No one interested in commenting, or is the thread just getting buried by all the replies to other threads?
As I said, perhaps in the near future it will include objectives within Guild Wars 2.
I’m speaking of the skills that make your next 5 attacks apply a condition to the enemy.
Ranger (Sharpening Stone wich adds Bleed, etc) and Thieves (Venoms wich add Poison, Chill, etc)
I can imagine the “5 attack” limit is there to prevent too much stacking in a short amount of time.
But I also feel that these skills are rather weak.
My suggestion is;
- keeping the duration
- keep the initial amount of “charges” at 5
- cause the skill to add 1 “charge” every 5 or 6 seconds.
- limit the maximum number of charges you can have at a time to 5
This allows you to still control the amount of conditions you can apply in a short amount of time, without making the skill weak.
I agree that each weapon combo should have a unique slot 1 skill.
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Instead of giving each profession distinct animations, I think it would be lovely for ANet to create a few distinct animations for each thing: walking, running, dodging – and you pick wich one you want to use with your character!
Guild Wars 2 has Hall of Monuments.
Perhaps in the near future it will include objectives to meet within Guild Wars 2 itself (with a different NPC vendor).
Mount Health, Endurance and Hunger are not for the sake of immersion, but for the sake of balance.
Giving Health to mounts makes it dangerous to try to cross zones packed with creatures, therefore preventing Mounts from making it easy to skip enemies.
Giving Endurance to mounts allows different speeds to be available.
The Mount Walk speed would be around 75% normal speed. The Mount Run would be about 150%, and the Mount Sprint would be 200%.
But I suppose mounts are too big a change. Not even NPCs have mounts, so I suppose it has to be this way…
Only if Shao Khan is there to say Finish Him!
Thanks for all the constructive criticism.
Keep it coming!
As you pour your criticism I’ll try to update my original suggestions.
So far I’ve removed Dwarves from the suggestion, added a Guardian alternative to Paragon, and improved the Mount suggestion.
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First PvP issue would arise: players can’t see your weapon (fighting style).
I disagree with adding Fist Weapons purely for cosmetical purposes.
It should be a weapon in its own right, with its own skills, useable by several professions.
Sorry if you feel that way. Maybe you’re overreacting at me saying you might be overreacting?
My english isn’t too vast, so maybe overreacting is the wrong word for it.
What I mean is maybe I transmitted the wrong idea, or you’re imagining a big deal out of something I believe to be rather simple.
Despite all the things I suggested for mounts, it would be rather simple and intutive.
Mount Stamina would require about as much attention as character Endurance.
Mount Health would require about as much attention as character Health.
Mount Fed could simply be a simple 3-phase thing: Satisfied, Hungry, Famished.
Feeding it could be as easy as one of the following:
- having an item in inventory
- taking the mount to a river/grass
- mount helps itself automatically while dismissed
…alot of things could be done.
Doesn’t have to nor is it meant to be annoying.
I think Deep Wound would be nice.
But if something is created that penalizes targets with alot of Health, there needs to be something that makes Vitality worth having (instead of just stacking Toughness).
Perhaps if Vitality also increases the amount of Healing received.
Lowering enemy armor is also welcome.
But Cracked Armor is the wrong name for it…
I mean, if it’s cracked, why would it become un-cracked after a few seconds? Self-repair? Then why do you pay for repair costs?
Oh right, you pay to renew the Self-repair enchantment. xD
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Admiring culture and diversity has nothing to do with fetichizing things.
It’s just variety.
Guild Wars 2 could have just humans, but it doesn’t. It has 5 different races.
Cantha is inspired by asian culture, not just japanese – actually mostly chinese.
Dadao Swords are chinese style. Katanas are Japanese.
Katanas (Cantha), Scimitars (Elona) and Longswords (Tyria) have different fighting styles associated with them, I don’t see why it would be bad to give the game variety along with flavor.
I don’t know what other MMORPGs bring realistic, unrewarding menial tasks.
