Showing Posts For Nurvus.2891:

Healing Power, Vitality and the Holy Trinity

in Guild Wars 2 Discussion

Posted by: Nurvus.2891

Nurvus.2891

I forgot to mention, if Power were to govern outgoing healing, Condition Damage would also need to contribute, otherwise they would be at a disadvantage.
Condition Damage would only affect healing over time (regenerate and rejuvenate) while Power would only affect direct healing.

Maybe only Vitality would govern incoming healing, and no attribute would govern outgoing healing.

Note however, that:

  • the gain in healing from 100 Vitality + 100 Power/Condition should be smaller than the one gained from 100 Healing Power.
  • every profession would now be balanced around not using Healing Power, thus everyone would have a decent amount of damage and healing, and none would become “overpowered”.
  • Precision and Critical Damage would not affect Healing in any way.

(edited by Nurvus.2891)

Gathering Tools Soulbound again?

in Guild Wars 2 Discussion

Posted by: Nurvus.2891

Nurvus.2891

Some drops are soulbound on acquire, others soulbound on use, others aren’t soulbound even when equipped – only when upgraded/transmuted.

So I don’t see why they can’t make Karma Tools soulbound on acquire, but coin Tools Account Bound.

Healing Power, Vitality and the Holy Trinity

in Guild Wars 2 Discussion

Posted by: Nurvus.2891

Nurvus.2891

I’m not sure whether this belongs best in Discussion or Suggestions, but here goes.

Healing Power and Vitality are attributes, that to me, aren’t very fun, and don’t make much sense due to ANet’s anti-Holy Trinity mentality.

Below I will discuss something that doesn’t make Healing ineffective, but makes the concept of dedicated healer something that doesn’t mean ineffective damage dealer, something that is less bound by attributes and by extent, gear.

Focusing on Healing should be a matter of skill choice, and to an extent Major Trait choice, but not something you “spec into” by sacrificing a great deal of damage dealing.

It’s rather unfair that while boons don’t require you to sacrifice stats, Healing does.

Healing Power, is one of the main culprits that help keep the Holy Trinity alive – or at least Risen – in GW2.

Let’s take a look at the defensive Attributes and Effects:

  • Aegis, Protection, Blindness, Weakness and Condition Removal scale with incoming damage, and do not require any stat investment.
  • Healing does not scale with incoming damage and requires stat investment.
  • Toughness scales with incoming damage, being a great defensive stat to invest on
  • Vitality is just a buffer – while it makes you take longer to reach 0 Health, once you lose that extra health granted by Vitality, you also take longer to heal to full.
    It’s good to give you time to react to spike damage or heavy condition damage, but that’s it. Only worth investing up to a certain point, if at all.
  • Healing Power gives you some healing, but costs you damage, health or mitigation, allowing the concept of dedicated Healer to persist by sacrificing soloing capabilities.
    —-

I believe the game will be more fun – and truly free from the Holy Trinity – if the following is done:

  • Remove Healing Power from the game
  • Make Vitality affect incoming healing (less than half the effectiveness of Healing Power)
  • Make Power and Condition Damage affect outgoing healing (less than half the effectiveness of Healing Power)
  • Power may be restricted to direct healing while Condition Damage may be restricted to periodic healing, but that might create problems.
    Note: X Vitality + X Power/Condition should result in a lower total Healing than the one produced by X Healing Power, due to the fact that there would be more healing available to damage dealers.
  • Alternatively, no attribute would affect outgoing Healing.

This would make healing effectiveness depend less (but still a little) on the one producing the heal, and more (but not much) on the one receiving it.

(edited by Nurvus.2891)

Ideas - Symbol, Greatsword & Lightning

in Guardian

Posted by: Nurvus.2891

Nurvus.2891

Fire field instead of Light field means losing the ability to remove conditions with Whirling Wrath and Binding Blades, and Retaliation with Leap of Faith.
You’d be losing something important to gain the damage.
Plus, all Symbols are Light Field.

My suggested changes are actually pretty solid in that they don’t bring problems to guardians or other professions, nor cause incoherence between skill concepts.
Correct me if I’m wrong, though.

The only “less coherent” change I suggest is making the Whirl and Projectile properties different for Light field, but only because single-target projectiles are rarely aligned with teammates on purpose just for the sake of condition removal.

