Showing Posts For Nurvus.2891:

True Progression - Skill Variants

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

Anyways, the variation should be limited, to ensure a weapon is always able to enforce it’s specific purpose, such as damage and CC conditions on a Necro scepter. However, i also believe that variation should move to even new skills as long as they forfill slimier role to the alternatives. At the vary least we should be able to fine tune our skill bars to our playstyles.

I disagree with the underlined bit.
I think that currently, Trait choice is too tied to specific Weapons, wich kind of defeats the purpose of customizability.

Giving -some- Greatsword skills Burning, would make it a possible weapon for both Zeal and Radiance builds.

Ofcourse, weapons that focus on condition damage, might get variants that exploit that further, but I think forcing 1 weapon to be the “normal damage” or “condition damage” is a bad idea.

Expansion Concepts

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

Yeah, but since Shrouds wouldn’t usually last the 10 seconds – you’d sacrifice them before that – the recharge doesn’t need to be high.

Roleplaying Suggestions

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

  • Suggestion #1 for roleplaying – remove automated dialogues
  • Suggestion #2 for roleplaying – implement Neverwinter Nights’ Emote system
  • Suggestion #3 for roleplaying – remove waypoints from the game
    That’s right. With waypoints there will never be proper roleplaying. They’re insane immersion breakers.
    And so are zone transitions.

Sugestion about antistealth skills

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

Give Guardians a skill that unsummons enemy pets and turrets and increases their cooldown by 15 second cooldown.

Give Mesmer a skill that steals active enemy skills.

We could go on suggesting skills that destroy other professions.

Expansion Concepts

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Posted by: Nurvus.2891

Nurvus.2891

I suppose Shrouds could have a cast time and variable cooldown, between 10 and 15 seconds.
Piety would be instant but have a 1 second cooldown.

Expansion Concepts

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Posted by: Nurvus.2891

Nurvus.2891

I was just thinking about Mesmer, wich is probably the closest in concept.
Mesmer has at least 2 Illusion skills per weapon set (1+ clone(s), 1 phantasm), and has more Illusion skills as Utility.
So that’s a decent parallel to the Shrouds.

Unlike Mesmer, however, each attack empowered by Piety only tearsdown 1 Shroud.
If you use Piety 3 times in a row, your next 3 attacks remove 1 shroud each (as opposed to removing 3 shrouds with 1 attack).

This way there is no need for a Shroud limit.

I had first tought about icons beside the boons like the Elementalist Attunements, but your idea is better, since there’s room for it.

However, it can’t just be a counter like the Mesmer.
It needs to be an Icon of the Shroud itself because you need to know the order in wich you activated Shrouds, because they will be “toredown” in the reverse order like in GW1.
So if you use AoThorns -> Conviction, you remove Conviction then AoThorns.

This is also good to discourage stacking a gazillion Shrouds, since they will start falling off before you get to tear them down with Piety.

To further prevent stacking, all Shrouds, and maybe Piety as well, would share a 1 second cooldown, like in GW1.
So they’d be instant like shouts, but you can’t click 6 keys simultaneously (F1, 2 weapon, 3 utility) because when you press F1 or a Shroud, you need to wait 1 second before pressing F1 or a Shroud again (but you can use other skills during that second).

The Icons would need to be small enough to anticipate the worst case scenario:
- 3 utility shrouds
- 2 shrouds from weapon set #1
- 2 shrouds from weapon set #2
= 7 small icons beside F1
—-

Dervish Elite Skills would be a bunch of different Avatars (as an expansion, this assumes other professions also get enough new Elites to make it fair in terms of numbers).
However, it wouldn’t be Avatars of the 6 gods.
My idea of Dervish for all races would need to abandon the gods and focus on the principles BEHIND the gods.
So instead of Avatar of Grenth, it’d be Avatar of Death; instead of Avatar of Lyssa, it would be Avatar of Chaos; instead of Avatar of Balthazar, it would be Avatar of Flame/Wrath/War; etc.

(edited by Nurvus.2891)

Expansion Concepts

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

Let me first say that I completely agree some Shrouds should be available as Utility Skills.
However, nothing about them indicates they shouldn’t be Weapon Skills.
I think each Weapon Set should have 2 Shrouds:

  • mainhand = 1 shroud; offhand = 1 shroud
  • 2-handed weapon = 2 shrouds

In GW2, plenty Weapon Skills have similar effects to Utility Skills.

Guardian Greatsword has Leap of Faith, a gap closer that deals damage and blinds.
Guardian Utility has Judge’s Intervention, a gap closer that burns nearby enemies and breaks stuns.

Symbols are only available as Weapon Skills, and yet they deal damage to enemies while granting Boons to allies.

