Don’t pretend you didn’t understand me.
:)
I’m talking of something simple like League of Legends “ultimate”.
Super flashy effects, cinematic attacks or “super combos” like Street Fighter or Tales of Vesperia would completely ruin the feel of GW2.
Sorry, ArcTheFallen.7682.
I do think some attacks like Cabal Online would look great.
Check it out (the game itself sucks, but the moves are cool):
http://www.youtube.com/watch?v=W48J2yYnOzg
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It’s been suggested that we should get 1 or 2 more skills – I agree.
Some say it should be +1 weapon skill and +1 utility skill – I agree as well.
I would add that it would be cool to add that extra weapon skill as some kind of Elite Weapon Skill.
It would, ofcourse, be weapon-specific.
It would be based on mainhand weapon, offhand weapon, or – probably the best option – the combination of weapons, much like Thief’s Weapon Skill #3.
I say this, because it’s always nice to have that dangerous ability that you must use carefully.
A little bit like League of Legends.
I think we should have Elite Weapon Skills
Vagrant Story, how I miss that game…
…anyway, I just said, timing-based mechanics need to be forgiving.
I didn’t mean your suggestion is invalid.
I just meant it would need to be carefully implemented due to the frequent presence of lag in MMOs.
Here’s how I would do it with Parry:
- Parry lasts 1 second.
- Isslair.4908 suggested that Parry should prevent only 75% damage.
In that line of thought, imagine that it starts at 100%, but every 1/4 s, it loses 25% effectiveness. So:
- 1 – 0.76 s = 100%
- 0.75 – 0.51 s = 75%
- 0.50 – 0.26 s = 50%
- 0.25 – 0.01 s = 25%
This would make timing important, without being too unforgiving.
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Some players have the illusion that whatever combination of gear models is super hard to figure out.
Everything to protect our special snowflakeness
I see no harm in offering an opt-out option along with he introduction of “item name-only inspection”.
It’s certainly going to be in the game eventually.
I agree with your specific suggestion, Lysserd.
I’ll just add that the quality of the item should not be displayed either.
The name would always be white, regardless of whether it’s exotic, masterwork, etc.
I have nothing against Inspect as long as it only shows the base item – no quality, no upgrades, no stats.
So if I got an Exotic “Berserker’s Barbaric Glove of Balthazar”, you only see a white “Barbaric Glove”.
Any means to extract stat information should be avoided.
Checking the name/appearance of gear is fine.
Maybe it could be an Elementalist-specific Dye, applicable to all armor.
1 per “material” type:
Metal – Chromatic Dye
Natural – Prismatic Dye
Vibrant – Attunement Dye
Will add that idea to the OP.
Added Safe Fall and Downed Dodge/Parry mechanics.
I think they’d make great additions.
This would definitely make Vigor more attractive.
@Zzxy.8175
I’d say fixed duration, but you should be able to cancel it by pressing a direction or skill.
@MithranArkanere
Timing would be great, if this wasn’t an MMO.
In MMO you are very vulnerable to lag, specially in competitive environment.
So “timing” based mechanics need to be forgiving, or it will fail completely.
In terms of control, I think the best bet is pressing V as long as you:
- are not pressing any direction
- are not auto-running
I also like the idea of Sprint by using Endurance.
I’ll edit original suggestion.
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The command to Parry could be:
a) either C
b) or V while standing still and without pressing a direction (pressing direction+V would Dodge)
Great insight, there…
So I’m suggesting that standing still gives us more Endurance.
Endurance = Dodge.
Dodge = Move out of danger.
So if I’m suggesting that standing still lets you dodge more often, how does that promote static combat?
Continuous kiting is not fun.
It’s not skill either.
The difference between occasionally dodging vs continuously kiting, is that you can use skills while kiting.
Melee can’t do that most of the time, because when a melee needs to move, it’s usually away from a circle, often ending out of reach of their target.
You didn’t get 3) at all, then.
He means progressively increasing.