(edited by Nurvus.2891)

Combo Fields and Finishers

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

You’re right, a pure shockwave belongs to Blast.

I mean more of a whirlwind kind of shockwave. Spiral.
And I find the random projectiles a bad gameplay decision from the developers.

Random results take away from the player’s merit in the usage and positioning of a skill.
So my suggestion intends to remove that detriment as well.
The radius could be reduced to compensate, however.

I’ll edit it to reflect this.
Thanks alot for your feedback.

(edited by Nurvus.2891)

Ideas - Symbol, Greatsword & Lightning

in Guardian

Posted by: Nurvus.2891

Nurvus.2891

Symbols, specially Symbol-oriented Traits took a hit in the changes to Greatsword.
Greatsword itself became considerably weaker, but most importantly, less fun due to the longer periods of auto-attack.

Below I suggest something that, in my opinion, addresses both of the above to some extent.

1 – New Type of Symbol: Flash Symbol
- Does not replace existing Symbols
- Can be applied to existing non-Symbol skills.
- Flash Symbols count as Symbols for purpose of Traits.
- Flash Symbols have an activation time like normal Symbols
- Flash Symbols do not have a duration, instead their effect is instant
- Flash Symbols have 1 instant effect
Example: Deal damage; or Burn foes; or Heal allies.
- Flash Symbols have 1 situational effect
Example: Applying Regeneration to allies that are affected by a Condition; or Dazing foes that are Burning.
- Flash Symbols do not create Combo Field.
- All Flash Symbols are Combo Finisher: Blast

This allows ANet to keep Symbol Traits useful without making skills incoherent.

2 – Give Leap of Faith a Chain (Flash Symbol):

  • Symbol of Radiance
    Flash Symbol. Burn a mystic symbol into the ground that damages foes. Burning enemies are also Dazed.
    Activation Time: 1/2 s
    Daze: 1s.
    Radius: 180.
    Combo Finisher: Blast
    Note #1: Leap of Faith’s recharge time begins counting down when Leap of Faith is used.
    Note #2: Symbol of Radiance can be activated within 5 seconds of Leap of Faith.
    Note #3: Symbol of Radiance’s animation would be lifting the Greatsword up with both hands, causing a beam of light to strike from above, causing a bright explosion and briefly flashing a symbol on the ground.

If you are wondering about the increase in damage for Guardian Greatsword, the answer is: The difference between Symbol of Radiance vs 1 Auto-Attack – and note that every 3 auto-attacks give you Might.

3 – Lightning Skills and Combo Fields
Give Guardians some Lightning-themed utility skills, in particular with Combo Field: Lightning.
I think it’s an element that fits the concept of Guardian, specially considering the fact Paragon (wich used Lightning) was merged into Guardian in the Lore.

4 – A bit offtopic, but please give Combo Finisher: Whirl a proper whirlwind animation, hitting everything in its radius instead of random multi-projectile, possibly having a reduced radius (comparing to the projectile range) to compensate.

I think this way Greatswords would become alot more interesting.

(edited by Nurvus.2891)

Combo Fields and Finishers

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

There are 2 distinct changes I think should occur in the game regarding Combo Fields and Finishers.

1 – Combo Finisher: Whirl

When I first read Combo Finisher: Whirl, I was honestly expecting it to be a spiral wave or a whirlwind.

Instead, it’s just multiple Combo Finisher: Projectile’s shot in random directions.
The visual is not impressive.
The mechanic is not fun nor does it reward skillful play.

So Combo Finisher: Whirl should change in the following manners:

  • Rename the Combo names from Flaming Bolts to Flaming Wind or Flaming Whirl.
  • Give it a proper whirlwind animation
  • Make it hit everything within the radius
  • Reduce the range to halfway between Blast and Projectile.

2 – Cleansing Bolt (Light + Projectile)

I think it’s not a practical gameplay to expect someone to align a Cleansing Bolt with an ally to remove a condition while hitting an enemy.
It’s something that may happen, but will do so by accident rather than deliberately.
Both Cleansing Bolt and Cleansing Bolts, are useful in concept, but unreliable mechanics.