What I am suggesting for Shrouds is very similar.
Let me give the example of GW1 Dervish ENchantments and their respective conversion to GW2:

  • Aura of Thorns GW1 – Flash Enchantment Spell. (30 seconds.) Initial effect: inflicts Bleeding condition (5…13…15 seconds) on nearby foes. End effect: inflicts Crippled condition (3…7…8 seconds) on nearby foes.
    - Aura of Thorns GW2 – Weapon Skill. Shroud. (10 s.) Initial effect: inflicts Bleeding condition (X s) on nearby foes. End effect: inflicts Crippled condition (Y s) on nearby foes.
  • Eremite’s Zeal GW1 – Enchantment Spell. (10 seconds.) Initial effect: you gain 1…3…3 Energy (maximum 8 ) for each foe in earshot. End effect: you gain 1…3…3 Energy (maximum 8 ) for each foe in earshot.
    - Eremite’s Zeal GW2 – Utility Skill. Shroud. (10 seconds.) Initial effect: you gain X Endurance (maximum Y) for each foe in earshot. End effect: you gain you gain X Endurance (maximum Y) for each foe in earshot.
  • Dust Cloak GW1 – Flash Enchantment Spell. (30 seconds.) Your attacks deal earth damage. Initial effect: deals 10…34…40 earth damage to adjacent foes. End effect: inflicts Blindness condition (1…3…4 second[s]) on adjacent foes.
    - Dust Cloak GW2 – Weapon Skill. Shroud. (10 seconds.) Initial effect: deals X earth damage to adjacent foes. End effect: inflicts Blindness condition (Y s) on adjacent foes.
  • Enchanted Haste GW1 – Flash Enchantment Spell. (7 seconds). You move 25% faster. Lose 1 condition if this enchantment ends prematurely.
    - Enchanted Haste GW2 – Utility Skill. Shroud. (5 seconds). Initial effect: gain Swiftness (5 s). End effect: Lose 1 condition.
  • Conviction GW1 – Flash Enchantment Spell. (10 seconds.) Gain +10 armor while conditioned. Gain 1…3…3 Health regeneration for each condition you have. End Effect: Remove 1…2…2 condition[s].
    - Conviction GW2 – Utility Skill. Shroud. (5 s.) Initial effect: Gain X armor while conditioned and gain Regeneration (5 s) for each condition you have. End effect: remove 1 condition.
  • Grenth’s Aura GW1 – Flash Enchantment Spell. (20 seconds.) You deal 5…21…25 less damage and steal 5…21…25 Health when you hit with a scythe. Initial effect: steal 5…21…25 Health from all adjacent foes.
    - Death Aura GW2 – Weapon Skill. Shroud. (10 s) You deal X less damage and steal Y Health with each hit. End effect: steal X health from all adjacent foes.
  • Heart of Holy Flame GW1 – Flash Enchantment Spell. (30 seconds.) Your attacks deal holy damage. Initial effect: deals 5…25…30 holy damage to nearby foes. End effect: inflicts Burning condition (2…4…5 seconds) on nearby foes.
    - Heart of Holy Flame GW2 – Weapon Skill. Shroud. (10 s) Initial effect: deals X damage to nearby foes. End effect: inflicts Burning (Y s) on nearby foes.

No more soulbound

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

Read this:
http://wiki.guildwars2.com/wiki/Legendary_weapon

It says Legendary Weapons become Accountbound even though they say Soulbound on Use.

I went back in time and solved your problem before you had it!

Tips/Classes/Builds/Whatever on Beating Bunkers

in Guardian

Posted by: Nurvus.2891

Nurvus.2891

First off, if you build for simple straight-forward damage, you deserve to be beaten by simple straight-forward defense.

Onto the discussion: Bunker is a build that doesn’t do that much damage, and depends on boons.

A list of effective tools against Bunker:
- Poison (do damage and lower their healing)
- Chill (makes their skill cycle harder to perform)
- Interrupt (Heal)
- Remove Boon
- Convert Boons to Conditions (check-mate)

(edited by Nurvus.2891)

Thief Tradeoffs? Dev's im looking at you >.>

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

Wait, let me get this straight.
You come to the Suggestions Forum to:

  • say you accept a nerf to Backstab if other weapon sets get a buff.
    Essentially you’re saying you’d stop playing dagger.
  • complain about skills that don’t work the way you want them to.

Where’s the suggestion?

Go make this thread in the Thief forum, and for the love of kitten stop sinking the suggestions from the suggestions forum with these complaint threads.

