I think it’s unfair condition effects benefit from 2 stats (condition damage & precision), while normal attacks benefit from 3 (precision, crit damage and power)
I think Power should also affect Conditions, even if at a different rate than it affects normal damage.
This would actually allow ANet to make more diverse types of build.
Instead of focusing on Condition builds vs Normal builds, we would also have more effective hybrid builds.
The goal is that the emote system itself is not server based, it’s as responsive as the Chat.
You click V just as you’d click Enter, and it “changes” the function of your other keys while in “Emote mode”.
Then you press 2 other keys, in the proper sequence, to produce the desired Emote, or you press V at any time to exit Emote mode.
It is meant to be super responsive, as the server does not need to receive each individual key strokes, but only the final “emote order”.
I have not seen such options in the game as of yet.
I believe ANet will eventually add this option to the game. It should be easy enough, although not likely a priority.
Here’s what I think we should (or not) be able to do:
- You should not be able to change Hair Color without a Gem Store Item.
- You should be able to change the Hair Style.
- You should be able to change the Hair Accessory Color.
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Could be a simple math, mixing Numbers and Letters:
Provide the answer to this calculation in extense (sorry for poor english):
(8 divided by Two) + 4
The right answer would be “Eight” and not “8”.
This would be low on the priority list, if at all.
I agree it isn’t urgent. I’m happy with the current customization, but I realize it has this fundamental flaw that ANet would greatly benefit from properly addressing.
As a short person, I can say that my hands, my feet, my head, etc. are smaller because I’m shorter.
Yet you’re not proportionately smaller in all parts of the body compared to big people.
Physique (character customization subgroup) should not be body structure – it should be about mass (muscle and fat).
A new subgroup “Body Structure” should be added, allowing you to adjust height, width, etc, essentially allowing you to choose between Tall vs Short (Height), Big vs Small (Scale), and possibly Adult vs Teen (Type).
Right now, you only have Scale.
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I’m telling you, when I played Neverwinter Nights, I was use to Diablo 2, and yet it took me like 1 week to become a “pro” at using over 10 different emotes.
I use them so fast, I didn’t even have to think about it. I’d use them BETWEEN abilities.
Sometimes, depending on the situation, I have the emote typed but I haven’t pressed enter yet just so I can time it perfectly…
That only happens because you have no other option than to type it, so you adapted.
But just test for yourself how fast you can type a 3 key sequence starting with V followed by any combination of 2 keys among:
QWER
ASDF
ZXC (V doesn’t count because it cancels the Emote sequence)
Now remove the need to press Enter (twice, once at the start and once at the end of the slash command)
You can click 3 keys near your left hand so fast it would be impossible not to get the perfect timing
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Would love to have some more feedback. Keep it constructive.
Any further comments?
I would’ve guessed more than 2 players have noticed this…
Would really appreciate some more comments.
Added an improvement to the system, allowing you to decide whether to perform the Emote on your target, or without target.
Any more comments?
Hundred blades is fine. You can’t move so people can easily dodge it.
No idea on pistol whip, I hear it’s stupid OP though.
Hundred Blades is indeed easily dodged, just like the Guardian’s Whirling Wrath.
Pistol Whip is even easier to dodge.
The first hit is single target, takes like 1 second to perform, only stuns for only 0.5 seconds while the “cone multihit” lasts for around 2 seconds.
This means even the one who got stunned can dodge out of the way (tip – dodge TOWARDS the Thief, and you’ll end up behind him/her)
If you get hit by the full brunt of such attacks, you deserve the defeat.
To the guy before me, hundred blades is the many slashes in front of you move, not the whirl.
No.
I specifically wrote (Guardian Greatsword) after Whirling Wrath.
Hundred Blades is the Warrior Greatsword skill, and it is quite similar, except for the fact it only hits in front of you, and hits hardest on the last attack.
Confirm here: http://wiki.guildwars2.com/wiki/Greatsword
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I agree with this.