My suggestion is changing Cleansing Bolt (Light + Projectile) to Dazing Bolt, wich is an effect unused by any other Field Type.

There is no need to change Cleansing Bolts (Light + Whirl) as the suggestion I make to change Whirl finishers already takes care of that.

(edited by Nurvus.2891)

Suggestion: Please fix Guardian GreatSword Traits/GS Symbol.

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

Either it was a massive oversight, or Retaliation wasn’t the main target of the changes, and is simply an excuse to outright nerf Greatsword Guardians.

Let’s consider for a second that maybe some traits were being overused, and others underused.

vv They greatly reduced the frequency with wich GS can remove conditions.
vv They greatly reduced the effectiveness of various Traits that revolve around Symbols.

v They reduced overall damage.
v Reduced skill usage on GS, making the weapon duller than before.

^ They improved the frequency with wich GS can Blind.
^ They improved the effectiveness of Traits that revolve around Blind.

ANet should either:
- slightly increase the damage on skills 2, 3, 4 and 5, to compensate some of the damage loss from Symbol of Wrath itself and any Traits affected by its double recharge. The damage increase should not be focused on 1 or 2 skills or it might give GS too much spike damage.
- Give Leap of Faith a secondary skill – Wrathful Verdict – that deals moderate AoE damage, dealing extra damage and applying Daze against Burning targets.

(edited by Nurvus.2891)

Please return to Split PVE & PVP Skill Design

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

TravisTrout.6803

Let’s say you have a skill called Signet of Reading Comprehension. When you activate the skill it lasts for 4 seconds. Well in PVE, 4 seconds of Signet of Reading Comprehension might be perfect. But in PVP, 4 seconds of Signet of Reading Comprehension might be too much. It might not be fair and balanced, because after all PVE and PVP are inherently different by their very nature and can never be the same nor have the same balancing requirements when it comes to abilities and skills.

I underlined the part I think you have the wrong perspective about, and bolded the part that simply is a baseless statement.

PvE does not need “human minds” in order to follow the same structure as PvP.
PvE is different because the enemy creatures are balanced around “evade or die” mechanics, barely have any defenses, and have huge health pools meant to be worn down over time.

If you give creatures healing, condition removal and defensive abilities, but in turn reduce their health, in a way that makes players need to adopt similar habits to the ones used in PvP, you will see a greatly reduced disparity in the power/effectiveness of skills between PvP and PvE – they will feel alot more balanced.

arjeidi.2690

How is it the worst one? It provides a clear distinction and maintains the balances for each area.

The problem is providing a distinction.

Let me put it in a different way: Skills should be balanced around PvP, and PvE encounters should be given the necessary tools (defensive skills, healing, condition removal, boon removal, CC, etc) such that it becomes as close as possible to how PvP works.

As for the big boss skills that kill you in 1-2 shots, they can be compared to how a group of players focuses you down.

Is it easier to understand this way?

Again, I’m not saying the suggested in this thread doesn’t fix the problem. It does.
But creates a different problem – one that some players, like yourself, don’t mind; but others, like me, do.

(edited by Nurvus.2891)

Feedback: Guardian Greatsword change, 10/7

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

Using character-specific files doesn’t solve one of the issues with GW2’s skill order, which is that it doesn’t seem to follow any “logical” or “functional” pattern between weapons.

Or maybe you simply are not the best at figuring out patterns.
The skills are arranged by recharge duration, and that was the sole reason their order was changed – because the recharge times changed.

I would prefer that skills with similar effects were in the same spots, but that is just impossible.

Why?
Because there are plenty of “types” of skills.

Let’s say you want Symbols to be in the same spot for every weapon; every Leap in the same spot; every multi-hit skill in the same spot.

At some point you have skills that belong to more than 1 of those categories and hell breaks lose

The best sollution is to let players arrange the skills, indeed.
Even more so since – I hope – ANet will eventually add more skills to each weapon.

(edited by Nurvus.2891)

Please return to Split PVE & PVP Skill Design

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

arjeidi.2690

It can never be more similar. AI can never truly replicate human split-second thinking or creativity. To suggest that they can is fantasy and to suggest that splitting pvp/pve is an easy way out is absurd.