(edited by Nurvus.2891)

Expansion Concepts

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

I suggested only 2 of them would be Shrouds.
Again, you seem to be implying Weapon Skills can’t be similar to Utility skills, or can’t have more than X non-damaging skills.
Actually, the Elementalist’s Water Attunement with Staff has 3: Geyser , Frozen Ground and Healing Rain

Guardians also have plenty of non-damaging Weapon Skills.
Guardian Hammer’s Ring of Warding
Guardian Staff’s Line of Warding and Empower
Guardian Scepter’s Chains of Light
Guardian Shield’s Shield of Absorption

There’s something very important you seem to be disregarding:
Most Shrouds in GW1 deal damage in their Initial and/or End effect(s)!

How is it any different from Guardian Greatsword’s Binding Blade
You activate it, dealing some damage, and setting up the Pull, with a 10 second duration – the same I’m suggesting for Shrouds.

Similarly, Shrouds’ first activation sets up the Shroud in order for you to sacrifice it with Teardown attacks.

I only suggested Dervish because I’m pretty confident it doesn’t clash with GW2 systems or mentality.

Ritualist also uses types of skills that exist in the game, but in a very unique and synergic way.

(edited by Nurvus.2891)

Expansion Concepts

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

You have the wrong idea
Dervish Enchantments aren’t enchantment-like effects.
They were called Enchantments in GW1 for the purpose of Enchantment Removal, but that is unnecessary in GW2.

Dervish Enchantments/Shrouds are more similar to:
- Thief Venoms,
- Ranger Sharpening Stone,
- Mesmer’s Chaos Armor,
- Elementalist’s Arcane Shield
- Necromancer’s Spectral Armor

That’s why I renamed them Shrouds – to further distinguish them from the concept of enchantments in GW1.

  • Most GW1 enchantments do not have an initial or end effect; but always have ongoing effect.
  • Dervish enchantments are the opposite – they all have initial and end effect; but rarely have ongoing effect – and when they do, it’s usually just changing your weapon damage to an elemental type.

The duration of the Dervish enchantment/Shrouds is there only to give you a window of opportunity – it serves as a compromise between Shrouds and Teardown Attack Skills.

Essentially, you’d see an “buff” Icon, indicating you have a Shroud ready to be Teardown’d, and that when it ends, the Shroud’s End Effect will trigger.

(edited by Nurvus.2891)

Expansion Concepts

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Posted by: Nurvus.2891

Nurvus.2891

Replacing the rich and unique concept of the Dervish with a simple “add Scythe and skills with extra effect on boon removal to Guardian” is butchering the whole concept of Dervish.

Dervish mechanics are very specific, and awesome because of it:
- Their enchantments have an initial effect
- Their enchantments have an end effect
- Some of their enchantments have an ongoing effect
- They have several weapon skills that strip their own Dervish enchantments to produce extra effects.
- In the process of stripping those enchantments, they trigger said enchantments’ end effects.

Now, let me make it clear that GW2 barely has something similar to Enchantments.
Boons aren’t the equivalent of enchantments – they just replace & streamline the popular mechanics of GW1 -> Regeneration, Damage, attack speed, movement speed, etc.

The Shrouds I suggested for Dervish, would be the effect that lingers for X seconds, for the sake of being sacrificed by the Teardown attack skills.

Take the Shroud equivalent of Aura of Thorns from GW1.
Initial effect – Bleeds nearby foes
Ongoing effect – does absolutely nothing for 10 seconds
End effect – Cripples nearby foes

Example of Teardown attack skill – Twin Moon Sweep:
Lose 1 Shroud and gain X Health.
Attack deals Y damage.
If a Shroud is lost in this way, you cannot be blocked, strike twice and Heal an additional Z.

That means Aura of Thorns -> Twin Moon Sweep causes you to:
- Bleed nearby foes
Then:
- Cripple nearby foes (due to Twin Moon Sweep ending the Shroud)
- Gain 2x X health
- Deal 2x Y damage
- unblockeable

AEGIS art is silly...

in Guardian

Posted by: Nurvus.2891

Nurvus.2891

Do you know what a buckler is?

You have the wrong idea if you think 2-handed weapons do not allow you to use Shields.
That’s a concept introduced by games.

I like the current Aegis vfx, and ANet doesn’t have to change it.
But if they make it something else I won’t complain either – as long as it makes sense.

Whats a glass cannon Guardian?

in Guardian

Posted by: Nurvus.2891

Nurvus.2891

I think Burning is only good for the traits that increase your damage against burning targets (Zeal) and increase your damage based on the number of conditions the target has (Radiance).

If you get Might stacks on you, it will improve your condition damage.
Guardians don’t get ways to apply Burning on crit.
The only way to keep Burning up is to invest alot of points into Zeal, using multi-hit skills like Greatsword Whirling Wrath, Sword Zealot’s Defense and Auto-attack Chain (3 hits on 3rd attack for a total of 5 hits per chain), and perhaps getting the burn every 4th attack trait in Virtues.