It wouldn’t be much of a bother to code this.
I’m completely against getting rewarded proportionately to the number of bosses you killed.
When you start a dungeon, you should be encouraged to do all of it.
When someone leaves, the other members are penalized for that person’s absence, therefore, there needs to be a penalty (or reduced reward) to those that leave early.
Here’s how I think it should be:
Let’s say a Dungeon with X bosses and Y side objectives.
- Doing all X bosses and Y side objectives should give you 100% reward.
- Doing less than that should give you reward equal to the % you completed, with a penalty of 10% per boss you missed (skipping side objectives would not penalize you).
Let’s say there are 4 bosses and 0 side objectives.
Each boss is worth 25%…
…if you do 4 Bosses= 4×25% = 100% * 1.0 = 100%
…if you do 3 Bosses = 3×25% = 75% * 0.9 = 67.5%
…if you do 2 Bosses = 2×25% = 50% * 0.8 = 40%
…if you do 1 Boss = 1×25% = 25% * 0.7 = 17.5%
Let’s assume there are 4 bosses and 2 side objectives.
Each boss is worth 20% and each side objective is worth 10%.
Assuming you do 1 side objective (10%)…
…if you do 4 Bosses= 4×20% + 10% = 90% * 1.0 = 90%.
…if you do 3 Bosses = 3×20% + 10% = 70% * 0.9 = 63%
…if you do 2 Bosses = 2×20% + 10% = 50% * 0.8 = 40%
…if you do 1 Boss = 1×20% + 10% = 30% * 0.7 = 21%
In World of Warcraft, there is a reason why doing Vault of Archavon or Baradin Hold, would usually go like this:
- Everyone wants to do hardest boss first to avoid getting saved with a “bad group” and fail.
- Once hardest boss dies, half raid leaves, raid most likely disbands, and all other bosses are essentially skipped.
…and that reason, is that it is worth it – and it shouldn’t!
Often, in the middle of that selfish behavior, some unlucky group/raid members who needed stuff from the skipped bosses are screwed.
With a system that rewards you better the more you do, this would certainly not happen.
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Whirling Wrath (Guardian Greatsword) and similar abilities start doing their multi-hit damage immediately.
Pistol Whip has a start up delay (the single target Stun), wich gives time for secondary targets to get away – if they don’t, they deserve to eat the cone damage.
Furthermore, lag is not an argument, as the game shouldn’t be based around it.
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I see nothing wrong with your idea, and I agree an appearance tab would be far better.
Making the Wells movable defeats the purpose of being Wells.
My suggestion would be making some Necromancer skills apply cripple, snare or knockdown against targets that are hit inside a Well, effectively extending the amount of time such targets spend inside said Well.
[Suggestion] Make Thief CD based profession like everyone else
in Suggestions
Posted by: Nurvus.2891
I agree and disagree.
Thieves need to be tweaked, but so do other professions.
Having EITHER Energy/Initiative or Recharge times is not ideal.
Professions need to have BOTH.
Energy/Initiative is something that, to me, set Guild Wars 1 apart from other MMOs where you just spam a rotation of skills in priority of best to worst.
But Energy alone is nothing.
When you cross Energy with Recharge Times, you create the need to make interesting decisions.
Example:
You have 2 skills. Skill A is ready, but Skill B is recharging in 1 second, and while either Skill is good on its own, they shine when Skill B is used within 3 seconds of Skill A.
It so happens that you will only have enough Energy to chain them together for maximum effect in 6 seconds.
So the question is:
Do you you use one of them in 2 seconds, or do you use Skill A in 4 seconds (giving you a 1 second window to use Skill?
1 – Give Initiative to everyone, but make Thieves both recover it faster and depend it more.
2 – Give Thief skills short but meaningful recharge times
Thief skills would be balanced around the Initiative, and Recharge times would be short enough to feel like a Thief, and long enough to prevent you from simply spamming the “best” skill.