Like, instead of getting 30 on Last boss, assuming 5 bosses, you could get:
1st boss: 2 (total of 2)
2nd boss: 4 (total of 6 for 2 bosses)
3rd boss: 6 (total of 12 for 3 bosses)
4th boss: 8 (total of 20 for 4 bosses)
5th boss: 10 (total of 30 for 5 bosses)
This way only idiots would restart after a few bosses.
And by the way, the amount of Tokens wouldn’t be linked to any specific boss.
It would be linked to the NUMBER of bosses.
So it doesn’t matter what order you kill the bosses in.
If you kill Boss #1, #3, #4, #2, #5, you get 2->4->6->8->10 as well.
That might work as well, Isslair.
Will edit suggestion.
I think it would be cool if we could do more than Dodge with the Endurance.
Dodge uses up 50% Endurance, gives you mobility and lets you avoid everything and anything.
Furthermore, the game is too much of a Kitefest, at the moment.
Something to reward player skill, without requiring constant moving, would improve the game just for that.
Suggestion #1 – Parry
Command: Press only V while standing still (no directions pressed)
Effect: A stationary “Dodge” wich costs less Endurance but also has several restrictions. Essentially, you block with your Weapon(s).
Lasts up to 2 seconds.
Pros (comparing to Dodge):
- Lower Cost
-> 40% Endurance by default
-> 30% Endurance if you are wielding a Shield - Lasts longer (2 seconds)
- Can be cancelled into movement and/or any action/skill
Cons (comparing to Dodge):
- You must stand still while parrying
- Only works against attacks from the front
- Only works against AoE if its center is in front of you
- Certain weapons might be less effective for Parry
- Gun = -10% damage Parried (per Gun)
- Rifle = -20% damage Parried
- Harpoon Gun = -20% damage Parried
- Short Bow = -15% damage Parried
- Long Bow = -20% damage Parried
- Staff = -15% damage Parried
- Trident = -15% damage Parried
- Scepter = -10% damage Parried
- Focus = -5% damage Parried
- Warhorn = -5% damage Parried - Some weapons might be less effective vs Spell/Physical (inspired by MaXi.3642).
- Weapons such as Staff and Scepter might be less effective vs Physical.
- Weapons such as Swords might be less effective vs Spell. - Rewards timing (inspired by MithranArkanere.8957)
- After the first 0.75 seconds, effect weakens by 5% every 0.25 seconds
- Prevents 100% damage on the first 0.74 seconds
- Prevents 95% damage between 0.75 s and 0.99 s
- Prevents 90% damage between 1.00 and 1.24 s
- Prevents 85% damage between 1.25 and 1.49 s
- Prevents 80% damage between 1.50 and 1.74 s
- Prevents 75% damage between 1.75 and 1.99 s
Suggestion #2 – Sprint (idea by MithranArkanere.8957)
Command: Hold C while running
Cost: Probably 30% initial Endurance cost, then 15% every second (since you gain 5% Endurance per second, it takes 7 seconds to spend 100% Endurance).
Effect: Spend Endurance to run at X% bonus speed (stacks with Swiftness).
Cons:
- Can’t attack while Sprinting (idea by BrunoBRS.5178)
Suggestion #3 – Tumble
Command: Press V when you are Launched, Knocked back or Knocked down to roll and get back on your feet.
Reduces fall damage by 50% if used up to 1 second before landing.
Cost: 50% Endurance
Suggestion #4 – Downed Roll/Parry
Ability to use Dodge and Parry while downed.
- You travel less distance with Downed Roll.
- You prevent less damage (around 25% less) with Downed Parry
- If Parry prevents 100%, this prevents 75%.
Suggestion #5 – Faster Endurance Recovery while Still
- After standing still for 1 second, your Endurance should start recovering faster (50% faster or so).
- Moving breaks the Bonus
- Actions only break the Bonus if they move you (Leap, Teleport, etc).
Since Parry doesn’t move you, it may not need a lower Endurance cost. - This would discourage the constant “running in circles while casting” tactics wich, in my opinion, are getting really old and boring, and also give some unfair advantages to ranged builds.
I rather have a little more reactive gameplay.
Ideas are welcome.
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Aggressive?Where? :O
You said you played all profession to at least 8, most to lv20, and mentioned your main being Engineer.
So I kind of assumed you didn’t have a dungeon-able melee profession, that’s all.