I think you sacrifice too much for the reward it gives.

Investing into condition damage gear isn’t a very good idea.

Change the 25 bleed stack limit

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

critickitten, can you show the math that supports your overpowered theory?
No, you can’t.
I’ll tell you why with 2 important facts:

  1. Each stack of a condition/boon has an individual duration AND effect (damage, healing, etc)
    This means if you apply a 100 damage over 10 second bleed, and 5 seconds later I apply a 200 damage over 10 second bleed, your bleed will deal 50 damage over 5 seconds, then our combined bleeds will deal 150 damage over 5 seconds, then your Bleed falls off and my Bleed will deal the remaining 100 damage over 5 seconds.
    In case it wasn’t clear enough, this means you do NOT stack condition damage infinitely, because the old stacks start falling off as their durations end.
  2. Condition damage isn’t stronger than direct damage, is prevented in the same way as direct damage and unlike direct damage can be cut halfway by condition removal.

I hope enough of you people defending the ridiculous condition damage system read these 2 important points and stop flooding these forums with your grossly uninformed opinions.

The only legitimate purpose the boon/condition intensity cap has is server performance.

A sollution that has none of the aforementioned problems can be found here:
https://forum-en.gw2archive.eu/forum/game/suggestions/Sollution-Condition-Stacking/first#post541536

(edited by Nurvus.2891)

[Sollution] Condition Stacking & Boons

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

There you go again saying it’s fine to do less as long as you get the reward.

Let’s get a few things clear:

  1. DoTers don’t do more damage than direct damage dealers.
  2. DoTs can be prevented in the same ways direct damage can.
    The Warrior can waste his best damage skill by getting blocked/blinded/interrupted?
    So can DoTers.
  3. Unlike direct damage, DoTers can also get their damage removed halfway.
  4. Unlike direct damage, DoTers get a cap.
  5. In case you don’t know, a single DoTer can reach 25 stacks.
    So a Ranger can get your Supreme Bleed on his own, and see big numbers.
  6. You made no valid argument against my suggestion, since it…
    - doesn’t promote personal big numbers;
    - doesn’t ruin ANet’s ability to track contributions;
    - and doesn’t strain the server
    …while making everyone ABLE to contribute all their damage potential to the group.

I like your idea of Superior Bleed as some extra fun addition to the game.
What I’m trying to say is that it does NOT fix the current issues with Condition Damage…

It doesn’t matter whether I can get Gold in Events or Win WvWvW and sPvP despite my condition damage being limited by a cap.
I want everyone to be able to fully contribute with all of their damage, regardless of whether they are direct damage dealers or condition damage dealers.

I want to know that all my DoT skills that actually hit their target(s) are doing their job, not getting blocked by a stupid cap that doesn’t apply to direct damage.

Oh, and by the way, my main is Guardian.
I don’t focus on condition damage on my Guardian.
However, that doesn’t stop me from noticing how unfair the condition system is.

(edited by Nurvus.2891)

Pets & Turrets no longer count for loot tagging

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Posted by: Nurvus.2891

Nurvus.2891

I think turrets and pets should count as long as their owner personally attacked something in the last few seconds.
Because it’s not uncommon for a skilled Ranger to attack target A and send pet to attack target B.

If ANet doesn’t want that to be possible, make pet always attack your target no matter what.

[Sollution] Condition Stacking & Boons

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

You get the wrong idea.
Even though I suggest that each stack belongs to 1 player, it would still be a single Bleed, and the damage dealt by the Bleed would be the combination of all stacks.

So the numbers I see would not be only mine, but from everyone who contributed with a Stack.

What I am suggesting, is precicely that teammates don’t screw each others’ damage due to a stupid cap.

Your suggestion – I’ll say once again – doesn’t account for the fact that the Superior Bleed doesn’t allow ANet to track who is dealing how much damage.
This is important due to Event contribution.

If you check any thread that suggests Recount Addon, I am against it, so attacking me by saying I want to see big numbers is very inappropriate and ineffective as well as proof you didn’t read my suggestion properly.

I am worried about the game being fair to everyone, no matter what build they use.
Players using direct damage get no cap to their damage.
Players using condition damage do – that’s stupid.

It feels like you’re saying it’s fine that I do 50% damage since I get loot anyway.
That makes no sense.

My suggestion makes condition damage fair for everyone.
You should try reading it properly.

[Sollution] Condition Stacking & Boons

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

Seriously?
Currently you get up to 25 separate dot stacks.
You know they’re separate, right? They all have individual durations and damage.
That’s why GW2 can track exactly how much damage YOU dealt with your conditions.

The current stacking system only makes sense if GW2 boons and conditions worked like GW1 – same effect for everyone.
But they don’t, because of stats like condition damage and healing power (Regeneration).
So the current stacking is pointless.