Other professions’ skills would be balanced around the Recharge time, and the Initiative would simply limit how fast they can unleash their arsenal in a short span.
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Get rid of the constant diminishing returns throughout the game!
in Suggestions
Posted by: Nurvus.2891
ChairGraveyard, you don’t kill 100 mobs in 5-6 minutes unless it’s a huge event with waves of mobs and you are severely overgeared (downleveled?).
I do agree the diminishing returns should have a higher treshold, however.
Forrae, I simply feel the opposite.
I really do not want to see defined healing, support or tanking roles.
It makes perfect sense that everyone needs to be able to fight and pose a threat.
It is awesome that in this game you can avoid damage through active abilities (aegis) and maneuvers (dodge), rather than passively (dodge/parry/block stats, miss chances).
You already have quite a few abilities that are supportive, such as those that damage enemies and heal allies in the area, or slow enemies and speed up allies.
Increasing the extremes will just bring the trinity back.
Implement Mounts only if they are a proper money sink as well, and do not make it easy to traverse hostile zones that you would otherwise have to fight your way through.
I suggest the details on how to accomplish this in the 3rd page of this thread.
EDITED: READ PLEASE
WOW apparently my first post was utterly unclear so trying again.
i would like the ability to CHOOSE class at endgame and switch it as i wish so i can one day say “hmm wanna play a necro today” and do that and the next play another class while not having to wasted time lvling and exploring everything again once more.
they added this ability in gw1 where you didnt have to relvl chars to test and play the different classes and this was great in a game where once you actually explored everything you REALLY didnt feel like doing it again with a new char.
think the lvling system is perfect for the first char, but it is utterly horrible for the purpose of relvling new chars. therefore such a system would be really nice to have
I thought you meant having a secondary Profession like in Guild Wars 1.
If what you want is to be able to change Professions like you can Change Specs in WoW, then no. Never. Ever.
Wazabi and Error, I see what you mean regarding the traders.
However, what did you think of making neary every item (of a craftable type) that is sold by NPCs have material costs (just like weapons and armor sold by NPCs in Guild Wars) in addition to a (reduced) currency cost?
A vendor Sword, for example, instead of costing around 80 copper, could cost around 20 copper plus some Copper Ores.
This could help create a bottom ceiling for Ores.
Monsters can be named in a random manner:
- May have a random prefix, such as Great/Furious/Enraged/Crazed
- Normal creature name (Eagle Raptor), or randomly generated name.
The randomly generated name could be either a first name like Shraik, or a composed name like Dreadtalon.
- Lastly, may have a random suffix, such as “the Red Wind”.
The suffix could also, alternatively, be a “The” before the prefix (example: The Great Shraik).
Even though it would be nearly impossible to get the same name twice in a short amount of time, ANet could easily implement a failsafe preventing:
- the prefix from being used again until at least X such “special” creatures spawn
- the name from being used again until at least Y such “special” creatures spawn
- the suffix from being used again until at least Z such “special” creatures spawn
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In my opinion, 2 things should be done to Guild Wars 2, regarding the economy:
1 – Lower the vendor value of Junk items, but create Collectors – NPCs spread across the map that collect specific Junk items, just like in Guild Wars, trading them for useful items. Unlike in Guild Wars, however, what they give you could vary each day: random materials, more currency than the Junk item’s worth, etc.
2 – Incorporate the Trader system from Guild Wars 1.
To do that, you should:
- Add material costs (along the normal cost) to as many item types as possible, including normal and karma gear vendors. Essentially, any item that is craftable – Food, swords, runes, bags – should have an inherent material cost wherever you buy them.
Note: Essentially, only the gathering tools and other “baseline” consumables should be sold exclusively for currency, and even this price could fluctuate according to supply and demand.