GW2 absolutely needs PvE/PvP skill splits, just like ArenaNet said they were going to do when they were hyping us all up to buy the game. Just like they (eventually) realized they needed to do in GW1.

It can be more similar if the fights are structured a little bit more similarly.
To do that, PvE needs to be less about “DPS” and a little more about small windows of opportunity to deal your full damage.

Creatures need to be given some defensive and control mechanics to make killing them less about just kiting and nuking or simply AoE’ing them down.
Bosses need to be less about phases or endless kiting and more about somewhat of a skirmish.

GW2 does not absolutely need split skills. It’s surely a sollution that works – but it’s the the worst one.

GW2 just needs to move their PvE encounters further away from WoW’s “DPS with a twist”.

(edited by Nurvus.2891)

Fire Elemental at Thaumanova Reactor

in Dynamic Events

Posted by: Nurvus.2891

Nurvus.2891

It’s not about difficulty.
It’s a stupid, unforgiving fight with multiple insta-down effects.

The moving fire blade downs you, but is easy to dodge.
However, if you are downed when it comes at you, you’re insta-defeated.

The falling meteors are stupidly fast.
So fast, they the ground about 0.25 seconds after the circle appears.

You can actually dodge out of Meteor A’s circle into an open space, and DURING the dodge animation, a Meteor B’s circle appears in your destination, and you are hit no matter what.

To aggravate this, if you get hit by it, you are downed.
While downed, you can’t avoid the moving flame blades, and are defeated.

It’s not the mechanics that are difficult.
It’s the damage they deal that is just ridiculous.

(edited by Nurvus.2891)

Feedback: Guardian Greatsword change, 10/7

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

Guys, have you noticed skills are arranged in order of cooldown?
No cooldown, small, mid, big, biggest cooldown.

That’s the only reason they rearranged the skills.
Don’t try to read too much into it…

While it is confusing to some, it may be refreshing to others.
Leap is now #3, the same as Ranger’s GS

My gripe here is only the damage loss. I wish they improved the damage on WW or LoF to compensate.
Or even increase SoW damage, if the change was truly to prevent constant uptime on retaliation.

Feedback: Guardian Greatsword change, 10/7

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

I counter that with the simple fact that a melee that doesn’t have ranged weapons in the weapon slot is a fool that limit’s themself to all options. He who wins on the battlefield does so because they are not tied down to a single strategy.

I would support players being forced to use 1 melee + 1 ranged weapon set.

But as I am given the option to use 2 melee weapons, I resent being forced to have a ranged weapon.

Using 2 ranged weapon sets does not put you at a disadvantage.
Using 2 melee weapon sets does.

That is bad design, but that’s a different thread.

I would support simply removing retaliation from wrath as long as they revert everything else back to how it was. Seriously it only provided a single second of retaliation after all. As for the light field, if it provided such a benefit then change it into a fire field as it falls perfectly in line with the flavor of the guardian skills.

Considering the necessity of condition removal, I think changing the field from light to fire would be a severe nerf to greatsword.
It would be worse than what it is now.

Our cleansing frequency was reduced, but our mobility and blinding was improved.
My only gripe is the damage loss.

(edited by Nurvus.2891)

Remove the death penalties in this game (repair and waypoint costs)

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

Just going to point something out: Waypoint Costs and Repair Costs are possibly one of the few things that make players give a kitten about reviving you.

Because if you didn’t have to pay anything for dying, everyone would just tell you to stop being lazy and just use the free waypoint.

I see alot of requests from players that would make this game more solo-friendly.
Why would you want to play solo in an MMORPG?
I’m not sure the players that make the requests realize it, though.
Must be subconscious.

(edited by Nurvus.2891)

[Sollution] Condition Stacking & Boons

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

Sneaky, so currently what’s stopping necros from dominating is the cap.
So in a group of 25 only 4-5 manage to stack to the cap.

What do you think the other 20 are doing? No damage?

Condition damage can be removed.
Not sure whether you know or not, but a Guardian with Greatsword can just set up Symbol of Wrath, wich creates Light Combo field, and then use Whirling Wrath, becoming an AoE cleansing machine.

Others can convert Conditions into Boons.

You are exaggerating a theoretical situation without considering all the consequences that come with fixing a problem that IS a problem.