Any system that tries to add something on top of the current stacking system will suffer as well.

My suggestion still lets GW2 track exactly how much damage YOU do.
It still gives a decent cap (25 stacks) that prevents server problems.

Your idea would make it impossible to know how much damage YOU dealt, because your damage got “merged” into a huge Superior Bleed.

Please bring end game gears progression to the game

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Posted by: Nurvus.2891

Nurvus.2891

[Sollution] Condition Stacking & Boons

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

Still the condition damage dealers are limited in several ways that direct damage dealers are not.
This thread suggests an intuitive, nearly flawless sollution.
The more constructive criticism and input is given, the better the chances are that a proper sollution reaches the eyes of ANet.

Change the 25 bleed stack limit

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

Olba, your point is irrelevant.
- Each individual direct damage dealer can do as much or more damage than each individual condition damage dealer.
- The direct damage is dealt upfront, while the condition damage takes time.
- The direct damage is unpreventable after it hits you, while the condition damage can be cut halfway with condition removal.
- The direct damage has no cap, the condition damage has.

When are you people going to stop defending the ridiculous situation condition damage dealers are in right now?

Increasing the Cap is not the sollution, since 1 player can reach 25 stacks of bleeding on his own.
The sollution is changing the way stacks are handled.
I made a suggestion that actually FIXES this, permanently:
https://forum-en.gw2archive.eu/forum/game/suggestions/Sollution-Condition-Stacking/first#post541536

(edited by Nurvus.2891)

Expansion Concepts

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

I just gave one example of how to properly introduce Tengu.

I’ll have to say that having the Canthan Empire being seen as evil, and the Tyrian heroes helping a rebel faction overthrow that Empire, with the Tengu helping under the condition of reclaiming their rightful place in Cantha, isn’t recycling at all…

Change the 25 bleed stack limit

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

People, let’s make something clear – the cap is NOT because of damage.
The Cap is because of excessive calculations.

Currently CD builds ruin each others’ damage.
Direct damage builds do as much damage as CD, but have no Cap.

Combo Concepts

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Posted by: Nurvus.2891

Nurvus.2891

If Combo Finisher: Whirl at least sent 8 Projectiles in the cardinal different directions, in quick succession, either Clockwise, or counter-clockwise, it would be acceptable.
Like N, NE, E, SE, S, SW, W, NW.

Change the 25 bleed stack limit

in Suggestions

Posted by: Nurvus.2891

Nurvus.2891

There needs to be a limit because each stack is calculated individually.
If you apply a 10 second bleed for 100 damage, and 5 seconds later you apply another 10 second bleed for 100 damage as well, this is how damage is dealt per second:
10-10-10-10-10-10-10-10-10-10
….-….-….-….-….-10-10-10-10-10-10-10-10-10-10
So in the first 5 seconds you deal 10 damage per second.
In the seconds 6, 7, 8, 9 and 10, you deal 10+10 damage per second, and then the first Bleed falls off.
In the seconds 11, 12, 13, 14 and 15, you dela 10 damage per second, and then the second bleed falls off.

Essentially, conditions/boons that stack intensity, are in fact different conditions/boons sharing a single Icon.

I made a suggestion that instead of removing the limit, changes how the stacks are handled:
https://forum-en.gw2archive.eu/forum/game/suggestions/Sollution-Condition-Stacking/first#post541536

Hunting Down Traits

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Posted by: Nurvus.2891

Nurvus.2891

Weren’t the trait challenges something that was meant to be in GW2 before the introduction of Levels?

In order for your idea to make sense, there would be even less need to have Levels in the game – wich I agree should be removed – and as consequence, no need to have downleveling either.


I think your suggestion is a great idea that would make the game alot richer and fun.
It’s alot better to fight for everything you gain, rather than it being given to you automatically.

XP should only serve to grant you Trait Points and Skill Points.
But in order to spend those Trait Points and Skill Points, you should have to hunt the
Skills and Minor/Major (and in my other thread, Superior) Traits by beating certain Challenges.

I also made a suggestion regarding Traits that I believe complements this:
https://forum-en.gw2archive.eu/forum/game/suggestions/Trait-Concepts-Superior-Elite-Stats/first#post651706

(edited by Nurvus.2891)

Expansion Concepts

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Posted by: Nurvus.2891

Nurvus.2891

Except you can add factions within the empire – those that support the xenophobic nature of the empire, and those that embrace the idea of unity, and the “xenophobic” empire might be one of the antagonists in the Empire.