Regarding B&C) I am just saying that ranged professions can do their full damage while moving forward, back, left and right.
Melee can only do full damage while strafing around the target.
Melee often have to go away → often can charge back in, but most dangerous enemies do stuff we need to move away from more often than every 10-15 seconds.
I’m saying that, if standing still gives you better endurance regeneration, it will allow melee to feel like melee, by using mainly dodge to avoid damage, rather than constant strafing and running.
So no, I’m not saying melee should tank, they need to react to attacks and dodge/protect themselves.
But expecting melee to run around all the time is silly.
Actually, would be nice to have “parry” as an alternative to “dodge”.
It would use up only 25% Endurance instead of 50%, but only protect against single target attacks, or something.
Downleveling is important as long as leveling is in the game.
Among various reasons, the fact that as much content as possible should be relevant at all levels.
However, “no levels at all” is better than “levels + downleveling”.
You’d still gain skill points, traits, etc, but no levels.
Paladin makes more sense with Guardian, but that’s beside the point.
The idea is okay, but I think instead of linking it to level, it should be linked to the % of skills unlocked with that profession.
So if you unlock at least 50% of all the skills (including weapon, healing, utility and elite), you get the first “upgrade”, and when you unlock all 100%, you get the second.
As for good vs evil – you’re good in GW2.
- Guardian → Paladin → Avatar
- Warrior → Juggernaut → Titan
And so on.
Well, Raedwulf, in the open world, most fights can be won by charging in, and spamming AoE/cone attacks (hundred blades, whirling wrath, pistol whip, etc)
But take those melee professions to at least 30 and do a dungeon, focusing on melee weapons.
Even if you play smart, while using melee weapons, this is what will happen:
a) either the enemies have very predictable patterns of telegraphed attacks,
b) or you will spend alot of time doing nothing but running away or strafing around the enemy to avoid getting hit for more than 2 seconds.
c) or you somehow are forced to stack defensive stats/boons/conditions in your build (protection, aegis, blindness, regeneration, smoke field-stealth, etc) to survive
While melee can move sideways while doing damage, ranged can move sideways, forward or backwards!
The ability to move forward or backwards makes a huge difference when you consider dangerous boss AoE.
In PvP the issues are somewhat softened, but still there.
Rewarding you for standing still and using your dodge in a timely fashion would make this game alot more enjoyable, than the constant dizzying kiting.
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I made the skill variant suggestion here:
https://forum-en.gw2archive.eu/forum/game/suggestions/Fun-End-Game-Progression-Skill-Variants/first#post634361
The “cultural” skill set I suggested is just a way to add flavor & customizability in 1 go.
I haven’t thought about all weapon types, and I’m not sure there are proper cultural alternatives for each weapon type.
Perhaps Greataxe, Poleaxe and Guillotine for Greataxes; Staff, Ankh and Rod for Staves, etc.
Ranged builds can attack while still – from afar – wich will give them as much dodging capabilities as melee builds.
However, Ranged builds exploit mobility infinitely better than melee builds.
This somewhat evens the playing field by making “standing still” a valid strategy – wich currently isn’t.
Essentially, the changes I suggest neither buff Melee nor nerf Ranged.
Both Melee and Ranged will benefit from standing still.
Both Melee and Ranged will be penalized for attacking while moving.
The suggestion is about buffing “standing still”, wich happens to be something that Melee builds are forced to do more often than Ranged builds.
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Necromancer with Staff can benefit from speed bonuses by running away while casting the various Marks.
You can kill enemies with ranged weapons without ever getting touched because of kiting.
This causes ANet to adapt 1 of 2 stances:
- Do nothing about it, causing encounters to be easier for ranged builds.
- Do something about it, usually in the form of cheesy skills, nerfs or buffs that fix PvE to ruin PvP and vice-versa.
I’m just throwing ideas that might reduce the ability to abuse mobility in this game.
And it is abused.
—-
All of the current mechanics would still apply:
- Benefit from speed bonuses while running forward
- Regenerate Endurance while moving
But you’d also:
- Regenerate Endurance faster while still
- Spend some Endurance while activating skills on the run
This way, instead of giving ranged professions/builds a clear advantage in PvE (and to some extent PvP as well), you can give melee professions/build a way to compete in effectiveness by having the ability to dodge more often than kiters.
