It’s a very bad idea.
It will make personality stop being about flavor, and start being about builds.
Even worse, everytime you change a build from crit to condition damage to healing support, it’ll encourage players to go and “farm” a new personality.
And just like there are players suggesting Dual Specs, there will be players suggesting Multiple Personality Disorder -_-
Yeah, maybe a currency that you use to obtain certain vanity stuff, and the higher the difficulty is scaled, the more of that currency you get
Players shouldn’t feel penalized for having better gear.
This may sound harsh, but, casual players aren’t as dedicated as hardcore players, and as such it’s perfectly understandable that the most dedicated achieve or obtain stuff the casual don’t, at least in terms of vanity.
Could work, but there would need to be some reward for the scaling up.
Preferrably vanity stuff.
Anything that moves the gameplay a little bit away from endless kiting will be a good change.
Dodging/Parrying occasionally instead of being constantly on the move will make the game more immersive, fun and actually more challenging.
Crafting should be account-wide.
The only thing I see as a problem is crafting XP.
The problem in dungeons is the cheesy damage and huge health pools.
You need to “endure” X minutes of “no mistakes” against a brick wall that hits like a truck.
It’s not fun.
Today’s genre?
1 – I’m not one of “today’s genre of gamers”.
The only things I hate about GW2 are those that resemble WoW’s “consumism” mentality.
The things that make me think twice before logging in, are the triviality of certain tasks.
I hate running dungeons. I didn’t have fun the first time I ran any of them.
Why? Because they’re nothing like the challenges I loved in GW1. They’re all like WoW – lots of trash, huge health pools and cheesy damage that reeks of Holy Trinity.
2 – Are you one of “today’s genre of gamers”? You probably don’t consider yourself one. What makes you think there aren’t enough players like you to keep GW2 alive?
I think Endurance should start regenerating faster while standing still for at least 1 second, to stop the bunny syndrome of endless kiting.
By giving better Endurance regeneration while standing still, it doesn’t promote static combat – instead it replaces constant movement with timed dodging/parrying, wich in my opinion is a thousand times more fun than constantly running in circles while casting – something that melee can’t do very well, btw.
At this point I’m pretty sure the skill variants should be stronger than the original skill – but just a little.
So not all drawbacks suggested in this thread would need to apply.
I think crafting should also get some proper revamp to make it more attractive.
It’s so underwhelming right now – most only used to gain XP while leveling.
Essentially, it’s unfair that a player joins a guild and instantly starts benefitting from its bonuses just because it clicks “Represent”.
I can go on a Gathering spree, benefitting from the guild Gathering bonuses, and barely give any Influence to the guild at all, in the process.
Just like you should be able to play in a group of 5 warriors, so should you be able to play in a group of 5 necromancers and so on.
Penalizing 1 type of damage and not the other is unfair.
Made a meaningful update to the suggestion, including concerns regarding Burning and Poison, and making the suggestion more readable.
Ascended gear won’t be a necessity.
Bad players will still fail even if they have Ascended gear.
Good players will succeed even if they have Exotic gear.
I agree the cap is problem and this sounds like a viable solution. For poison and burning I think you can use the same formula presented for bleeding here. Partial duration and partial damage stacking. Even if it creates some OPnes for condition damage builds Anet can still tweak the numbers on the skills to fix that. Whats important is that damage is not limited in any way no matter what build and class combinations you use. Anet said it themselves that it should not matter what build or class you play together it should always be viable. Going into a dungeon with more then 2 people on a condition build is not viable (the same for WvW etc). Direct damage builds don’t have this limitation and thats unbalanced.
This suggestion is only for effects that stack Intensity and have a variable amount of damage based on stats – such is the case of Confusion, Bleed, and Regeneration.
However, while I think Poison and Burning should still only stack duration, I think it’d be fair if each player has its own stack:
- 3 players applying poison/burn result in 3 stacks of poison/burn dealing damage simultaneously = higher damage per second
- Each player’s poison/burn only stacks in duration.