Here’s a small brainstorm:
- An evil arises in Cantha
- Empire refuses outside help
- A rebel faction (one that is not xenophobic) secretly seeks out help from Tyria to help deal with the evils
- Empire finds out and seeks to destroy this rebel faction while displaying hostility towards any outsiders that come to aid the rebels
- At this point, the Empire is considered an antagonist/evil itself
- The Empire, in an act of desperation, summons ancient powers to deal with both the rebel threat and the evil, but these powers become corrupted by the evil
- You help the rebel force take the Empire, but the evil now begins spreading its influence towards other lands, corrupting ancient powers in Tyria as well
- Tyrian & Canthan forces unite to deal with this evil.

This is just an example. Alot of stuff can be made up.

(edited by Nurvus.2891)

Endurance v2.0 - Parry, Sprint & More

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Posted by: Nurvus.2891

Nurvus.2891

I see, but I think fall damage grows exponentially.
Wich means just a few meters more and it’s certain death even if you stack fall damage reduction.

As long as it’s multiplicative instead of aditive.
So you’d reduce 50% of the full fall damage with Trait, and then 50% of those 50% with “Safe Fall”, taking 25% of the full damage = 75% reduction.

On a side note, I’m having real trouble getting any replies to my Trait thread – I don’t know why – could you give me a hint on whether the thread is poorly clarified or something?
https://forum-en.gw2archive.eu/forum/game/suggestions/Trait-Concepts-Superior-Elite-Stats/first#post651706

Trait Concepts - Superior, Elite & Stats

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Posted by: Nurvus.2891

Nurvus.2891

Proof of what I’m saying is that most builds completely ignore the bonuses of at least 3 out of 5 Trait lines, and only care about the Minor and Major Traits.

Specially since with Exotic gear 3 out of 5 Tree lines have neglegible bonuses.

Endurance v2.0 - Parry, Sprint & More

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Posted by: Nurvus.2891

Nurvus.2891

It could reduce damage by a percentage, but still allow you to die if the fall is too big.
You would need to use the Dodge before hitting the ground.

If the game calculates you’ll die anyway, you just die.
If the game calculates you’ll survive with the Dodge, the animation is performed when you hit the ground.

True Progression - Skill Variants

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Posted by: Nurvus.2891

Nurvus.2891

Healing Skills – Warrior’s Healing Surge
Grants 10 Adrenaline and Heals more based on your Stage of Adrenaline

  • No variant – default effect
  • Variant #1 – Build more adrenaline but less base healing
  • Variant #2 – Heal more per Stage of Adrenaline but give less adrenaline
  • Variant #3 – Can’t move while activating but grant Fury (X s) at the end.
  • Variant #4 – Heal 1 condition per Stage of Adrenaline instead of extra healing.

Utility Skills – Ranger’s Lightning Reflexes
Evade back with a crack of lightning, dealing damage and gaining vigor.

  • No variant – current effect
  • Variant #1 – No Vigor but more damage.
  • Variant #2 – Evade forward instead of backward.
  • Variant #3 – More vigor but less damage.
  • Variant #4 – Causes weakness on nearby enemies instead of granting Vigor.

Elite Skills – Elementalist’s Glyph of Elementals
Summon an elemental based on your attunement.
- Fire Elemental: Deals damage.
- Ice Elemental: Deals damage and heals.
- Air Elemental: Deals damage and stuns.
- Earth Elemental: Deals damage and is hard to kill.
Duration: 60 s
Range: 1,200

  • No Variant – current effect
  • Variant #1 – Reduce duration but cause Elementals to apply an effect on hit:
    - Fire – Burning (1 s)
    - Ice – Chill (1 s)
    - Air – Bleeding (X s)
    - Earth – Weakness (1 s)
  • Variant #2 – Reduce duration but increase damage dealt by Elementalist while Elemental is alive.
  • Variant #3 – Reduce duration but gain a Command for each Elemental.
  • Variant #4 – Increase duration but can’t move while activating skill.

I’m thinking variants should simply be better than not having a variant.
However, among the various Variants, they should be balanced.

(edited by Nurvus.2891)

Expansion Concepts

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Posted by: Nurvus.2891

Nurvus.2891

The “likely” and the “probably” are easily changed by proper plot hooks.

Retaking hostile areas is about 90% of what you do in GW2.

Cape....

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Posted by: Nurvus.2891

Nurvus.2891

I’m guessing ANet is currently working on the clipping issues.
The issues happen with Hair as well.

So I think when they fix hair clipping (hair going through your head when you move), they will also introduce Capes.

True Progression - Skill Variants

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Posted by: Nurvus.2891

Nurvus.2891

D3 smells like other games too.

The difference is that in GW2, that system would have an infinitely better result.
Easy to implement and balance, and gives the game an insane amount of variety.

Trait Concepts - Superior, Elite & Stats

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Posted by: Nurvus.2891

Nurvus.2891

Regarding Trait line Stats, the basic idea is that bonuses like Power or Condition Damage do not scale properly with gear.