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Well, you played GW1, right?
Right now Dual Dagger #3 skill is Death Blossom.
Imagine that Sai unlocks Twisting Fangs (applied bleeding and deep wound), and Kukri unlocks Horns of the Ox (knockdown).
Or maybe Sai unlocks a different #2 and #4, and Kukri unlocks a different #3 and #5.
Alot of possibilities.
Indeed, healing, utility and elite skills as well.
I made a thread about skill variants, wich I think may be a better and more economical (work-wise) idea than adding new skills with new animations.
It’s similar to the runes in diablo 3, wich modify the effects of a skill, not necessarily making it more powerful, but changing its effect slightly, losing something to gain something.
Yes, downleveling is better than not having downleveling.
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Then what would you suggest for dual dagger thieves?
I already did.
Sai (Cantha) and Kukri (Elona).
Ofcourse, there could be weapon masters all over the world teaching 1 skill if you defeat them with their chosen weapon (without swapping).
what would you do to change crafting into more than what it is?
And for the salvaging part, it looks like its more of an inconvenience than anything else, though that’s my opinion.
I’d make equipment more “partitioned”, such that you can extract-replace each of the properties.
- Instead of having Berserker’s (power+crit chance + crit damage), you would have 6 Property slots, and then Minor, Major and Superior Properties:
- Minor Inscription of Might would occupy 6 slots with +Power.
- Major Inscription of Might would occupy 3 slots with +Power, letting you build your own duo of stats.
- Superior Inscription of Might would occupy 1 slot with +Power, letting you build your own trio of stats. - Inscriptions would be applied to/extractable from equipment.
- You’d still have Masterwork inscriptions, Rare inscriptions, etc.
- You’d craft the “base” equipment separately, also with its own quality (fine, exotic, etc)
So you could end up with an Exotic Weapon with 2 Masterwork Inscriptions and 4 Rare Inscriptions.
and current bosses don’t? and setting tiers of gear makes for a form of progression that’s simple and allows you to eat the carrot instead of chasing it endlessly.
Setting tiers of gear is an illusionary progression.
You will be using the same skills all the time, while seeing your damage numbers grow slightly over time. It’s a good feature to “shut players up”; but a bad concept of progression at the end of the day, because you’ll be back to where you started.
Plus, you start making previous content worthless, and crafted equipment even more worthless, because now everyone wants the “latest tier” gear.
In WoW, you have 300 iLvl gear, and creatures of dungeons meant for that gear pose a certain challenge.
You then get to 310 iLvl dungeons, and those creatures are really hard = intended, fun difficulty.
You start getting 310 gear, and eventually the 310 dungeon is easy as well, and the 300 dungeon is a walk in the park.
It goes on and on like this. It’s not fun.
Improving your skill arsenal to make your own builds and synergies, however, is awesome. It’s what GW1 had, and GW2 should have.
Doesn’t downleveling cover this? and originally they had planned to make the game with no levels, but they thought it would scare away more customers than it would bring in. Something that i don’t necessarily agree with, but that lines of thought i think we can both agree on. I guess more than anything levels were the ‘main’ method of having progression within the game and without that, there wouldn’t be that obvious progression that players are looking for.
On this point, you’re right though. Had they not introduced levels, or introduced a leveling structure similar to the original guild wars, the line of thought that progression ends at 80 would have flown out the window and people would have found other ways of progressing.
It seems odd that a lot of my points are based on arguments about progression when i think about it.
I underlined the important part of what you said.
I think ANet gave in to their fears, and instead of believing in what made GW1 so great, they “cowered” and introduced the “tried and true” WoW-esque Leveling system.
It gave them a huge amount of work balancing all encounters in the game, and gear for every level, and then it gave them even more work designing the Downleveling system, wich is quite flawed as well.
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On the same subject, why do female plant creatures have mammaries? “Mammary” is the key attribute for … you guessed it: mammals. Plants are not mammals.