Players are ruining each others’ performance because of a Cap that only affects condition damage.

Just like players avoid AoE shortly after noticing it, so do players dodge black lines and all manners of condition damage abilities.
With the exception of properly traited Necromancer Marks (staff), condition damage abilities can be blocked like any other. Condition damage users can be blinded too.

Condition damage takes some time to stack, and then takes some time to act.
You get your first 3-5 stacks of bleed, and you’ll start trying to avoid getting further stacks, or simply preparing to use your condition removal skill.

Last but not least, players can organize builds to minimize stack conflicts.

Organized, focused damage kills. Fast.
Organized, focused “condition damage” can be cleansed, and has a cap.

(edited by Nurvus.2891)

Ranger Pets - Suggestions and Much Needed Improvements

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

I like some of the suggestions.
Alot of them, however, are the usual “more this and more that” that we all want but will have to wait for.

What I want changed about pets is the predefined roles becoming customizable.

If I like bears, I would like to be able to use a bear offensively, defensively or for control, rather than being forced to use it as a “tank”.

Currently, each pet “family” has a certain stat distribution and fixed set of skills that enforce a role upon it, and even affect what kind of builds you can use it for.

Bears and Moas, for example, are more into defensive stats.
Felines and Drakes, for example, are more into offensive stats.

This should change.
Each pet should still keep its flavor, but every pet should be customizable in order to produce a reasonably equivalent amount of damage dealing or survivability.

To do this, the offensive and defensive stats would be balanced individually:
- A Feline is more about avoiding damage, while a Bear is more about withstanding it, and the defensive stats should reflect that.
- A Feline is more about Precision, while a Bear is more about raw power, and the offensive stats should reflect that.

The difference between Felines and Bears would not be how much damage or survival they have, but HOW they pull it off.

To help accomplish this without simply adjusting stats, each pet would unlock 2 additional “F2” skills, so that you have 3 distinct types of skills to choose from – Survival, Control and Aggression.
The 2nd and 3rd “F2” skill could be unlocked at specific levels, like 10 and 20 or 20 and 40.

Alternatively, instead of simply unlocking 2 additional skills, it could unlock 2 additional “combat modes” – each with its own set of 4 skills (including the F2 skill) – one for Aggression, one for Survival and one for Control.

(edited by Nurvus.2891)

Need a new Light Armor skin! Current one is bad!

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

I think the problem is that you’re a Charr caster.
It doesn’t look so bad on other races.

But I agree ANet could’ve been a little more creative.

GW2 dedicated page similar to WoW Armory

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

If ANet creates such a page, individual player in-game authorization must be given before a character is available for display.

I wish the Recout, Gearscore and Link Achievement mentality dies with WoW.

[Sollution] Condition Stacking & Boons

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

GJ on this!

I can stack 25 bleeds with ranger in 4 seconds then constantly keep up to 18 bleed stacks solo btw.

I need to know more about ranger then
Though, the more you can stack solo, the more you add to my suggestion’s merit.
Just add another such Ranger, and you penalize each other’s damage.

With my suggestion, you don’t get penalized unless there are more condition damage characters using the same type of condition, than the maximum number of stacks.

Greatsword Change [merged]

in Guardian

Posted by: Nurvus.2891

Nurvus.2891

We are moving towards retaliation being more of a counter to taking many hits rather than a general boon to keep up all the time. We also wanted to improve the combo finisher of the guardian, so we reorganized guardian greatsword skills to the following:
Skill 2: Whirling Wrath (10 second recharge)
Skill 3: Leap of Faith (15 second recharge)
Skill 4: Symbol of Wrath (20 second recharge)

So no change to Whirling Wrath and a 25% reduction to Leap of Faith recharge is the improvement… but while they could’ve increased Symbol of Wrath’s recharge by 50% (from 10 to 15), they decided to increase it by 100%… all the way to 20 seconds.

They should’ve increased Whirling Wrath’s damage to compensate, at least…

I agree Symbol of Wrath should be changed to give Fury or Might instead, and the recharge changes should be reverted.

(edited by Nurvus.2891)

Greatsword Change [merged]

in Guardian

Posted by: Nurvus.2891

Nurvus.2891

GW1 had PvE and PvP completely separate. This needs to happen in GW2. They are already showing that they are incapable of balancing them both using the same skill sets.