WoW certainly isn’t realistic. Its mount system is stupid.
It’s super casual friendly too, by letting you play the whole game by queueing to PvE and PvP from your city at level 15+.
I don’t want any of that.
I want traveling to make some sense, but also to be rewarding.
Certain things are consequence to others.
The fact you can instantly travel has an impact on how rewarding ANet can make each individual area. If you had to move all the way instead of teleporting, ANet could make certain tasks more rewarding to compensate.
I understand your point of view, and my mount and waypoint suggestions are not aimed at making the game boring.
The only change would be in traveling from and to a Waypoint. Everything else would be untouched.
The cost on Waypoints might even be removed as well due to this.
How can you say it is unnecessary to add asian-themed gear to an asian-themed expansion?
Alot of things in the game are unnecessary. Maybe you don’t care. That’s fine.
Waypoints are too useful right now, so much it kind of makes traveling a little silly.
You should have to BE at the Waypoint’s location in order to use it to travel to another Waypoint.
Mounts should be the “real” way to travel realistically fast in the world.
Teleporting will never be as immersive as properly implemented mounts.
It may be stupid to you, but it’s not for many — in fact, I’m willing to say that the vast majority have no problem with waypoints, other than the eventual costs.
I have no want to “manage” mounts. Collect them? Sure. Show them off? Yes. “Manage” them? No.
I get the feeling you’re overreacting at the concept of managing.
The mount wouldn’t need food on a time-basis. It would be more on a travel distance basis.
No different from spending money on Waypoints, but more realistic.
You could say mounts would have a “Fed” gauge or something that only depletes while you are riding it (and moving).
How annoying would it be to just give a “slab of red meat” every once in a while to your “River Drake” Mount to keep it able-bodied?
But hey, maybe that wouldn’t be needed, and you’d just have to take a side-trip to a river bank to give your mount water, or to a plains so it can help itself on food.
Oh, the drama…
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Made the topic a bit easier to read, I hope.
I’m scratching Dwarves then.
Tengu, however, are not hard at all to introduce as they are deeply rooted into the game and its story.
You can say it’s only a matter of time until their Clans unite and assist the other races against the various threats of the world.
As for mounts, yes, they would become a useful thing to manage – yes manage – while Waypoints would also become more realistic.
Traveling from anywhere to a Waypoint is rather stupid, to be honest, specially when you are defeated…
So you’d probably be traveling between Waypoints (bringing your mount along), and then going wherever you’re going with your Mount, and back to the Waypoint, etc.
Alot of the good things in the game are “inconveniences”, if you look at it.
But alot of these inconveniences make the game more fair, immersive and/or interesting.
Gathering tools having limited uses. Inconvenient? Surely. But they make sense.
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Please keep it constructive.
Currently, the Damage Conditions that stack intensity have a cap (25), wich makes large scale battles penalize players that like condition builds.
A single player that focuses on 1 type of condition can easily get up to 10-15 stacks of a single condition by himself on an enemy. That’s about half the limit (25).
Increasing the cap to 50 or 100 just strains the server without really fixing the problem.
So I think the Condition mechanics should be changed for Damage Conditions that stack Intensity.
Current Mechanics
- Each stack of boon/condition is monitored individually, both in power and duration.
Example:
- You apply a 20 damage over 5 seconds bleed.
- It does 4 damage per second
- 3 seconds later (3×4=12 damage done), 8 damage and 2 seconds remain.
- At this point you apply another 20 damage over 5 seconds bleed.
- Since each stack’s damage and duration are tracked individually, this is the damage you see per second:
Time = Damage
Second 1 = 4 –
Second 2 = 4 –
Second 3 = 4 –
Second 4 = 4 4
Second 5 = 4 4
Second 6 = – 4
Second 7 = – 4
Second 8 = – 4
Both stacks deal damage simultaneously during the 4th and 5th seconds, at wich point the first stack falls, and leaves the second stack dealing damage on the 6th, 7th and 8th seconds. - There is a maximum number of stacks, wich is understandable and probably has something to do with server performance.