- The poison’s 33% heal reduction does not stack.
Btw whats the difference between dealing 3k damage up front or 500 upfront and 2500k bleed? If you do either 5 times on a 15k player and he does nothing he is dead. The attack with the bleed is susceptible to al the counters that work against the direct damage the difference is that the Dot can still be removed. Not to mention it works slower so you have more time to react or recharge skills that might save your life. So even without a cap an equal damage Dot is always weaker then its direct damage equivalent. Your only advantage is that its armor ignoring. But the direct damage against a lower armored opponent will be higher while the bleeds stay the same. So that part balances out.
That is precicely my point. There is no advantage DoTs have that makes them deserve a cap or nerf.
In fact, there are only disadvantages.
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except I’m suggesting Orb to be 2handed… not offhand, not dual wield – two-handed.
Scepter sends an energy orb.
I’m talking about a real orb made of crystal, and some skills involve the orb becoming surrounded by an effect.
Might be crafted with Jewelry or Artifice.
That’s like saying “sword is basically an axe tbh”.
Guardian Orb auto-attack would actually be the orb flying against the enemy surrounded in holy energy or fire.
Elementalist Orb would vary with the element – earth could be orb burying and then rushing upwards at the enemy location, stuff like that.
Nah.
ANet should implement Javelins (equivalent to GW1 Spears), wich would be available to Warriors and Rangers for dual wield and Guardians for main hand.
Javelins would be one-handed ranged weapons.
They should also make Spears usable in Land, by guardians and warriors, as melee weapons.
Finally, give Guardians and Elementalists an Orb – two handed ranged weapon.
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I’d like to be able to see the following information about each member:
- Influence contributed so far. Can be abreviated with a K when it reaches the thousands, and M when it reaches the millions xD
- Last time online & representing
- average time online & representing per day in the last week
There’s not 1 boss in GW2 dungeons that I like.
My feelings on GW2 dungeons are exactly what the OP quoted.
I’m playing on faith. I have fun in the world, doing events, socializing and cooperating.
Mostly having fun leveling characters and learning the professions while hoping that ANet will come around and stop balancing dungeons around insane health + 2-shots.
You know what a buckler is?
Alot of gauntlets have bucklers incorporated.
If you can imagine boxing with armor, then you can imagine using 2 shields.
moose, if obtaining Legendaries was all about skill & dedication (time), rather than insane farm, wealth and luck, then I would totally agree they should be the best weapons, because you would deserve it from your proven skill and dedication.
As they are right now, however, you don’t prove anything by obtaining them, and as such it’s unfair that you would get gear that is superior to others purely because you’re richer, have no life, or are super lucky.
Think of the Zaishen Elite and Hard modes in GW1.
Think of all the toughest challenges games out there can provide.
If Legendaries required something like that – if they were some sort of super achievement – then you’d deserve them to be extra powerful.
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By the way, I edited my posts while you were replying to them, it seems.
Might be worth reading them again as I may not have been fully clear at first try.
It doesn’t matter how widespread they are.
Not 1 player should be entitled to have an item that is simply better than the rest, when all it takes to get that item is insane wealth or luck – specially when you can buy wealth with real money.
That said, as I wrote above, Legendaries should have perks.
Stuff that makes you feel great about having them.
Skin alone seems lackluster.
If you can change its stats whenever you want (kind of how you change Major Traits); or if it has some unique bonus or effect; or if it adds some extra spice to your combat animations, kind of like enchantments in WoW, it would be perfect.
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Let’s get this straight:
- Getting legendary weapons is about wealth and/or luck. More wealth gives you more shots at being lucky.
- All it takes for Legendary weapons to ruin the game is being 1% better than the next best thing.
Why?
Because the best equipment establishes the standard for competition.
Pretending it not to be the case is just denial.
Having 5% of the players being better than you because they’re richer or luckier is a ridiculous design philosophy.
If I want to play with OP legendaries I’ll go back to WoW.