- Add NPCs that buy and sell specific types of items (Metal traders, Fabric traders, etc)
- Make the various NPCs in the game fluctuate the prices they sell/buy items for according to supply and demand: the more they have, the cheaper they buy/sell the items for.
- Materials sold by players in the Trading Post below the prices offered by the Material Traders would be “automatically” bought by the Material Traders, essentially preventing prices from getting too low, and would in turn add to the Traders’ “supply”.
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Don’t pretend to guess the future. It’s just as silly as it sounds.
Even if developpers say they aren’t thinking of doing something like that, they may change their minds as time goes, it’s just how things are.
Any good developer must keep an open mind in order to adapt to unexpected results.
Regarding the creatures, they could have a randomized name generator for those creatures, like Rakar the Butcher, and whatnot, or, as I said, not have a unique name, a little how the Troll goes, but soloable, and scaling up with nearby enemies (of that creature).
As for Energy turned into Endurance, no, it wasn’t.
Endurance is for evasive maneuvers.
Energy in Guild Wars served as a way to both allow and limit how fast you can unload your abilities, regardless of their recharge times.
So even though you could make builds with loads of low recharge abilities, Energy would restrain you.
The closest to Energy in the game, is Initiative, wich is exclusive to Thieves, and I think that even if Thieves could keep a unique/improved version of Energy to themselves, the other professions would benefit from something similar, perhaps the SWTOR version of Energy.
I’ve already suggested in another thread that there should be more than 5 skills per weapon type at some point, possibly added through patches and expansions.
However, I did not discuss how it could be made fun, interesting and rewarding to obtain them.
Idea #1 – Weapons with Hidden Skills
If anyone has played Final Fantasy 9 in the past, it would work similarly.
Let’s take Greatswords, for example. Imagine that:
- There are some rare Greatswords, obtained with difficulty, through challenging enemies, dungeons or rare weapon recipes
- These rare Greatswords would have a Hidden Weapon Skill (HWS).
- Any specific HWS might be available through more than one of such Greatswords.
- This HWS is unlocked as long as you have that weapon equipped, and will gain experience from your kills.
- Once you obtain the necessary experience to Learn the HWS, you no longer need to have that specific Greatsword equipped, and will be able to use it with any Greatsword.
Idea #2 – Weapon Masters
Weapon Masters could be scattered and travelling across the world.
Each of these Masters would focus on a single weapon type, and each of them would teach you a single HWS if you beat them using their Weapon of Choice.
So a Scepter Master would grant you a specific Scepter HWS if you beat him using a Scepter yourself.
I think this is something worth being looked at in the near future.
Guild Wars 2 has very beautiful characters and alot of options in character creation.
However, at character creation, if you notice, the characters – specially noticeable in Humans and Norn – seem to have the proportions of a very tall person, no matter how you scale them.
When I want to make a short character, I want the character to look short, not necessarily small.
This means the character needs to retain some of its width; the feet, head, hands, etc need to remain “almost” the same size as if I was big; but the limbs and torso should appear shorter.
What happens now, however, is that when you scale a character down to minimum “height”, you’re actually just making them “smaller” while keeping the proportions intact, wich essentially ends up making them look like “tiny tall people”.
Just look at the legs and feet and you’ll understand.
I know we have the option to increase head size and width, wich is part of the sollution, but alot remains unattended to:
- Hand size and length (wrist to finger)
- Feet height (from heel to ankle) and length (heel to toe)
- Body width (I’m speaking of body structure (bones) here, not the fat/skinny options in Physique).
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I liked something from Guild Wars regarding Multi-Profession.
A Warrior – Elementalist was different from an Elementalist – Warrior.
Some builds could be available to both, but most weren’t, due to the different kinds of armor they used, and how they could only improve their Primary Professions’s Attributes.
In Guild Wars 2, the distinction would be even more accentuated, as Warrior as the F1-F4 abilities; and the armor would be the “Primary Profession-exclusive” features.
A Necromancer -> Guardian would have the Life Force.