- A player can own more than one stack, wich penalizes other players.
This includes poisons and burning.
Several players applying poison or burning are penalizing each other because the effect doesn’t stack, only increases duration, and it simply gets overriden by the player with the best condition damage. - Effects that Cure 1 Condition remove all stacks of 1 condition.
Suggested Mechanics
- Each stack is still monitored individually
- There is still a maximum number of stacks per condition (can stay 25).
- Each player owns 1 stack per condition, wich makes it fair for everyone when there happen to be multiple condition builds
This includes Burning and Poison, making several players applying Burning and Poison no longer penalize each other.
However, each player’s stack of Burning and Poison only gets extended in duration, and it can only be extended by its owner.
The poison’s 33% Heal Reduction does not stack. - Effects that Cure 1 Condition would remove X stacks of 1 condition.
- When applying a new Bleed, Confusion or Regeneration effect (damage conditions that stack intensity, or regeneration), it simply adds the new effect’s damage/healing to the old effect’s remaining damage/healing, and the new duration is a percentage of the new effect’s duration plus a percentage of the old effect’s remaining duration.
These percentages are based on the weight of each effect’s damage comparing to the combined total.
If the old effect’s remaining damage is 40% of the combined damage, then 40% of the old effect’s remaining duration is added to 60% of the new effect’s duration.
The goal is making it so that the resulting damage and duration after the effect is updated has the adequate change in damage per second.
Example:
- You apply a 20 damage over 5 seconds bleed.
- It does 4 damage per second
- 3 seconds later (3×4=12 damage done), 8 damage and 2 seconds remain.
- At this point you apply another 20 damage over 5 seconds bleed.
- It will add the remaining 8 damage to the new 20 = 28.
- Since 8 is 35% of 28 and 20 is 65% of 28, it will add 35% of 2 seconds to 65% of 5 seconds = 3.95 seconds.
EDIT: 8 is actually ~28,6% of 28 and 20 is actually 71,4% of 28. The result is actually ~4,14s.
Why?
If it simply added the durations, you’d lose Damage per Second everytime you applied a new effect.
If it simply used the the new duration, you’d gain Damage per Second by applying a shorter duration effect.
Neither of these would be fair.
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Remember, I mentioned Dwarves would only be added with Elona expansion as a means to keep some attention focused on Tyria.
Dwarves would belong to Tyria, not Elona.
Usually expansions make the mistake of making part of a game’s content ignored – and introducing the Dwarves at the same time as Elona would make the expansion feel bigger.
As for the Mounts, I forgot to add that Waypoints should no longer be usable from anywhere. Essentially 2 changes would occur:
- You can no longer travel to Waypoints without using a Waypoint. Example: You can’t travel from a cave to a Waypoint.
- When you are defeated, you automatically appear in the nearest uncontested settlement, rather than choosing a Waypoint.
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Keep the comments coming!
Would be lovely to be able to be on the “wrong” side.
It would probably be very trendy and nearly everyone would flock there, though.
It only makes sense working for the wrong side if there are both advantages and disadvantages for both sides.
Thanks.
To be honest, it’s the ideal time, because expansion packs start being worked on shortly after releasing the last one.
Introducing an idea in early development is alot easier than introducing it later.
I think Tengu could be added with Cantha, since Tengu are both in Cantha and Tyria, and this would make sense since Lorewise it could have something to do with uniting the clans for the greater good, and stuff like that.
Also added Dwarves to Elona Expansion, since if Cantha is added first, Dwarves would help Elona expansion to focus attention back on Tyria as well.
Nels didn’t account for the fact you can swap weapon with the Elite as well.
It’s all about distorting or hiding the facts in order to win the internet.