But I won’t.
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I would also enjoy that as long as when you are “up leveled” in some zones. WvWvW, or the new monthly events, the pet stays at your “real” level size.
Well, I think it shouldn’t just be the size.
Compare Juvenile Marsh Drake, with Marsh Drake and Veteran Marsh Drake.
Most creatures have different models for juvenile, normal and veteran.
It should be used for pets as well.
The size of my pet is what I care about the least, though I wouldn’t mind it growing a little – just a little, like 25% tops.
First I have to say there should totally be Epic Red.
Secondly, Legendaries should NEVER become clearly better than the rest.
It WILL destroy the game.
It will make the game Pay to Win because whoever is rich enough to throw money into the gem store will get the Legendary and have an edge over everyone else.
Legendary weapon “perks” should be:
- the skin,
- the accomplishment,
- either:
a) instead of stats, give them a special effect (proc, or something of the sorts)
or
b) let you change it from Berserker to Knight to Carrion to Valkyrie, etc, whenever you want (outside combat), instead of having to transmute.
You will never feel satisfied as long as all you care about in the game is more stats.
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I agree pets shouldn’t remain juvenile forever.
I say 3 “stages”.
Lv1 -> Lv40 -> Lv80
Lv1-39 is Juvenile
Lv40-79 is Adult
Lv80 is Dire/Greater
I think the chain shouldn’t be so streamlined.
It’d make more sense if it was a mix of grinding, farming and questing.
- You get fragments of a recipe from all over the world, in a challenging – not grinding – way.
The challenge should involve jumping puzzle, and/or an event that scales properly the more people participate, to avoid making it something easily done with a group.
It should require skill. - Once you have all the fragments, they combine into the recipe for the legendary precursor.
- Sacrificing exotics in the mystic forge get you a rare material of wich you require multiple to craft the precursor – instead of giving you a stupidly tiny chance to obtain the full precursor.
- Once you have the precursor, a certain NPC scholar will show interest and give you insight on an ancient craft, sharing his knowledge towards obtaining the necessary information.
- The clues take you to tougher challenges than the precursor, and help you obtain some unique materials that along with a bunch of crafting materials allow you to craft the weapon in them mystic forge.
It must require dedication (thus the grind/farm), but also skill.
Essentially, a properly used shield is a fist weapon as well
This kind of thread comes up over and over again, and I find myself having to educate all the misinformed theorycrafters.
To Olba and the others, I’ll clarify:
- In GW2, DoTs don’t get refreshed.
They don’t keep adding and stacking and refreshing duration indefinitely (more on that below).
So when Olba says “Also, by removing the cap, you’re allowing the bleeders to basically increase their damage indefinitely, thus taking away indefinite amounts of contribution from the non-conditioners.”, he has no idea what he’s talking about.
Each stack is an individual DoT (damage over time effect) – It has its own damage and its own duration.
If you put 5 stacks for 100 dmg over 10 seconds and 5 seconds later you put 3 more stacks for 60 dmg over 10 seconds, here’s the numbers you’ll see:
10 – 10 – 10 – 10 – 10 – 16 – 16 – 16 – 16 – 16 – 6 – 6 – 6 – 6 – 6
Essentially, The first stack of 5 has a 10 second duration that will NOT change, and so those 5 stacks will fall off after 10 seconds, leaving whatever is left. - Damage over time (DoT) can be prevented in every way that direct damage (DD) – can be blocked and blind will make you miss. However, unlike DD, DoTs take time to deal their damage, and can be outhealed or removed before dealing their full damage.
- A DoTer isn’t stronger than a DDer, wich completely invalidates all that bullkitten about condition damage becoming out of control if the cap is removed.
Now, to the OP:
- The cap can’t be removed just like that. It would cause server issues, due to the fact stacks are handled individually.
- The real sollution is presented in this thread:
https://forum-en.gw2archive.eu/forum/game/suggestions/Sollution-Condition-Stacking/first#post656275
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I agree with that too, BrunoBRS.
