a way to economize “aura” room.
So instead of having 25 poison icons, you get 25 stacks on a single icon.
Other than that, the condition stacking system is very lackluster as it penalizes players in a way direct damage dealers don’t get affected.
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I suppose players could be given access to more detailed info on skill tooltips – but not something they can “report to party” or anything, otherwise it will be abused like I stated above.
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35 views, 1 reply. Awesome forums.
Though one must admit, it would take more than just changing Salvage Kits like that.
The economy is what it is due to the way you destroy so much when trying to get a little.
With salvage kits working like suggested, you’d see more items in the market.
The only way to make it ok is to hide all stats, upgrades and name of the item.
So for an exotic (orange name) Knight’s Darksteel Spaulders of the Flame Legion, you’d only see “Shoulders” written in white.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
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Information creates standards.
Standards promote elitism and separate players.
It has a huge negative impact.
The same negative impact as Gearscore and Armory.
Go check the state of the community in Diablo 3 and WoW and you’ll get an idea.
I’m going to be honest – Diablo 2 had the best way to tell you how much damage you’re dealing:
- No numbers shown during combat
- You only see player and enemy health “move” as you hit and get hit.
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Scythe and Axe are the ideal type of weapons for Dervishes.
I made a full suggestion here:
https://forum-en.gw2archive.eu/forum/game/suggestions/Suggestion-Expansions/first#post304614
Splitting skills has nothing to do with bots.
Splitting skills has nothing to do with PvE dynamics. Split or unsplit doesn’t change that.
It is impossible for the two modes to be more alienated. Wanna know what alienates PvE and PvP? “Look at those PvE whiners, they want to just log in and get free kitten. Lazy entitled brats.” “Ugh, great, some idiots in PvP couldn’t counter this so great, there goes the fun part of my build even though I don’t PvP at all.”If you think decreasing the prevalence of those attitudes is somehow more alienating… then I question your comprehension of issues.
Making PvE feel more like PvP will alienate players who do not want to PvP at all. But its ok to lose them since PvP is all that matters right? Go play fighting games then. Thx.
Splitting skills doesn’t affect bots. It simply lets them keep at it.
Splitting skills doesn’t affect PvE dynamics. It lets them remain below the standard ANet promised.
It is quite possible for the two modes to be more alienated. Wanna know what alienates PvE and PvP? “Before you say you know how to play, how about you do some PvP? PvE is easy mode.”
If you think splitting PvE and PvP will decrease the prevalence of those attitudes… then I question your comprehension of issues.
Making PvP or PvE feel even more distinguishable, to the point of forcing players to learn 2 versions of every single skill whether they want to or not is ok right?
But giving PvE some skills that makes it more challenging is a bad thing not every player will like, right?
Let’s get something straight.
Balancing, is not just about numbers – it never has, and never will.
Splitting skills will NEVER make certain types of skills useful at all, because there are certain things you simply do NOT do in PvE, unless encounters themselves change – wich leads to my suggestion.
This was true in GW1, and it will be true if ANet does the same in GW2.
You should take off your glasses – they are a little tinted.
I already acknowledged the good parts of splitting skills.
But when I also pointed out the bad parts, it seems to have made you mad.
I wonder to what point you even bother considering the validity of what I’ve suggested.
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Xaxxus, XxNoahxX and Warcrazy, I strongly recommend you take a good look at the Diablo 3 and WoW forums, so you can have an idea, of the horrible functionality you are asking for.
Players do horrible things when given certain toys.
This is one of those cases.
You have dual trait: PvP and PvE
That’s all we need.
Anything else only serves the Holy Trinity.
Splitting skills doesn’t help the bot situation, doesn’t make PvE feel as dynamic as it should, and makes both modes of the game alienate each other even more.
Making PvE feel more like PvP, however, makes balancing skills easier, gives bots a harder time, and the game feels like a whole.
That’s why I say that splitting of skills is one sollution, but neither the best, nor the easiest, and it has side-effects that make the game less enjoyable for several kinds of players, me included.
Marnick, if you actually had fun with WoW’s fishing, you will probably have your mind blown with this video:
http://www.youtube.com/watch?v=BSy10OFDuoU&feature=related
It’s from a PC/PS1 game called Breath of Fire IV, from CAPCOM.
It’s awesome.
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Salvage kits should simply work like in GW1.
- Give you the option to extract upgrades (100% success)
- Chance to keep the rest of the item when you extract upgrade based on the Kit being used. - Give you the option to extract crafting materials, wasting any remaining upgrades.
- Chance to get more/rarer materials based on the Kit being used.
This means to get Upgrade + Crafting materials you’d ALWAYS need to spend at least 2 Kit uses.
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Dunno anything about STO gathering, but whatever minigame is added to GW2’s gathering, should make it be more rewarding, not less – but only for those focused.
This would also make gathering bots unable to compete with actual players.
Devata, I’ve explained above, and it does not work.
If there is option to display information in an Armory-style, guilds and groups will start forcing you to link your information, or be rejected by the guild/group.
- Sharing character information for everyone to see – optional or not? NEVER.
- ANet should provide all the UI customization options.