That is because in theory , sylvari were born after the human image in lore , since the one who found and planted the pale tree , was a human. Well a centaur also helped … but first was the human :P
This.
Personally, the thing that annoys me is the Asura side-toes poking out of the boots.
Can’t they make boots that fit their feet?
I think this game shouldn’t be balanced around endless kiting.
Here’s my suggestion to fix this in a fair way:
- Add an Endurance Cost to Movement during Skill activation.
- You can still move during Skill activation even when you have 0 Endurance.
- The cost can be something like 1 Endurance every 0.25 s of movement, or it can be a fixed amount specific to each skill, that is spent regardless of whether you are already moving when you start activating the skill, or start moving halfway during the activation. - Make Endurance recharge faster when you stand still (whether you’re using skills or not).
This makes standing still and dodging at the right time closer in effectiveness to constantly strafing.
This makes melee builds closer to ranged builds in PvE effectivess, by giving them the ability to dodge more often while fighting still.
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I am against trivializing content.
However, I also against poorly telegraphed 1-shot mechanics in a game with so much particles and flashy effects going on during combat.
Dungeon Veterans taking 100% of your health in 2-second multi-hit attacks is ridiculous.
The game is too much of a kitefest right now, and alot of things need to change.
Just nerfing it won’t work.
Something else needs to be done.
I love the idea of unlocking additional skill effects.
However, it seems like you’re suggesting the various Tiers would stack, so at Max Tier Upgrade, your Fireball would have 50% bigger splash radius, renew burning, apply burning (wich is also renewed), and leave a Fire Combo Field on impact.
I’m against that much of an improvement to skill effects.
Regarding your Notes, renewing Burning, applying Burning and creating Fire Combo Field count as increasing damage.
I think it would actually be alot more fun if you were only able to benefit from 1 of the Tiers at a time.
So you would choose between renewing burning (so you’d depend on other sources of burning), or applying burning, or bigger splash radius, or fire combo field.
Finally, 150 Skill Points to improve 1 skill to max is insane…
In my suggestion, it’d take 1 skill point to unlock each “variant” of each skill, wich would take a decent while to do.
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Please GW2 Community, Stop it with the World of Warcraft References.
in Suggestions
Posted by: Nurvus.2891
I specifically don’t like progression of gear because it serves no purpose other than keep getting you into the same situation, while making older content more and more trivial.
Specially if some of the better gear becomes available for purchase/crafting.
The results are – as seen in WoW – seeing groups requiring you to have 80.8 exotic gear to do 80.5 content.
(.5 and .8 are tier 5 and 8, hypotetically speaking)
All gear below the best starts selling for vendor value, so essentially you end up in the same situation you’re at now – using the same skills, same builds – but with more useless gear in the game database & market.
Progression through unlockable skills and profession mechanics, however, works great.
GW1 had it, and I don’t understand why GW2 doesn’t – but it should.
Aggressive replies are bad, whether they mention WoW or not.
Mentioning and comparing to WoW is a good thing.
It’s a successful game.
GW2 will benefit much from learning from WoW’s mistakes, but also from its qualities.
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Hmm.
You can type parts of the “core” name of the recipe, like “Iron” or “Iron Greatsword”, or “Barbaric” / “Gladiator” (heavy armor), etc
It will “filter out” all the stuff that does not have that in the name.
I can’t picture a Thief in trenchcoat either, wich irks me until I can get the assassin’ish skins.
I think the Tier 3 cultural medium armor of the Sylvari – the same one Caithe uses – actually looks pretty awesome for Dervish, despite not being a robe.
It’s an assassin’ish, sylvari-style trenchcoat.
So Engineer = Trenchcoats
Ranger = Trenchcoats and assassin’ish armor
Thieves = assassin’ish armor
Dervish = assassin’ish armor and robes
Absolutely, Iarkrad.
The skill variants should all remain faithful to the concept of that specific weapon-profession combo.
Taking that into account, I think the 4 variations I suggested fit well.
Dervish equipment in GW1 was medium, it looked like robes but with more leather.
The same would hold true in GW2.
Just like Thieves use Ranger gear and Ranger use Thief gear, the same would happen with Robes.