Hmm, Javelins should still be introduced and added to Guardians as Main hand weapon, then, and they should get some Chants and Echos added, as part of the Paragon gameplay we loved from Guild Wars 1.
I’ll edit the original suggestion in response to your insight.
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The state of end game is a result of the player mentality while leveling.
Most players just try to rush to level 80, avoiding spending gold whatsoever and just selling everything they find.
Since few money is made available to buy, everything is lowered in price…
…Except, of course, the stuff those players are saving their money for: End game gear.
If a time comes where alot of players suddenly are geared up, then the exotic prices may drop again.
Another key problem is how weak crafts are while leveling.
ANet needs to make them better and more viable.
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Maybe you’re just unlucky.
On a Lv20 character, downleveled to Lv11 and killing level Lv9 enemies, I was getting Lv17-19 blue gear and some Lv14-16 green gear, without any magic find boosts.
Where I agree with you is that it is quite hard to keep crafting at a level that you can fully gear yourself with items of your level.
To make it worse, if you have 2 professions that use the same type of materials, like any combination of Armorsmith, Weaponsmith, Jewelry, Artificer and Huntsman, or Huntsman and Leatherworker, you’ll be needing alot of a specific type of material, wich is virtually impossible for you to get by yourself.
Because while exploring you find all types of gatherables, not twice the one you need most, wich promotes spreading your crafts in types of materials used.
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You don’t bypass content because you downlevel to whatever area you’re in.
There is little to nothing stopping you from staying at the same area from level 1 to 80.
So enjoy the game wherever you want, however you want.
The problem here lies in the crafting itself, not the experience you gain from it.
Extra Weapon Skills
Would be nice to have some degree of customizability in the Weapon Skills.
There would be limits in this customizability.
- Weapon Skills would be separated into 3 types:
- Basic (1st skill, no recharge)
- Attack – pretty much any skill that deals damage.
- Utility – skills that are clearly defensive or helpful, without focusing on damage - You can only swap skills of the same type.
- You can only customize a Weapon Slot after you unlock all Initial Skills for that Weapon (on that Hand).
- There would be Weapon Masters hidden in the world
- Each Weapon Master teaches a specific skill for a specific Weapon Type (for all professions).
- To obtain the skill you must perform a challenge using that Weapon Type without changing Weapon.
Weapon Subtypes
- Weapons that belong to the same Type (like Sword), but with different Initial Skills and appearance
- Sword, Katana and Scimitar are Sword Subtypes
- Greatsword, Nodachi and Falchion are Greatsword Subtypes - Each Subtype has its own Initial Skills, but they become Type-wide once unlocked
- You can use Sword + Katana skills with a Scimitar
Collectors
- There would be Collector NPCs spread across the entire map, some in villages or cities, others out in the wild
- These Collectors will trade you useful stuff such as Fine Crafting Materials, Tools, equipment upgrades or even equipment for a set amount of specific types of Trophies
- Each Collector collects 1 or 2 fixed Trophy types.
- The Collector have multiple Tiers of reward, based on the amount you’ve brought him thus far. Example:
- 5 – Copper Tool or Fine Crafting Material
- 10 (+ 5) – Iron Tool, etc
- 20 (+ 10) – Steel Tool, etc
- 35 (+ 15) – Darksteel Tool, etc
- 60 (+ 25) – Mithril Tool, etc
- 100 (+ 40) – Orichalcum Tool, etc
- Collectors do not necessarily offer Tools, or may not offer Tools at all reward Tiers.
- Each Week, the progression is reset and the Rewards change
- Progression is individual for each Item the Collector collects, so if he collects Bones and Skulls, he will give you a reward for 5 Bones, and another for 5 Skulls.
- Collectors also have an extra Reward for when you complete a specific Tier for all of his collected items. In the above example, he’d also give you a reward for bringing him 5 Bones AND 5 Skulls.
Mounts
- Would have a decent initial cost
- Would have Health
- Vulnerable to attacks and Conditions
- Drop you off when below 50% Health
- Downed when it reaches 0% Health – Revivable. - Stay wherever you Dismiss them
- When you dismount, it walks beside you and can be attacked.
