Hello all -waves-
Just wondering if anyone else has noticed about NPC Charr vs PC Charr.
All NPC Charr are always walking around bipedal when out of combat, yet PC Charr run on quadrupeds when out of combat.
the GS charge attack being the exception.
What are people thoughts on say ~ an option to select default running style as either bipedal or quadruped
or
~ keep NPC and PC animations as one instead of the change between.
programming wise, it shouldn’t be too hard the the animation and script is already there.
just a thought
cheers
-Phyrak
Could I get people’s thoughts for the exo suit?
Thoughts anyone?
Especially for the exo suit…!
Think of the mesmer signet of inspiriation
that is the idea for the stims
Hi all, Phyrak here
The idea goes that when you have 10/30 skill points, you can unlock the exo as a device kit.
Think Elysium style to Aliens or Avatar style depending on race/ skin customization (hoping! )
Said kit is based around melee and gives you increased power/crit or toughness/ vitality depending on ‘mode’ it is in
the F button will determine what what mode it is in. with 20 second CD to balance out
The way combat would work, would be around dazing, confuses and blinds – as with some arts and combat
currently, with this mode of thought I am currently balancing out the each attack works out :P
anyhow, to stims!
Stims mirror that of the mesmer with buffs being randomized
They work under the same foundation of elixirs but would have longer CD
As passive. there is a chance of each buff triggering
as active, work as a normal elixir
from this, exlirs will be buffed to seperate to two
ie; HGH would have greater effect on elixir then stim
now, to actually activate said stim, just put points into elixir….this would at least be my hope
then, there would be a down arrow which would allow you to swap between the elixir and the stim whenever you wish.
cheers for reading!
-Phyrak
Hi all, Phyrak here
The idea goes that when you have 10/30 skill points, you can unlock the exo as a device kit.
Think Elysium style to Aliens or Avatar style depending on race/ skin customization (hoping! )
Said kit is based around melee and gives you increased power/crit or toughness/ vitality depending on ‘mode’ it is in
the F button will determine what what mode it is in. with 20 second CD to balance out
The way combat would work, would be around dazing, confuses and blinds – as with some arts and combat
currently, with this mode of thought I am currently balancing out the each attack works out :P
anyhow, to stims!
Stims mirror that of the mesmer with buffs being randomized
They work under the same foundation of elixirs but would have longer CD
As passive. there is a chance of each buff triggering
as active, work as a normal elixir
from this, exlirs will be buffed to seperate to two
ie; HGH would have greater effect on elixir then stim
now, to actually activate said stim, just put points into elixir….this would at least be my hope
then, there would be a down arrow which would allow you to swap between the elixir and the stim whenever you wish.
cheers for reading!
-Phyrak
Hi all, Phyrak here
I have read through many, many builds based on a variety of very differing strategies.
My idea is this.
Reward people for sticking to one attunement.
For ele’s, we seem to be stuck in a dance of sorts…constantly switching elements.
Whilst this is one core, of which rewards the player for.
Perhaps another where we can be specifically based on a certain attunement – ie: the lightning hammer in water I read somewhere.
Think of it as avatar…
Those who want to gain the buffs of all the ele’s can Aang all they want.
Throw around fire, air and shards of ice…
Then if someone wants to kick kitten on the field of rock and stone – they can Toph it up!
I hope I get my characters right…it’s been a while since one watched it…
Anyhow, that’s my $0.02
Cheers,
-Phyrak
Air has very few decent control abilities that are under a 30 sec CD that last longer then 1-2 second…
The only exception is scepter 3.
I’m not saying that everything should be buffed.
In fact, I think they have balance earth, fire and water quite well.
Air just seems a bit under done compared to the other elements with few control abilities on long CD’s…
Euthymia.
I couldn’t agree more.
Even if it’s out of combat, it would be brilliant!
All good
My problem of my keyboard was only used as an example :P
Anyhow, keyboard problems aside…
Would something like that work?
Alrighty, over 90 people have had a look at this.
Would any of them like to give me their thoughts?
Indeed, I’m just figuring out why the keyboard is bugging me round… :/
It is more or less used as an example.
To be able to change from one passive into another would be useful.
Whether or not it is dependent on things like attunements.
Hi all, Phyrak here
Now then, Passive traits are the sort of thing that can make or break you in moments that come down to the wire…
I play currently as an ele, but have explored other classes.
Now, due to my keyboard setting which I’m still figuring out…I don’t change attunement very often…
So the T2 traits are useless to someone like me…
My suggestion is thus; allow for some leeway in relation to how we play with our passive traits.
For those who play in one attunement or something like that with another class.
Please give some sort of flexibility.
Thoughts and criticisms welcome
-Phyrak
You people are brilliant!
Revamp air!
Revamp air!
Revamp air!
Considering what PC said, perhaps give grounded as a passive too?
Bismuth, I agree.
It does seem a little under baked…
Thanks Darkace,
What would you like to see tweaked about those abilities?
As is, Chain Lightning is useless against one target and not as good as Fireball against packed targets. It’s okay for hitting scattered enemies while on the move, but that’s about it. I think I’d have it inflict Vulnerability on hit. As for Lightning Surge, I think a simple cast time reduction of 33-50% would be sufficient.
Perhaps also add if single target add X extra dmg…
Where would the rest of the power of the bolts go if there is only a single target to hit?!
The reduced CD would be brilliant!
Even the charge takes a while…
Have you tried using daggers Cobalt?
I know from experience that both daggers and scepter feel like they have more power then staff for air…
Thanks Darkace,
What would you like to see tweaked about those abilities?
The counter on the side says 40+ people have had a look at this.