Disclaimer: Yes, I’m suggesting something similar to Diablo 3 Skills, but in GW2 the results would be 10x better.
Would be nice if skills had a couple of variants that you must unlock by spending Skill Points.
- You can only use 1 Variant at a time.
- Each and every Skill has 2-4 Variants, including Weapon, Healing, Utility and Elite Skills
- The number of Variants can be different for each skill. Some might have 2, others 3, others 4 (inspired by Sacros.7418).
- You can only unlock Skill Variants after unlocking all the default Weapon, Healing, Utility and Elite Skills for that Profession
- Each Variant becomes available for unlock only after defeating certain monsters scattered throughout the game World
- Each Skill Variant costs 1 Skill Point – even Elite Skill Variants.
- Skill Variants won’t need unique character animations, but would have different VFX.
- Variants could be small improvements over the default skills, instead of equivalent with bonuses and penalties, functioning as “diagonal” progression.
Example Skill Variants:
Guardian Greatsword – Skill #2 – Whirling Wrath
- Unmodified – Current effects
- Version 1 – Unable to move, but damage is increased by X%.
- Version 2 – Unable to move, but area is increased.
- Version 3 – Deal less damage, but apply Burning with each hit.
- Version 4 – Instead of spinning multiple times over 3/4 s to deal damage, you spin once over 1/4 s to create a whirlwind that will perform the attack for you, dealing the normal damage over the usual 3/4 s.
The whirlwind moves in the same direction and with the same speed you did while creating it.
The downside is the extra 1/4 s startup delay to create the whirlwind.
The upside is the ability to use skills immediately after creating the whirlwind.
So you reduce the activation time from 3/4 to 1/4, but it takes 1/4 longer to start dealing damage, and has limited movement.
This would let you focus on Condition build with Greatsword (Variant 3), go for better mobility/agility (Variant 4), sacrifice mobility for raw damage (Variant 1) or sacrifice mobility for improved AoE capability (Variant 2).
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 – Give less Adrenaline but more healing per Stage of 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.
By opening up more builds for each weapon, the game becomes richer.
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Dangerhunt, progress through numeric increase is boring, and it’s an endless loop, because you’ll ask for bigger numbers again and again.
True progress is done by adding skills and synergies, as well as interesting procs/effects to equipment (instead of boring stats).
For example, giving each Skill 3-5 variants that you must unlock – like in Diablo 3 – would be very interesting.
I’m talking of Weapon Skills as well.
To unlock the variants you’d spend Skill Points, wich would create a huge end game.
PopeUrban, new professions will always count as additional content for existing characters.
Why?
Because you will play with (PvE/PvP) or against (PvP) them.
They will be part of the variety and flavour you see in the game.
No different from seeing a new dungeon with unique bosses and mechanics.
Your “simplified” Weapon Skills suggestion is actually more complicated than mine.
But it would work as well.
Just note that too many weapon skills will make the game very hard to balance, so only a few more seem to be acceptable, in my opinion.
Adding only 2 new skills with Katana (cantha) and another 2 with Scimitar (elona) in their respective expansions would be enough variety, as you’d have a total of 5+2+2=9 skills to pick from.
I disagree with you that weapon skills would be “bound” to the weapon you’re using.
They should be customizable just like Utility skills – out of combat.
—-
BrunoBRS
I completely agree with Claws being two-handed. I’ll edit the suggestion.
However, regarding Dervish, I don’t care if the new profession is called Dervish or not.
- It could be a profession with a different name, like Windwalker, Ravager, or Shaman.
- It might still be Dervish, but just like Paragon was merged into Guardian over the passing of time, so could Dervish become detached from the gods and focus on the elements themselves.
It’s sort of a medium armor melee elementalist.
What I love the most about Dervish is the teardown mechanic (sacrificing dervish enchantments to trigger the enchantments’ own end effect as well as extra effects with the attack skill).
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Having different weapon sets isn’t an excuse.
If I want to play – for example – dual dagger with the thief. I want ANet to make it so that I have customizability WITHIN it to make it a lasting, replayable experience.
You’re talking of “disastrous” as if currently the balance is hanging by a thread.