Just no…

Please return to Split PVE & PVP Skill Design

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

I hope this never gets implemented.

I can’t believe anyone likes splitting PvP and PvE skills or mechanics…
It’s an easy way out that simply shows poor design philosophy.

Stop asking for things that make no sense, please…

Instead of splitting PvP and PvE skills, ANet needs to make PvP and PvE more similar so that it can be balanced under the same mechanics.

Feedback: Guardian Greatsword change, 10/7

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

The change to buttons makes sense – it’s in order of recharge times.

It is, however, a very short-sighted change, in my opinion.
Greatsword Guardians lost a ton of damage with the change.

ANet say in the explanation they want the finisher (Whirlwing Wrath) to feel more powerful… but the only thing they changed about it was its place in the skill bar…
…and then give a huge nerf to Symbol and a slight buff to Leap.

This was a pointless change. If people are killing themselves on retaliation in PvP that is their fault for not watching the enemies buffs (you CAN see them) and for not attacking in ways retaliation can’t really have an effect (necromancer pets/wells, elementalist meteor rains, etc). Also it was not hard taking people who relied upon retaliation if you knew how to kite them (seriously it was never hard to kite a guardian endlessly as 90% of guardians fail to put a scepter in their offhand as a ranged attack or to make use of the chains to immobalize an enemy kiting them).

Sorry, but while ranged can indeed “ignore” someone’s retaliation by doing some other thing in the meanwhile, melee aren’t that lucky.

I simply disagree with the insane increase in cooldown… why double it?
They could’ve increased from 10 to 15… but they went to 20…
They say they want to make the combo finisher (Whirlwing Wrath) better… but didn’t change it at all.

(edited by Nurvus.2891)

[Sollution] Condition Stacking & Boons

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

Even if you get to 25 stacks, you only see 25 stacks for a limited amount of time.
Because the ones you applied first start falling off halfway.
So there’s like what, a 5 second window where you have all 25 stacks up?

I think it’s funny how you seem to imply condition damage is overpowered.

So a couple players hitting 1 player destroy him in seconds, but a couple condition damage users shouldn’t because that’d be overpowered?

You can roll, blind or aegis to avoid direct damage or having condition damage applied on you, but you can “remove” condition damage with condition removal.

I’m not exactly a condition damage lover, but it irks me that it’s such an anti-ANet (players penalizing each other).

(edited by Nurvus.2891)

Why can't skills be seperated into pvp/pve?

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

I would avoid this like the plague.

It’s the worst development mentality and should only be used as a last resort.

[Sollution] Condition Stacking & Boons

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

The only reason I suggested to change condition removal to remove X stacks, was because while now 25 stacks are roughly 2-4 players’ worth of damage, with my suggestion 25 stacks are 25 players’ worth of damage.

So maybe – or maybe not – it would be worth making condition removal only remove 3-5 stacks, wich would end up being equivalent (or even superior) to removing 25 now.

[Sollution] Condition Stacking & Boons

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

Sure. You can do the same by focusing on Power and direct damage skills and using items 20 levels below you. You’ll still get your reward, even if it’s everyone else who actually contribute meaningfully to complete the event.

100 players hitting with direct damage attacks against a boss will do their full damage.
4 or more players focusing on the same type of condition damage will penalize each other.

If you can’t see what’s wrong with this, then something’s wrong with you.

[Sollution] Condition Stacking & Boons

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

In PvP 25 stacks of bleed unmolested can kill someone in seconds.

Really? It takes 2-3 players to get to 25 stacks of bleed.
Direct damage from 2-3 players unmolested can kill someone in seconds too.

Actually, while direct attacks do their damage upfront, and once they hit, the damage is done, damage over time can be prevented halfway through condition removal.

Furthermore, a single player doesn’t reach the cap.
With that in mind, everything else in your argument is invalid.

How can it be fair that you can have multiple players dealing full damage to 1 target, but when it comes to condition damage there’s a limit?

(edited by Nurvus.2891)

So who else has made their norn max height?

in Norn

Posted by: Nurvus.2891

Nurvus.2891

Why would you make a norn if you weren’t going to be maximum height? If you wanted a norn with minimum height you should’ve made a kitten human.