Didn’t know it wasn’t the case. Kind of silly xD
Not everyone plays 4 hours.
So I suggest a 3 hour cycle instead of 2.
First thought is 60 night and 120 day.
But maybe it should be 80 night and 100 day.
I made a suggestion that is actually fair for everyone in one of my threads.
Can’t be bothered finding it now.
Here’s a reiteration:
Idea #1 – When attempting to gather a node X tiers below your tool, you have a X% chance per Tier difference to spend 0 charges/durability
Idea #2 – Implement Whetstone:
You shouldn’t have to carry a handful of mining picks, sickles and axes.
You should be able to carry one of each, and then carry Whetstones to “repair” the Tools as you wear them out.
Tools would have 100 Durability per Tier (600 for Orichalcum Tool).
As long as you’re using a tool of the minimum Tier required:
Orichalcum would spend 6 Durability -> Orichalcum Tool has 600 Durability
Mithril would spend 5 -> Mithril Tool has 500 Durability
Platinum would spend 4 -> Darksteel Tool has 400 Durability
Gold would spend 3 -> Steel Tool has 300 Durability
Iron and Silver would spend 2 – > Iron Tool has 200 Durability
Copper would spend 1 -> Copper Tool has 100 Durability
Considering the above, gathering the material appropriate for your tool would use up the tool as fast as it does now.
The only difference would be when trying to gather nodes below your tool’s tier.
Not enough Durability
If you have 17 durability left, and attempt to gather an Orichalcum Node, you spend 6+6+6=18, so you will get 2 Orichalcum Ores (not counting bonuses) and your third gathering will result in ruined metal.
Gathering above your Tool Tier
When trying to gather a node X Tiers above your Tool, you should be able to, but you’d spend X+1 times as much Durability.
So if you have an Copper Mining Pick (Tier 1)and try to gather Gold (Tier 3), since Gold is 2 tiers above Copper, your tool loses 2+1 times 3 Durability = 9 Durability
If you tried to gather Orichalcum with a Copper Mining Pick, you’d lose 6 * 6 = 36 Durability per “tick” = you’d break the tool after 3 “ticks”, and you’d only manage to gather 2 Orichalcum Ores – the third would be ruined because you didn’t have enough durability on the tool.
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Gerroh, I agree with most of your concerns.
For example, if you make a male norn with the big hulk-ish body, shoulder armor clips your shoulders.
However, the issue may not be as bad as you think it is.
There is an issue with preview, where sometimes the textures from the armor you were using pass onto the armor you’re previewing, creating some “wrong” looks.
Sometimes, what you have to do is “clear preview” on the item that shows buggy textures, and preview again.
I saw this when trying to see sylvari cultural armor, both on my human and on my sylvari characters.
I just want to be able to cast on mouseover, without even picking a target.
I hover my cursor over a target, I press the keybind, and skill activates. No target acquiring needed.
Affiliation is irrelevant. We’re talking about races.
A risen giant is a risen, but also a giant.
They fight like giants with a risen twist, are killed like giants with a risen twist.
Same deal with other risen races. Risen races. Get it?
And all this technical talk is needless.
This thread is about doing what ANet said they wanted you to do: play wherever you want.
They made downleveling.
But then they force you to get out of Orr to complete daily?
People like you pollute threads needlessly for the sake of discussing technical bullkitten, when the goal is something as simple as not getting screwed out of daily achievements just because you’re in an Orr zone.
Other zones do not have this issue.
I just want to hear simple grunts, shouts, screams, roars, etc.
I find it ridiculous that enemies speak entire sentences as they die or (n)pc’s perform some random action…
I am against this. If you are making a legendary weapon, it should only be because you like the skin on it, not because it grants you additional stats/ advantages over normal weapons. Doing so would move legendaries into a tier higher than exotics, causing a gear treadmill that will never end if the trend of added “benefits” for higher tier weapons keeps going.
Wow, some people love to flame.
You didn’t even read the OP.