Balance isn’t a line. It’s a web. it’s an ever evolving concept.
Adding a couple similar skills as alternatives is controlable.
You’re thinking in extremes.
Either ANet is competent, or they’re not. Make up you’re mind.
Crafting is horrid. It’s a way to gain experience. That’s it. It’s boring.
Equipment system is clunky.
GW1 was better.
You could extract upgrades from gear without destroying it.
You could take from A and put on B, at the cost of 1 perfect salvage kit charge.
In GW2 you have predetermined “groups” of stats.
In GW1 you had customizability.
In GW2 you have something closer to puzzles. You just have to find the 1 perfect sollution.
You miss the point of the 20 levels in GW entirely.
You could wear the best gear in the game at level 1.
You could make full use of that gear by level 10 or less.
There was no “normal, fine, masterwork, rare, exotic, legendary”.
Beating a boss was hard nevertheless, and it took coordination and skill.
Level 1 to 20 was a tutorial – and extremely fast.
90% of each campaign was played at lv20, and it was fine like that.
Players didn’t get bored.
With leveling, players DO get bored.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
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if the projectile hits an enemy adjacent to you, it does.
Because the Cleansing Bolt “splashes” condition removal around the enemy hit by the projectile.
http://wiki.guildwars2.com/wiki/Projectile_Finisher
http://wiki.guildwars2.com/wiki/Combo
“Projectile Finishers apply their effect either to the target foe or to allies adjacent to the target. "
“Whirl Finishers cause multiple projectiles to be launched in random directions; each of these bolts functions like the corresponding Projectile Finisher. "
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
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@Brutaly
You got it wrong.
I mean each skill has that part of the animation where you’re actually dishing out the damage, etc.
But often, there’s this final bit of the animation where you’re “idle”.
You’re just finishing the animation.
Finishing the spin, the jump, whatever.
There might be a mechanic that allows you to skip that final bit.
Essentially, the same trick players are indicating in this thread, except official.
The problem is that the dragons are easy.
PvE is super boring.
Everyone at max level does WvWvW, farms or spams dungeons.
The rest is leveling, and you barely see players areas except starter and final areas.
Er, waypoints and mounts is not counter productive at all.
Did you miss the part where dismissed mounts stay where you left them?
Dismounted = follows you on foot.
Dismissed = fades into background until called.
For long distances you’d use waypoints.
Mounts would pretty much only get used between Waypoints and wilderness.
Poor features, or incomplete:
- Alot of the pve content, dungeons included.
- Alot of the story telling is extremely awful.
Example:
You and 5 more “important” NPCs are fighting waves upon waves of risen, moving everywhere in the battlefield.
Suddenly, a risen “lieutenant” shows up out of nowhere, and starts fighting against NPC A for like 10 seconds.
NPC B saves NPC A with a burst of awesomeness, then fights the lieutenant for 20 seconds while shouting corny stuff, and gets killed.
All the while, you and the other 3 NPCs were… watching. No enemies at all left to fight except the lieutenant, and no one helps NPC A or B.
In other situations, you just see NPCs getting one-shot out of the blue. Just because. - Some random NPCs have downed states, but the Heroes like Logan are defeated immediately.
- The definition of PvE challenge in GW2 seems to be huge health pools and abilities that kill you in 2 seconds.
- The definition of challenging encounter in PvE seems to revolve around dying, using waypoint, getting back to the fight, and repeating the process.
- How long do you think players will endure using the 5-7 skills of any given weapon over and over again?
I am not suggesting to mutiply weapon skills by 5.
Katana and Scimitar might only have 2 new skills each = 4 new skills total.
So you’d have a total of 9 sword skills to mix and choose 5 from.
The idea is to add a couple skills to each weapon, and I suggested ways to add them smoothly.
The other way is creating NPCs that teach you new weapon skills. - Crafting has a nice base concept, but it’s extremely lackluster.
GW2 equipment system is a downgrade from GW1, as far as fun goes.
It gained complexity without gaining any depth or fun.
GW1 was not about power creep (higher and higher tiers of gear).
Instead, it was about making your build.
Equipment bonuses, runes, insignias and weapon parts were interesting.