I made mine as big as I could. she gets called huge all the time. I love it. XD

This might make sense if there wasn’t the possibility of liking the idea of Norn culture and cultural gear, but not necessarily the size extremes.

I’m pretty sure some players out there make max height humans and minimum height Norn :P

[Sollution] Condition Stacking & Boons

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

+1
I agree with this. The thing I’m at is this, Being a ranger I have traits which adds to my condition damage, and armor which stacks more. Where is that +Condition Damage going? How does it stack .. If I have highest +Condition Damage is that stack going to replace one of the lower ones when they max out(in the current system). Your suggestion fixes both of these issues.

That is exactly the point.
Anything above 25 stacks, in the current system, ends up screwing someone.

My suggestion removes that, making it so that at least 25 players will be sure to be doing their damage normally.

Expansion Concepts

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

Shaileya, thanks alot for your well-thought feedback.

First off, regarding the Mounts:
Feeding was a suggestion for a way to make the mounts have a maintenance cost, but since a few players complained they wouldn’t like maintenance, I offered the option of the mount finding its own food while dismissed.

Mount money sink could instead be a Harness – instead of food – that would wear out with travel and you’d need to repair everynow and then.

Requiring you to return to the same spot where you dismissed your mount, wouldn’t need to be the exact same spot. It’d be a generous area around the spot.
The goal is that the Mount would not magically appear wherever you call it.

The Waypoint change indeed would compliment the Mounts change.
In areas with alot of contested waypoints (player’s fault, to be honest ^^) you’d have to ride longer and further to go to or from a Waypoint.
So what?

Reforging – Reforging is really only meant to improve leveling characters’ use of crafted equipment.
It could also help with bringing level 75 weapons to level 80, etc – but the main objective is really keeping gear you crafted a little while ago at your level.
You’re level 35, you craft some level 30 gear, with some small amount of extra material you upgrade it to 40 (same quality).

Skill names are placeholders.
Ritualist’s F1 could be Spirituality or Herald or Avatar.
Dervish’s F1 is a mechanic called Teardown in GW1, but belongs to several different skills. I thought, however, that it might be more interesting to give each attack skill the Teardown “potential”, but only activate it when you want – since one of the iconic Teardown skills from GW1 is called Pious Assault, I thought Piety would be a good name.

I only suggested the new Weapon Types for the professions that I think absolutely would use them.

Only 2 professions can use Rifles.

(edited by Nurvus.2891)

Expansion Concepts

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Posted by: Nurvus.2891

Nurvus.2891

Hobgoblyn, as far as Subtypes go, I only suggested Scimitar and Katana for Swords.

You didn’t see me suggesting a Chinese Sword, because they are essentially Longswords with different craftsmaship.

I can agree that maybe Sai doesn’t deserve its own Subtype, but think about Trident versus Spear. Why are they different? It’s pretty much the same thinking behind my suggestions.

Your psychoanalisys is a waste of time. You are bringing some kind of bitterness to this thread when you do not know me or how I think. You speak of exaggeration, but you seem to be putting everyone who appreciates different cultures into the same bag.

My suggestions are about flavor, variety and depth.
Anything else you try to imply only exists in your head.
I’m sorry you feel that way about differentiating cultures in an MMORPG.

(edited by Nurvus.2891)

So who else has made their norn max height?

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Posted by: Nurvus.2891

Nurvus.2891

It depends on the profession.
Usually Minimum Height for casters, Maximum for Warriors, you get the point.

Become the Armored Animal

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Posted by: Nurvus.2891

Nurvus.2891

Why is it that Norn Elite Skills Become the Bear, Wolf, Raven and Snow Leopard hide the armor?
Is it not supposed to be a were-animal transformation?

Just like Kodan have armor, so should transformed Norn.

Black Lion Chest- Upgrading or Cheaper keys [Merged]

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Posted by: Nurvus.2891

Nurvus.2891

I totally agree.
To be honest, you should get at least 5x the amount of keys you get now for the gems you pay.

Expansion Concepts

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Posted by: Nurvus.2891

Nurvus.2891

I think Kodan would not be added in Cantha or Elona.
Most likely in an expansion focused more in another region in Tyria, or to the north of Tyria.