A Guardian – Necromancer would have the Virtues.
That said, I would rather they added several professions, such as Dervish and Ritualist.
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I have little against Waypoints.
But as currency-sinks, there are alot better and more immersive options.
1 – Caravans are more immersive than Waypoints.
There could be caravans nearby every village, and you talk to the “leader” to request travelling with them, for a fee.
It would effectively work almost like a Waypoint, with the restriction of requiring you to talk to the caravan leader, rather than teleporting from anywhere.
2 – Mounts are more immersive than Waypoints.
The only problems Mounts create come from their poor implementations.
If you give them Health and make them panic, throw you out and run away when they reach 50%, and become downed when they reach 0%; if you make them require food and water; if you give them realistic movement; if you give them a couple different speeds and an Endurance bar that is spent faster the faster they ride; if you make them require periodic rest as well, the game will become so much more immersive and fun.
3 – Upon Death, random saviors are more immersive than Waypoints.
When you die, you could show up at a nearby villagers’ home.
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Well, Xocolatl, the point is to make Dodge more effective and available more frequently in large scale fights – in particular when you are being attacked by several enemies – so just being around several enemies wouldn’t trigger Tension/Focus.
There could indeed be a trait increasing the benefit from Tension/Focus, but Tension/Focus itself as I described above should be available to everyone.
The effect should be small by default, but enough to make Dodge feel less “inconsequent” in large scale fights.
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Any more comments. I have added a new line.
Thanks, that’s exactly the point.
Any more comments?
Weirwynn, the issue here is how Dodge can seem rather meaningless in larger scale fights.
In 1v1 may be pretty good, or might even be too good, but as the fights grow in scale, Dodge falls into oblivion.
For a recently launched game, I don’t see that as an issue.
The game is very well done.
Has its bugs, has its recycled stuff, but all of the bad things I’ve seen so far are quite minor.
I agree it would be nice if ANet gives as many creatures as possible a unique look, and I believe they will, in time.
Neverwinter Nights and Smite both have an Emote system that I believe to be the best ever created.
It does not require any slash commands or clicking.
It simply has a single “root” keybinding, such as “v”.
You press “v”, and it displays various “subjects”, such as Exploration (e) or Social (s).
At this point, pressing one of the available keys, such as “e” for Exploration, will display options within that subject, such as “e” for “Check the surroundings”, or “f” for “I found something”
So if you press V-E-E in quick succession, you ask nearby players to check the surroundings. This can and will be easily done in a fraction of a second.
Pressing V at any time during this process cancels the Emote and returns your keybinds to their usual functions (such as targetting, combat, movement and panels).
It is so intuitive and easy to use and memorize emotes in this manner, that soon you use emotes instantly, withoutneeding to look or think, even between skills, during a jump, etc.
It truly becomes part of the gameplay and is awesome.
I recommend this to any RPG, MMO and otherwise.
ANet can IMPROVE such system by adding a variable – Shift.
Pressing V would perform the Emote on your target (John waves at Rambo.).
Pressing Shift+V would perform the Emote without target (John waves.).
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There are 2 ideas I think could work reasonably well to fix the issues between large scale fights and Dodge:
1 – After a Dodge, you gain a Boon called Tension for 3 seconds, causing attacks from other enemies (enemies other than your last Target) to restore a portion of your Stamina.
This means in large scale fights, if you are being attacked by various enemies, you will be able to Dodge more often than usual.
Possible restrictions:
- You can only gain Stamina once per enemy, per Dodge (within the 3 seconds). This effect might stack, causing 2 consecutive Dodges to allow you to gain Stamina twice per enemy (within the 3 seconds)
- AoE attacks might not trigger this gain.
- Damage over time effects might not trigger this gain, only the attacks that applied said.
2 – After a Dodge, you gain a Boon called Focus, causing you to take less damage from other enemies (enemies other than your last Target) for 3 seconds.