Now the Set bonuses are way too predetermined because they put a bunch of bonuses together.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
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It’s ANet’s Lore. They can do whatever they want.
Tengu came from both Cantha and Tyria, so ANet can very well decide that there were some Tengu left in Cantha afterall.
As long as they build the proper background to support it.
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Subtypes are just a way to introduce new skills in a smooth and flavoured way.
A katana would still be a sword, and once you unlock all sword and katana skills you can mix them together, so you would lose absolutely nothing.
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Ritualist – Is very unique due to the way spells and spirits interact.
You misread half of what I write, it seems…
You teleport the spirit TO YOU. Almost like “resummoning” the spirit where you are.
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Thief – I don’t mean to change Thief. I mean to add Assassin skill-style to Thief arsenal.
Guardian – Same as Thief
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Dervish Mechanic – Piety
You’re complicating things.
Not all Dervish weapon skills have to be attacks.
Only attacks are modified by Piety.
Most likely, Dervish will have 3 attacks and 2 shrouds with any combination of weapons.
Some of the extra effects can be shared between different attacks. What I meant is that it’s the attack that determines the effect.
Plus, Piety has absolutely nothing to do with Mesmer. It ends your Shroud, triggering its End effect, and then makes your next attack do something extra (not too strong).
Shrouds would be like the Dervish enchantments in GW1
Aura of Thorns – cooldown 10;
- Initial effect: Bleeding AoE;
- No effect for 20 seconds;
- End effect: Crippling AoE
Heart of Holy Flame – cooldown 10;
- Initial effect: AoE damage;
- No effect for 20 seconds;
- End effect: Burn AoE
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Guardian: Lightning element means skills themed around Lightning, wich Paragon had (Lightning Spear, etc).
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Weapons aren’t balanced right now, and GW2 will never last without adding more weapon skills – my opinion, ofcourse.
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Mounts:
Health, Durability and Stamina are suggestions meant to avoid:
- Lowering the danger (skipping mobs, etc)
- Trivializing waypoint costs (avoiding gold sink)
- Making the World feel too small due to excessive travel speed.
GW2 has alot of poor features right now, understandable since it’s a new game.
That’s what suggestion forums exist for.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
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Are we going to go on the same crap as WoW forums?
Everyone asking for the stuff other classes/professions have?
Each profession has a certain type of mechanics, boons and conditions.
If you give Guardian Cripple, you give Warrior Aegis, and it all goes apekitten.
Want to make good suggestions?
Instead of asking Guardians to fight like Warriors, suggest stuff to make Guardians be better at what they do.
I’d rather ANet just officially implements a system like that.
1 – Give all skills an official recovery time (an idle time where a skill already did what it had to do, but is still finishing the animation)
2 – Give us a way (possibly costing Endurance or increased Recharge Time on the second skill) to “skip” that recovery time.
But “skipping” is not something I feel was intentionally designed that way, and feels awful.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
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SiNoS.
Here’s an example of what I’d rather have in terms of challenge:
- When you’re defeated in a dungeon, you’re out until the end of the fight (can’t use waypoint).
- Content tuned less towards gear check and more towards player skill; less about 2-shots and more about properly managing incoming damage, survival and damage dealing.
Giving you the ability to constantly go back into the fight, but at the same time making fights all about a zillion health points + 2-shot attacks isn’t the best concept of challenge.
I think the big problem with armor damage is how you can be forced to go back and forth.
You essentially get a maximum of 6 defeats before pieces of your equipment start getting broken.
Instead, I think each piece of equipment should have at least 10/10 Durability, including Weapons.
- Whenever you get downed, you should lose 1 durability on 1 random piece of equipment.
Undamaged equipment (51% to 100% durability) is damaged first.
Damaged equipment (1 to 50% durability) is damaged last.
- Whenever you get defeated, you should lose 1 durability on all pieces of equipment.
The total cost after a defeat should be roughly the same.
Essentially, Durability should be an immersive gold sink, not a fun sink.
Taemek, the only way you should ever be able to recover from Downed against a Standing player, is by downing him first.
The only exception would be having someone helping you.
Aegis, Blindness, etc.