As your gear grows, those bonuses become weaker.

Traits like Condition Duration scale with gear, but also scale with non-damaging conditions.
Same with Boon Duration.
Same with Main Mechanic Recharge (Virtues, Shatter, etc).

So all bonuses should be like those – interesting.

Endurance v2.0 - Parry, Sprint & More

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Posted by: Nurvus.2891

Nurvus.2891

Yes, I agree Sprinting should not allow to attack.
Editing suggestion.

True Progression - Skill Variants

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Posted by: Nurvus.2891

Nurvus.2891

I like this idea but I think it would be better if they just expanded on the existing trait system.

How about both?
:)

I made a suggestion on Traits as well – Elite Traits and Superior Traits.
Elite Traits have a Minor and Major slot, and let you pick a Trait of the same type from any Tree.
Superior Traits is more about splitting traits into 3 strengths, because some Major traits suck, and some Minor traits are way too good.
Finally, I also suggest there that the Trait line bonuses should be more interesting.
+Power is boring.
+Boon Duration is interesting – all Trait line bonuses should be stuff like this.

Original Topic here:
https://forum-en.gw2archive.eu/forum/game/suggestions/Traits-Superior-Elite-Stats/first#post608173

Expansion Concepts

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Posted by: Nurvus.2891

Nurvus.2891

There’s another angle you’re missing, Dreamwalker.
Introducing a new region with an expansion, doesn’t mean you suddenly forget the previous regions.
A Canthan expansion may feature Tengu joining the other races of Kryta in exchange for help reconquering their place in Cantha, for example.

Alternatively, Cantha may be in need of help, and the Tengu offer help in exchange for a place in Cantha once again.

Many legitimate possibilities.

I think the most successul way to introduce expansions will be to give the new region(s) their own story and dangers, while simultaneously evolving the story of the already introduced regions, and both stories crossing at some point.

So with Cantha Expansion:
- Kryta discovers new threats, and searches Cantha for allies
- Cantha also has its own threats, and needs Kryta’s help
- A new greater evil is discovered, threatening both Cantha and Kryta

(edited by Nurvus.2891)

Endurance v2.0 - Parry, Sprint & More

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Posted by: Nurvus.2891

Nurvus.2891

Well in the first post I say how each action is performed.

Currently, pressing V will automatically make you dodge backwards (or forward if you’re auto-running).

With the introduction of Parry, pressing V without any directions AND standing still would Parry, and to dodge you’d always have to press a direction+V.

If you can’t Sprint while swimming, Sprint can be done by holding X (swim down) while running.
Does not increase strafing speed.

Alternatively, if Sprint can be use while swimming to swim faster, it could be done with a new key, like C.

Hunting New Weapon and Utility Skills + Creating A Weapon Skill Loadout

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Posted by: Nurvus.2891

Nurvus.2891

Skill Capturing would be awesome.
But creatures would need to be given alot of player skills – wich currently isn’t very common.
Most enemies have NPC skills that are unavailable to players. This would need to change.

I loved how in GW1, creatures used skills that made sense considering their physiology.
A mantis would use axe/sword/dagger/scythe skills, for example.


I may have read wrong, but your Weapon Skill Load-out suggestion looks like some kind of Template for Weapon Skills (assuming more Weapon Skills are introduced).
Meaning you’d define that a specific Weapon will always load a specific set of skills.

I love that idea. Nicely done.

True Progression - Skill Variants

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Posted by: Nurvus.2891

Nurvus.2891

I’ll add that you can only apply 1 Variant at a time, in case anyone misses that

Endurance v2.0 - Parry, Sprint & More

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Posted by: Nurvus.2891

Nurvus.2891

Unknownsole, that’s no different from the skills that make you evade, or jump back, or leap ahead, or charge to an area, or teleport – replacing the function of Dodge.

Endurance is a resource. A limited resource.
Currently, Dodge does the job of Blocking + Charge/Leap/Teleport.
I’m suggesting a stationary Dodge.

One of the big drawbacks of being stationary, is that it doesn’t get you out of dangerous AoE like Dodge can.
You can also move while using most Block skills.
You can use Block skills while out of Endurance.

Sprint can give you a small edge against kiters, by allowing you to rush at them.
It also allows you to move around faster out of combat, wich will make exploration a little less dull.

Furthermore, see this:
Player A has movement speed utility, and uses Sprint.
Player B has movement speed utility, and uses Parry/Dodge.
Player C has Block utility, and uses Sprint.
Player D has Block utility, and uses Parry/Dodge.

Player B and C will play somewhat similarly.
Player A will be the most mobile.
Player D will be the most defensive.