- You can dismiss it – it wanders off and fades into the background.
- Minimap Icon lets you know where you dismissed your Mount.
- Must be called from where it was dismissed (They do not magically follow you everywhere) – it wanders and fades in from the background.
- Whether it is mounted or not, as long as it is not dismissed, it will travel with you through Waypoints and Asura Gates. - Harness Durability
- The player is able to track if the mount’s harness is Intact, Damaged or Broken
- A broken Harness causes the Mount to work like a downed Pet and become unuseable until the Harness is repaired.
- Harness only wears out based on travel distance, not time. - Has a Stamina Gauge
- Gauge recovers 10% per second when above 50%, 5% per second when below 50%.
- Mount “Walk” exhausts 3% per second.
If you Walk at or above 50%, you are gaining 7% Stamina per second; and below you are gaining 2% Stamina per second
- Mount “Run” exhausts 7% per second, cannot Run below 10% Stamina.
If you Run at or above 50%, you are gaining 3% Stamina per second; but below you are losing 2% Stamina per second
- Mount “Sprint” exhausts 15% per second, cannot Sprint below 35% Stamina.
If you Sprint at or above 50%, you are losing 5% Stamina per second; but below you are losing 10% Stamina per second
- This allows you some small burst of speed, at the cost of requiring you to slow down for a while to rest the mount
- Enforces an acceptable average travel speed
Thanks for reading.
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Before you post, take off your tinted glasses and read properly, or don’t post at all.
Any numbers provided here are placeholders – what matters is the concept.
This suggestion is 2 posts long.
Here I’m assuming expansions will be focused around Regions.
The focus on these suggestions are:
- New Races
- Weapon Subtypes (Weapons that fit into existing Types but have a different initial skill set)
- New Weapon Types (Weapons that do not fit into existing types)
- New Professions (Clearly distinguished from the initial ones)
- Profession Changes (Don’t mistake this as buff requests – if you have ideas for other professions, please share them)
- Extra Weapon Skills
- Collectors (expanded beyond the Guild Wars 1 version)
- Mounts (properly implemented, unlike most MMOs)
Weapon Changes
- Staff replaces Trident
- Spear becomes usable on Land
- Trident becomes an Spear Subtype (Elona)
Cantha
New Races
- Tengu
- Tengu are found in Tyria and Cantha. With the introduction of Cantha, the story can evolve such that the Tengu clans unite for the greater good, or something similar.
New Weapon Subtypes
Weapons belonging to a type, but with some different initial skills
- Dagger – Sai
- Sword – Katana
- Greatsword – Nodachi
- Spear – Naginata
New Weapon Types (A = aquatic; M = main; O = off; L = land)
- Claw (L, 2H) – Warrior, Thief and Ranger
- Kama (L, 1H) – Thief (M, O), Ranger (M, O), Dervish (M, O)
- Orb (L, 2H) – Elementalist, Necromancer, Ritualist, Mesmer
- Greataxe (L, 2H) – Warrior, Guardian, Ranger, Dervish
- Spear (L, A, 2H) – Warrior and Ritualist
New Professions
- Ritualist
- One handed Weapons: Scepter (M), Dagger (M), Focus (O)
- Two handed Weapons: Staff, Spear, Orb
- Aquatic Weapons: Staff, Spear
- Armor: Light
- Main Mechanic (F4) – Apotheosis – 60 sec cd – Become one with the Spirits for 15 seconds, gaining bonuses from each of your Spirits within range.
You (re)gain a Spirit’s bonus while it is summoned and within range.
- Spirits – Stationary Spirits that periodically perform an ability (such as attack or AoE). Single target Spirit attacks may take preference upon targets that meet specific criteria (distance, Conditions, Boons, etc).
You can teleport the spirit to your location every X seconds as secondary skill.