Note: The idea 1 and 2 could be combined into a single Boon.
3 – Instead of Boons, you could simply regenerate Stamina at varying speeds based on the number of enemies nearby.
This increase in Stamina regeneration could be higher for player enemies and bosses, and lower for lesser creatures.
It could also have a cap.
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With your argument, you could say it’s 5 × 4 + 5 for Elementalists or 2 × 5 + 3 + 5 for Guardians and so on…
..but you know what I meant when I say 10 slots.
I would like to see, with any 1 given weapon, 12 slots or so, where 6 are dedicated to the weapon: 4 for main hand, 2 for offhand.
Possibly in an expansion as the developpers are still dealing with alot of stuff.
Regarding the non-event powerful random creatures, a little like the “named” creatures back in GW, it’s not me complaining about content.
It’s me wanting to see a bit more challenging random creatures out there that mean treasure or death
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I do not want mounts as they are in most MMORPGs.
However, properly implemented, they would be a great addition:
- Mounts don’t magically appear from the shadows. They stay wherever you dismount, and stay there waiting for you.
- The mounts have realistic movement (acceleration, deceleration, turning, etc)
- The mounts are given a health bar, and if they go below 50% of their health, they run away and leave you behind, and if they somehow reach 0% health, they become downed/die.
- The mounts are given a stamina bar, so that their normal speed isn’t amazing, and if you push them to run faster, they will get tired.
- There are appropriate costs to maintaining a mount – food, water, etc.
- The mounts have appropriate mounting and dismounting animations, not a silly “puff”.
This would make mounts less about rushing through content, and more about a realistic, seamless and immersive experience.
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The below could be introduced through patches or expansions, but I really would like to see in the game at some point – sooner than later:
1. Increased Number of Skill Slots
Even though 10 skill slots are better than 8, I would go further and increase them to 12: 6 for Weapon skill, 1 Elite, etc.
2. Customizable Weapon Skill Slots
I think it isn’t farfetched to give each Weapon several skills from wich to choose.
By this I mean that even though you have 5 Weapon skill slots, there could be 8-12 skills available for that weapon, out of wich you could choose 5 to use.
The first would still be restricted to a “no recharge” skill, for wich you could have 2-3 to choose from.
The other slots could be similarly restricted to certain types, so that players cannot just stack a rotational set of skills.
I somewhat miss the full customizability feel of GW1, and this would definitely be a way to bring it back.
3. More Non-Event, randomly spawned Powerful Creatures
I would like to see many more of those, at random places, at random times.
Not predictable and farmable, but surprising and exciting.
These creatures could have unique names, or simply be stronger versions of existing creatures such as those you find in events.
It could be a wandering warrior, and many other things.
However, I’m talking of creatures that are meant to be soloable with great challenge, but gain a stackable Boon for every nearby creature or player.
4. Dervishes, Scythes and Flash Enchantments
Scythes, Dervishes and all their class concepts in Guild Wars were awesome. I really want to see them, hopefully not simply diluted into existing classes, but improved upon.
5. Energy
Energy was really awesome in Guild Wars as it allowed for both burst, and steadyness.
In Star Wars: The Old Republic, they went a bit further and made it so that Energy/Heat/etc recover faster the more you have.
Below 25% it recovers at 25% speed, below 50% it recovers at 50%, below 75% it recovers at 75% speed and from 75% upwards it recovers at 100%.
This made it so that players can spend Energy at a certain pace that keeps it above a certain % to maintain a certain recovery speed.
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The Holy Trinity has always been silly. Players have grown so accostumed to it they don’t even think logically about it anymore.
Pulling and Threat – what sense do they make, honestly?
What makes you think a being would chase you around a corner?
What makes you think a being would ignore those who are hurting him the most just because of your insults?
Any being under attack will either run away, or try to remove the sources of danger – either the greatest, or the easiest to deal with.
Anything other than that is just delusional.
Enjoy a different game for a change.
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