(edited by Nurvus.2891)

Expansion Concepts

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Posted by: Nurvus.2891

Nurvus.2891

You got some great ideas, but your lore is…kinda wrong. It’s stated all over the place how the Tengu were kicked out of Cantha, along with all other non-human races. I’m sure that the Tengu will be added, but in the Dominion of Winds, not Cantha.

But I think the big issue is that your suggestions are just too darn complicated. I have a feeling that mounts will never be added, which personally I’m happy about; who needs mounts, when you’ve got waypoints?

Also, while new professions will probably be added at some point, I’d guess that they will be EXTREMELY different from GW1 professions. Just look at the professions we got now: ele, warrior, mesmer, necro, and ranger are carried over from GW1, but are for the most part very, very different. What I’m saying is, don’t expect dervishes and paragons in Elona, or ritualists in Cantha. Anet likes their originality.

Even if Tengu got chased out of Cantha, ANet can always “make up” that some Tengu remained hidden somewhere in Cantha, and that they finally made contact with the Krytan Tengu, etc.
ANet can create alot of background to fit whatever needs arise in order to introduce the Tengu in a smooth fashion.
—-

I don’t need mounts.
I just think running the marathon 24/7 isn’t very interesting either.
My suggestion for mounts isn’t complicated at all.
I just propose certain “failsafes” to prevent trivializing content.

The problem with features in most games, is trivializing.
Dungeon Finder in WoW killed the concept of exploration, changing “World” of Warcraft into “City” of Warcraft, since you have no need to leave the city except for raiding.

Same with Tiered raids & “step up” dungeons.

In WotLK, Trial of the Champion (5-man) dropped 319 gear, wich made running Naxxramas or Ulduar useless as well.

And then they did the same crap in Cataclysm, with Hour of Twilight Dungeons (378 iLevel dungeons) killing the first heroics, as well as all the raids before Dragon Soul.
—-

Paragons won’t be in because they were “absorbed” into Guardians – supposedly.
That’s why I suggest that some of the Paragon chant/echo gameplay, as well as Spear and lightning skills, should be added to Guardian.

Same deal with Thief and the Assassin’s Lead Attack→Offhand Attack→Dual Strike combos.

Dervish could also evolve in concept.
While in Elona, Dervish is linked to the gods, today’s Dervish might be embraced by all races and detached from gods – instead focusing on the elemental dualities represented by the profession – death/life, earth/air (no lightning), fire/cold (no water).

I don’t wish for Dervish just because of Scythe.
I suggested plenty of weapon types for Dervish.

Pretty much every bladed object.
—-
Ritualist concept can make for some really awesome gameplay in GW2.
It’s somewhat of a light armor engineer, but alot of spells that synergize with active spirits.

(edited by Nurvus.2891)

True Progression - Skill Variants

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Posted by: Nurvus.2891

Nurvus.2891

You must have posted this while I was in the middle of writing number 2 up XD

Yeah, I’d much prefer skill upgrades to a gear progression.


1) Upgrading Skills and Skill Mastery

2) Hunting New Skills and Weapon Skill Loadouts

I saw your thread about upgrading skills and the idea is similar to mine indeed, except for the part of stacking upgrades, wich I don’t really agree.
Stacking goes against variety, because in the end you have all the upgrades anyway.

Endurance v2.0 - Parry, Sprint & More

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Posted by: Nurvus.2891

Nurvus.2891

Yes, it would make sense splitting it in a way that makes it easy for you to measure whether you have enough Endurance to use Parry (25% or 33%), Dodge (50%), etc.

Elite Weapon Skills

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Posted by: Nurvus.2891

Nurvus.2891

I see what you mean.
Personally, my mapping goes like this:
- Weapon skills = default
- Healing, utility and elite skills = shift+1 to shift+5.
- About face (turn 180º) = shift+S
- walk/run = shift+R
- sheathe/unsheathe = C
- look behind = Z
- Strafe = A/D
- Turn = Q/E
—-

Anyway, 1 more weapon skill and 1 more utility skill would give this game the perfect amount of skills, in my opinion.

Endurance v2.0 - Parry, Sprint & More

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Posted by: Nurvus.2891

Nurvus.2891

poe lyfe, I merely suggested various possible ways to balance Parry.
It doesn’t mean all of them have to apply.

The goal is being cheaper than Dodge, but have appropriate disadvantages.

1-Handed Main-Hand weapons should all offer 5 skills instead of 3

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Posted by: Nurvus.2891

Nurvus.2891

Well, I agree it would be awesome to have the “fencer” style in GW2.
However, out of respect to all the builds that spend money on 2handed or Dual Wielding, you should need to hold something in your offhand, even if it’s some kind of gauntlet or armlet – anything that would cost you to obtain, to make it fair for everyone.
Something that would still count as if you had an empty off-hand.