- Certain skills are amplified or have additional effects based on the presence of Spirits.
- Ashes – Conjured Items that add F1, F2 and F3 skills and produce an effect when dropped.
Profession Changes
- Thief – Assassin Style
- The Lead->Offhand->Dual Strike sequences (and variants) should be brought to GW2 in style, easily done through my Extra Weapon Skills suggestion.
Elona
New Weapon Subtypes
Weapons belonging to a type, but with some different initial skills
- Dagger – Kukri
- Sword – Scimitar
- Greatsword – Falchion
- Spear – Trident
New Weapon Types (A = aquatic; M = main; O = off; L = land)
- Javelin (L, 1H) – Warrior (M, O) and Paragon/Guardian (M)
- Whip (L, 1H) – Warrior (M, O), Ranger (M, O), Mesmer (M, O), Dervish (M, O)
- Scythe (L, A, 2H) – Dervish and Necromancer
New Professions
- Dervish
- One handed Weapons: Axe (M, O), Sword (M, O), Kama (M, O), Whip (M, O)
- Two handed Weapons: Scythe, Greatsword, Greataxe, Longbow
- Aquatic Weapons: Scythe
- Armor: Medium
- Main Mechanic (F1) – Piety – 1 second cooldown – Your next Attack will Teardown 1 of your Shrouds to gain an additional effect if a Shroud is removed this way.
Note #1: The additional effect is specific to each Skill.
Note #2: Each Weapon Set would have 2-3 Attacks and 2-3 Shrouds.
Note #3: Piety can be used during other abilities and stacks up to 3 times, causing up to 3 Attacks to Teardown 1 Shroud.
- Shroud – Temporary effect that has Initial effect and End effect.
It has a duration, that serves as a time window for the timely use of Piety.
End effects are triggered whenever the Shroud ends or is removed by effects such as Piety.
Profession Changes
- Guardian – Paragon Style
- New One handed Weapons: Javelin (M)
- New Two handed Weapons: Spear (L)
- New Skill Type: Chant – Shouts with activation time
- New Skill Type: Echo – Empower Chants and Shouts and/or are refreshed by nearby Chants and Shouts.
- New Elite Skill: Reverberation – Reactivates all your active Chants, Shouts and Echoes.
- New Element: Lightning.
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Made a similar suggestion here:
https://forum-en.gw2archive.eu/forum/game/suggestions/A-few-changes-additions-to-GW2/first#post265351
and here
https://forum-en.gw2archive.eu/forum/game/suggestions/Hidden-Weapon-Skills-HWS-and-Weapon-Skill-Hunt/first#post224346
—-
Expanding upon the idea, a little alternative would be having ANet create various weapons, each with its own set.
- Scimitar, Katana and Sword would all count as Sword but each could have a different set of skills.
- Falchion, Nodachi and Greatsword would all count as Greatsword but each could have a different set of skills.
- Kukri, Sai and Dagger would all count as Daggers but each could have a different set of skills.
I’m all for Templates saved in your computer like you could with Guild Wars 1 – even able to share them with other players – so that you don’t have to spend time re-pointing everytime.
However, I’m against multi-speccing.
I’m even against being able to change specs mid dungeon.
Changing Race should only be possible if…
…you have completed your Personal Story…
…AND you buy the service from Gem Store…
…AND you essentially go to the character customization screen…
…AND you get a “story recap” once you are finished, essentially summarizing what you did so far.
Alternatively…
…you’d be able to change race at any time…
…BUT you’d have to do the story all over again…
…AND you would not get any rewards until you are at the same “step” you were on your previous race.
In any case, your Cultural/Faction-specific gear would be converted as well.
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Personally, I wish they’d just made slots 6-10 completely interchangeable with all your non-weapon skills (similar to how Diablo 3 is if you change it in the options menu), but at this point, I’m not sure they’d be willing to redesign encounters that may be unbalanced by it. As far as I’m concerned, allowing players to slot 6-10 with all their heals and a couple support utilities would’ve gone a long way to smooth out the twitch learning curve that group activities have because of all the players used to trinity game design.