He isn’t suggesting a higher tier of stats.
He’s suggesting that you get to “skip” transmutes when going for a different set of stats. Essentially, you’d be able to switch from Berserker to Knight to Carrion without having to transmute an exotic.
How is that unfair?
Note: You can keep to yourself the suggestions to disable voices.
Can I play the game without hearing a joke every 15 seconds?
Just give me some normal audio remarks, please…
I want an option to disable the silly remarks, memes and references to movies/games.
“Urge to kill rising.”
“You got me.”
“I’m so stunning.”
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Some people in the forums just disagree for the sake of disagreeing – it’s despicable.
ANet implemented Downleveling so that you can play wherever you want to – not so that you are forced to go to different areas.
Furthermore, crafting materials are zone-specific – you can’t get Orichalcum in Caledon Forest or Queensdale.
The arguments that defend the current system are pitiful.
A giant is a giant – a risen giant should still be a giant, or count as whole new race: risen giant.
I agree.
We should also have a symbol describing what kind of material each armor portion is.
So you’d have something like this in the Dye Mode:
[M][C ]
[L ][M ]
M = Metal
L = Leather
C = Cloth/Vibrant
I have to agree with Caedmon.
GW1 was a multiplayer online rpg, GW2 is a massively multiplayer online rpg.
Anything that encourages soloing should not be implemented. It ruins the community, and MMOs only survive with a rich community.
You should gain bonuses for assisting other players.
I mean, everytime you revive a downed player, you gain a +1% MF/XP/Gathering bonus for 10 minutes, stacking up to 5 times.
Assisting players by attacking the same target should also mean something, like extra chance for loot on that enemy.
I still think that the weapon in the attached picture should have been used as the Charrzooka; not simply a ridiculously long rifle that has horrible clipping issues.
+1
It’s a “zooka” not a “rifle”, and as such should be held like a bazooka, and the skills should have bazooka animations.
For those who don’t know how a bazooka is handled, it’s handled over the shoulder as depicted in the image.
I challenge ANet to make Centaur playable.
Now that’d be something refreshing in the MMO world.
I think there could be some drawback skills in the Guardian’s arsenal indeed, for the sake of activating that otherwise useless trait.
I’m just not sure I agree on Quickness being one of the possible effects, but might work.
I think one skill could be:
Burning Spirit – Meditation – Activation: Instant – Recharge Time: 30 s
Convert the conditions you are suffering from into boons.
You begin Burning.
Self Burn: 5 s
Note: Contemplation of Purity Breaks stuns and has no drawback
Guardians might even get a “Holy Vengeance” skill that duplicates the Guardian’s conditions onto nearby enemies.
“I’m poisoned? So shall you!”
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Furthermore, since you spend Respect for each bonus individually, you can still have multiple guilds, and buy the PvE bonuses on guild A, gathering bonuses on guild B and PvP/WvWvW bonuses on guild C.
So I think it wouldn’t ruin anyone’s situation.
It would just make it matter to stay loyal to a guild.
I think it might also make sense if Parry interrupts multi-hit melee skills.
My thinking is this:
- When you Dodge, you get out of the way, effectively avoiding the whole multi-hit attack.
- This doesn’t affect projectile attacks in the same way as they “home in” on you.
- When you Parry, you could disrupt the melee skills used against you, interrupting them.
- This might only work in the first 0.5 seconds of Parry, assuming the idea of Parry becoming less effective as time passes.
I made a suggestion that makes it extremely valuable to stay loyal to a guild:
https://forum-en.gw2archive.eu/forum/game/suggestions/Guild-Concept-Respect/first#post604959
Essentially, whenever you earn Influence towards guild A, you gain Respect within guild A.
In order to benefit from a guild’s bonuses, you would need to buy your right to benefit from them by spending Respect.
This right would have a duration, and you’d pay for each bonus individually.
This way, simply “representing” a guild does not automatically earn you the right to benefit from its bonuses – you also need to contribute enough Influence.