Awful transmutation (idea for improvement)

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Posted by: Nurvus.2891

Nurvus.2891

If there needs to be a gear sink, then apply the OP’s suggestion with 1 change: the Item is destroyed when you use the Transmutation Stone.
There.

Multiple Guilds

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Nurvus.2891

I don’t see why not.
But the best would just be honest about it to the guildmates and say why you do what you do.

[Sollution] Condition Stacking & Boons

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Nurvus.2891

More comments? This is a major issue in the game. I’m somewhat amazed so very few reply to this.

Arachniphobic friendly game

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Nurvus.2891

Just face it. Your friend doesn’t want to play GW2 with you. Stop forcing your friend to make up kittening excuses.

Expansion Concepts

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Nurvus.2891

Forget the weapon subtypes. Just add more weapon skills to choose from for every single weapon in the game. Something like in Guild Wars 1.

How about both?
Swords, Katanas and Scimitars are all Swords, but they have different fighting styles associated to them.
Different Subtypes could have shared skills, but the point is adding variety to the game to make it more fun.

Expansion Concepts

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Nurvus.2891

Consider the current state of GW2. All professions have – although some alot more or better than others – access to more than one among: passive movement speed increase, swiftness, gap closers (wich can be used without a target) or short distance teleporting.

Players use and abuse whatever they can in order to move as fast as possible.
It may be fun for like 15 minutes per day to cycle through skills in order to cover large distances in the shortest amount of time possible, but for the most part, it’s just a potential players have decided to tap onto out of lack of options.

Adding mounts with somewhat realistic movement and appropriate vulnerability to combat, would make players no longer need to resort to “movement speed” sets of skills/weapons in order to get by.
Making it stay where you dismiss it, so that you must come back to that spot to call it, would make it a fair, unabuseable system that would replace the above described repetitive chore players have grown accostumed with doing every single day.

If mounts simply had 30~50% speed boost, and had some decent rules and limitations as to not impact the balance of competitive environments, why would it be a bad thing?

As for actions, alot of dynamism could be implemented:
- Your weapon skills would be replaced while mounted, like Basic Attack, Mount Sprint, etc.
- You would be able to use V to dismount with an evasive maneuver.

(edited by Nurvus.2891)

Make the Dual Wield actually Dual wielding

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Posted by: Nurvus.2891

Nurvus.2891

Indeed, base attack should use both weapons.

class based fatality animations

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Posted by: Nurvus.2891

Nurvus.2891

Engineer – Chainsaw Skull Splitting
Guardian – Omnipresence (enemy explodes with divine energy and a piece of his body goes everywhere… thus omni presence xD)
Elementalist – Icecream (enemy becomes icecream and Elementalist licks it from beginning to the end, recovering 100% health – 60 MINUTE channeling)

Arachniphobic friendly game

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Nurvus.2891

I’m going to just be honest.
This is one of the most ridiculous things I’ve ever read.

Someone who lets an MMO trigger his phobia with something that anyone knows is not real has some major psychological issues and it has nothing to do with the phobia.

On the matter, maybe all Dungeons and Crypts should become outdoor because of claustrophobic players…

(edited by Nurvus.2891)

One word- GreatAxe...

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Nurvus.2891

I agree we should get Great Axe in GW2 – available as Land weapon for Ranger and Warrior.

As for Halberds, they use an entirely different fighting style – don’t put them in the same bag as Great Axes.

Remove waypoints

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Posted by: Nurvus.2891

Nurvus.2891

So much hate.
Why does everyone share their negative opinions on mounts as if WoW had invented the concept? Is your imagination that small?
The Mount system in WoW is boring and trivial.
The World of WoW is boring and trivial.

Get this into your head:
a) Mounts do not have to be implemented in the likeness of WoW.
b) Read a) about 20 more times just to make sure.

[Sollution] Condition Stacking & Boons

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Nurvus.2891

What does this have to do with anything?
If ANet gives you the option to make condition damage builds, you should not be penalized for doing so. Period.

That is what my suggestion attempts to address.

Whether you manage to get by despite being penalized, is of no importance here.

Ranger's Sharpening Stone, Thief's Venoms, Etc

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Nurvus.2891

Feedback is most appreciated.