- Using chat programs in-game or having remote access to the information on YOUR account? Yes.
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Just rename them:
Asura Gate – Lion’s Arch
Asura Gate – The Grove
etc
You guys are missing the problem with the OP’s suggestion.
If he’d feel guilty for buying gems to support ANet, he’d feel guilty for paying any “optional” monthly subscription.
I’m guilty as charged.
I usually read the OP, but this time I just read the title.
I must be catching the troll virus.
My apologies xD
Indeed if it’s optional and purely cosmetic I’m all for it, as long as the enchantments aren’t tied to any aspect of the game.
Why do I say this?
Because if some enchantments require specific PvP or PvE achievements, it’ll be the new gearscore and will ruin the game.
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One thing: Bots would probably go extinct as well.
ANet certainly have the tools to adjust the monster behavior.
The lesser monsters can be given “less quality builds”, while veterans can be given “high quality builds”, and bosses “ultimate builds”
But it’s not just about the skills themselves.
Giving monsters the below makes a tremendous impact:
- kiting
- strafing (moving towards you in a semi-circle to avoid some linear attack)
- backpeddaling (moving out of range if they calculate they’ll take too long to get to you)
- skill activation while moving (making it harder to kite them)
The goal is not making monsters fight like humans, because that’s not possible, or even if it was possible to make them fight very similarly, it’d probably strain the server too much.
The goal is making the monsters move and use skills similarly-enough to PvP, such that the player values and uses his own skills in the same way for PvE – thus making skills balanced for both aspects of the game.
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In GW1, I had the Num 7 for options, Num 8 for character selection, Num 9 to logout.
It asked me to confirm on 8 and 9, though.
How fast you attack: Check the skill tooltips.
Condition damage: It’s there under Power.
Critical damage: It’s there under Precision.
Healing Power: It’s there under Health.
Toughness: It’s there under Defense.
I agree we should have a total MF’ing indicator.
Movement Speed? What for? You’re not going to have more than 33% (swiftness) + 10% (Signet Passive) so what’s the big doubt?
This can cause problems.
In a game where aesthetics is one of the major plus, giving colors and animations to enchantments may conflict with the theme you want to give your character.
It’s not the best idea.
To enforce something as per Law, you must be able to prove it actually happened.
Where is the link between an Account and your personal information?
Furthermore, ANet making money out of bot business? It might encourage ANet to let botters keep botting as long as they pay X per month as “fine”?
It’s not a good idea.
And each time one risen finishes the full dance, all players in the server lose 1% of their health.
I quite like this idea. Can I ask if the following sum-up is accurate?
Balance PCs for PvP. Balance PvE for PvP-balanced-PCs. ANet seems to only currently be doing the first half, so it would be good if they could also do the second half.
Is that about right?
Yes, pretty much it.
Essentially just give the NPCs the same tools as PCs and replace the NPC-only stuff (like immunities) with skills that give temporary immunities (like stability, etc).
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GS isn’t slow. it hits multiple times per second.
The problem is the damage it deals per hit.
Up up for Diablo 3 skill customization.
I’m against skill ranks.
GS is slow hitting?
It has no travel time!
But yeah, GS #1 is pretty weak, even at maximum range.
Azaziel, that’s totally not true.
If the gauge made skill → extra stuff you would never EVER get annoyed.
If now you get 3-6 Green Wood Log from Gathering a Asp Sapling, with a change to getting Cinnamon Sticks and whatnot…
…imagine that doing poorly on the challenge, would still give you the same odds.
Doing a good time on the challenge, however, would mean 5-6 Green Wood Log + guaranteed Cinnamon Sticks or something of the sorts.
You’d get better for paying attention, but nothing would force you to pay attention.
Sure I haven’t.
You have, right? That’s why you had such an accurate opinion on the Ranger Short Bow.
Let me tell you something.
I play 5 professions at the moment, and only because I haven’t bought 3 more slots yet – but will eventually.
I like all professions, and I do not wish any one of them to become stronger than the rest because I like the game as a whole, and I like challenge.
I’m not here to secretly ask for a buff to melee weapons for whatever my favorite profession(s) is/are.
I’m here to ask for a little more equality.
PvP has the issue of AoE being a little rampant, wich makes stuff like rushing in + Hundred Blades a real problem in itself.
But it’s not that different from multiple Necromancers rotating their Staff skills (Marks & auto-attack) simultaneously over a bunch of people, wich therefore die in a few seconds Bleeding, Poisoned and Chilled with any conditions that were on nearby allies transferred to those enemies.
That’s an AoE problem.
This topic is on something else that I’ve explained multiple times, but you seem to constantly distort into “how good weapon X is doing”.
Ofcourse every single weapon can do well.
My point being that Ranged weapons do well 100% of the time.
Melee weapons (with melee skills) do well 80% of the time.
That’s a bad thing.
Furthermore, against what you are saying, melee weapons do NOT have a considerably higher damage output than ranged weapons.
Several ranged weapons of several professions are plain and simply better at damage dealing.
Hundred Blades may be an exception, but it’s not superior in single target – only in AoE.
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I listen to the sounds of the game.
But I listen to GW1 and GW2 music instead of just GW2.