No. This won’t simply smooth out the learning curve, it will outright bring Holy Trinity back.
“DPSers” would bring offensive utility instead of Healing.
“Healers” would bring more healing.
Just no.
To the OP, yes, it would be a nice option, but only replace Elite with Utility, not Healing.
WvWvW is part of Guild Wars 2.
Those who do all the monthly activities – note, it’s Monthly, not Weekly, not Daily – are rewarded.
Players that participate in all aspects of the game benefit other players by being there for them to cooperate with (or fight against).
Encouragement to enrich all parts of the game is essential.
You should be rewarded for doing all things in the game, rather than focusing on 1 alone.
As such, they should be rewarded for doing PvP, rewarded for doing PvE, but also rewarded for doing both.
I think you should get bonus to all “other” activities when you reach certain objectives in a particular activity.
Example: You reach the objectives in PvP, you get bonus on PvE, Crafting, Gathering, and Exploration.
The same for all other activities.
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Didn’t ANet say early in development these 5 classess were it?
First off, there are 8 professions in Guild Wars 2, not 5.
Secondly, things changed since early development.
Thirdly, if they said the current professions were “it” in early development, it certainly meant they were the only ones being released at launch.
I never saw ANet denying the possibility of adding more professions in the future, nor should they do such a negative promise.
Ritualist, Dervish and Paragon mechanics are pretty unique and interesting and the Boon/Condition system is such that ANet can implement as many professions as they want. It will never truly unbalance it.
I could see them being added with expansions.
First off, Direngrey, those were groundless statements you made.
With the way boons and conditions work in this game, no amount of professions will ever truly unbalance the game.
—-
As for future professions, assuming expansions come as regions like in GW1…
… Cantha:
1 – Ritualist – Light armor caster focused on summoning and spirits
- Stationary Attacking Spirits, skills that improve the more active spirits you have, etc.
- Skills that have stronger effects if a spirit is within earshot
… Elona:
1 – Introduce Scythes (Dervish and Necromancer only)
2 – Introduce One handed Spears/Javelins (Paragon, Ranger and Warrior only)
3 – Dervish – Medium armor caster focused around enchantments and deity-oriented skills.
- Dervish Flash Enchantments, wich are instant cast temporary effects with a mandatory Initial effect (such as AoE damage), optional Ongoing effect (such as gaining a Boon every second), and End effects (such as AoE Burn)
- Skills that forcefully end your Flash Enchantments to produce extra effects.
4 – Paragon – Medium armor caster focused around Shouts, Chants and Echos, maintaining Echos with Shouts, mostly skills related to Sound and Thunder.
- Chants are essentially non-instant Shouts that grant an effect to allies within earshot on their next spell (aria)/attack skill (anthem) /attack/shout
- Echos are skills that, can have their own effect and/or empower Shouts or Chants and/or renew their own duration whenever a Shout or Chant is performed within earshot
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(edited by Nurvus.2891)
First of all, your location should only update when you become Online.
It’s kitten that you can show yourself as Offline but the location keeps changing.
That is most certainly either a bug or poor implementation.
As for the rest, I think there should be an options “pane” in the Launcher, where you have a series of rows and collumns, changing the settings with wich you login before you actually login.
Collumns:
- Guild – Friends – Followers
Rows:
- Status (Online/Available, Busy/Unavailable, Offline)
- Show Location (Yes/No) not necessary if they make it only update when you go online
- Block Party Invites (Yes/No)
- Block Whispers (Yes/No)
- Anything else I forget
I agree.
Elites are supposed to be outright better, either lower recharge, more powerful, combining the effects of multiple utility skills, or a combination of the former.
If some particular build rather use a non-elite utility skill instead, I don’t see why not.
I don’t understand why you guys are shutting this idea down.
You can already press H and manually swap weapons as long as you are out of combat.
I agree Elementalists should be able to wear 2 sets of weapons BUT only able to swap them OUT OF COMBAT.
It is the same thing with the “plant” weapons.
In the preview they are displayed as just branches, but when you are actually wielding them they have the blue blades (and when sheathed the blades are there as well).
I suppose this is a not yet implemented feature or a bug.
When they fix it for one weapon, they’ll fix it for all.
I agree with you it would be realistic.
However, it should never be made possible.
Why? Well see it in terms of balance – It would allow Warriors and Thieves to have a huge advantage in terms of equipment, since they would only need to obtain 1 set of weapons to play at full power.
It would allow Warriors and Thieves to become fully geared sooner than other professions.
Only Warriors and Thieves are able to wield 2 or more types of weapons in both hands.
- Mesmers can only use Swords in both hands.
- Rangers can only use Axes in both hands.
- Necromancers can only use Daggers in both hands.
- Engineers can only use Pistols in both hands.
Thieves have no recharge times, so the advantages would include versatility and Condition stacking, but Warriors would essentialy be able to chain 10+ skills just by swapping hands.
It just isn’t fair, sorry.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
Compensate players for devasting bugs (i.e. all my gems disappeared for no reason).
in Suggestions
Posted by: Nurvus.2891
They probably need to investigate if someone logged into your account, from where, what they did with the gems and whatnot.
I sincerely hope we never get such a feature.
I am not bashing your suggestion, it is simply a snowball of bad things for the game.
First off, the ability to remove conditions better is something you can do simply by changing your utility skills.
Secondly, allowing you to have dual spec will lead to a pseudo-holy trinity.
Instead of focusing on damage or focusing on healing, you’re supposed to find a balance.
If your team doesn’t have enough condition removal, that means condition removal is – indirectly – a damage increase skill, and your “damage build” will benefit from incorporating it in that situation.
I like it however the only thing I would personally use it for would be better damaging skills for my 1 staff skill on my Guardian.
Trust me you’d use it for alot more than just that.
I don’t see how you could prefer such a system, RLDragon.
Having to go through a drop down menu will never be as intuitive and seemless than just pressing V followed by a sequence of 2 other easily-reached keys (QWERASDFZXC) in a fraction of a second.
Just test it for yourself.
How quickly can you press (without needing to press Enter) a sequence of 3 keys starting with V, such as VEW or VSD
3: Anet has dumb downed the boss because the holy trinty has been taken out.
No.
The game may be undertuned in some aspects, but the holy trinity IS the true dumbed down mechanic.
I don’t understand how can anyone think that sitting there looking at raid frames and cycling heals, while periodically avoiding some damage is more interactive or interesting than GW2.
I don’t understand how can anyone think that being hit 100 times by a dragon claw and survive just because you’re spec’d tank is more interactive or interesting than GW2.
I get the feeling that alot of players are simply recovering from their addiction to damage and healing meters.
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As for your suggestion, I want something similar to raids, but I want it open world, like large scale Events where you retake important Keeps/Strongholds, raid huge Crypts/Caves/Hideouts filled with large quantities of organized enemies.
The less instanced content GW2 has, the better, because if everyone is running instanced Raids and Dungeons, the world feels dead.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
Elrond McBong, I disagree with your suggestion.
Your particular case may be somewhat legitimate, but giving in to your suggestion would bring terrible results.
If players are allowed to use the same weapon’s skills twice by swapping sets, everyone will use the same weapon combo twice.
Let’s pretend that Sword + Pistol is considered the best Mesmer combo for damage dealing.
If your suggestion was implemented, then every Mesmer that aims for damage would equip 2 sets of Sword + Pistol.
This can never be allowed.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
The mediocre XP reward feels like a poor consolation prize considering the amount of time it takes to revive someone.
You should get more than just XP.
Karma would be nice.
Thanks! Have a fresh tuna!