Could any of those 40+ give me their opinion
For I am intrigued on what people think of such a thing…
BigMoser.
You win.
-hands over medal made of cookies-
In other news…
I fully support this.
Your watching the enemy health bar and their conditions/ buffs then the little red line of when you’re in range…
It would just be easier on the player and in not creating a distraction when looking for range.
I agree 100%
Look and at gust, updraft and gale; all have reasonably long CD and do low g if not any…
Why not add a burst amount of dmg when using any of those skills?!
Most people will disagree but I think extra crit dmg would be nice when playing with lightning…
It’s flipping hyper-energized-über fire for crying out loud!
Give air some might too!
Considering by technicality it is a fire spell!
I propose that stun has 10% with 1 second duration.
If 3 seconds of stun is achieved, it goes on 5 second CD
As for blindness, 25-33% chance on hit.
Again, it would apply for a second and could possibly go on the same CD as blind.
BUT and I emphasize BUT
They are not on the same CD
Different chance to trigger = different CD for each one.
The chances would double in relation to critical hits.
Thus, making air attuenement which actually has control abilities…!
Sounds like we should get a revolution going!
I mean extra dmg when vuln is applied is nice…but it just doesn’t push it.
Yes, water is support…but even when having a general wander with it to take down a few mobs in pve.
You would do more dmg taking a leak on them!
(Additional burning dmg?!) XD
They really could do more with air and water
I mean what would Aang say?!
You sir have a brilliant sense of humor!
-hands over medal made of cookies-
Though, to add…
I would like such things as a passive to add to the CD reduction on weapon skills.
They could add burn to fire, bleed to earth and chill to water…
It’s a win-win-win-win right?!
Hi all, Phyrak here
Hoping to tell you why air should be buffed.
To quote the description on the wiki
“Superior damage and control”
Damage: yes
Control: every so often/ when it finally comes off CD…
If you’re being struck by lightning…shouldn’t you, you know be stunned or at least blinded…?!
Sure it’s a fantasy game :P
But come on, you read reports on what it’s like to have Zeus high-fiving your face with his spears?!
The people are “blinded by the light” -insert song reference here-
Or even if the lightning is near them, it knocks them flat on their butt from sheer power…
Also, I like storms
Now, my suggestion is that a basic or any attack whilst in air should give either a) a stun for a second with CD, b) a blind with short CD or c) all of the above because you’re Nik Telsa and you’re best mates with Zeus
Anyhow, that’s my rant out
Cheers :P
-Phyrak
G’day all,
Phyrak here
How’s it going?
well, I have been playing this game a little while and like to divulge…just a little in the wiki and the forums :P
For this post, IMO it seems a bit strange that the air attunement has very few actual control abilities.
I was think that perhaps a change could be in order.
If your’e throwing lightning at someone, there a few options for conditions to place on them – blindness, stun, daze and confusion.
if any of them were to be place on the 1/2/3 abilities (with the exception of dagger 3), it would make air attunement more of a controlling attunement then what it is now.
the idea is that depending on weapon, you have higher or lower chance of inflicting blindness, stun etc.
ie. a staff wielding air ele would have anywhere from 5% chance on normal hit to stun and 10% chance on crit
a dagger on the other hand would be looking at 20/30.
Keep in mind that this is hopefully theoretical :P
But also to replace stun; blindness, confusion and daze can last for several seconds depending on the weapon that is used and the crit chance.
If these were to be implemented, we might see a few more air ele’s due to grounded becoming useful!
Cheers nagster
Thanks for responding
Any further thoughts on the mechanics of the weapon kits?
Hi all,
well, to start this of.
how does some background sound?
I’ve been on and off playing the game due to assignments at tafe.
I come back and find that my account has been hacked, my guild that I was in, their bank was cleaned out and my personal one was too.
not to mention any mail which showed any incoming or outgoing was deleted.
I was kicked out of the guild and blocked by the leader due to the hacker.
I am in the midst of fixing ties and repaying what was stolen when I was away.
If GW2 were to invest in making a mobile security app like that of WoW which prevents hackers from accessing the account.
I believe it would prevent what happened to me happening to anyone else.
-Phyrak
G’day all,
Phyrak here, how is everyone?
now, I have read through the forums on a multitude of topics ranging from trait/ weapon specializations to new abilities (relating to engi and warrior for reference sake).
for traits.
In general – as trait lines go, there should be some sort of specialization.
ie. if we look at the warriors trait line of GS, spread along the power and precision lines – we get extra dmg (5%), reduced CD and might on hit.
The way my idea works for traits is that we gain the passive 5/15/25 as normal but the 10/20/30 have a much larger impact.
ie. the GS warrior rather then gaining a standard 5% dmg from one tree would go down one specific tree.
the select-able traits in preference to weapon would go as the traits do.
minor/moderate/major
so, to put this into perspective
at trait 10 gain: 1% GS dmg, 5% CD, 5% chance to gain might
20: 3% GS dmg, 10% CD and 15% chance to gain might
30: 5% GS dmg, 20% CD, 20-30% chance to gain might on crit
The aim is that this would work along side all weapon types and kits for engineers.
now, engineers…
three new weapon kits:
power fists
focus rifle
the mister
both are used in the explosives line (but use CD increase)
power fists focus on stun/ confusion with chance to inflict bleeding or vuln
focus rifle focuses on (pardon the pun) high dmg, high vuln stacks and low movement
the mister aims for suitability, healing and poison dmg
I would also change the rifle (actual rifle not weapon kit) and move it to explosives for these traits.
tier 1: increase dmg/ CD 5% ect – the basic stuff
tier 2: add dragons breath (% chance to add fire dmg to all attacks – except blunderbuss – 100% chance – higher damage = closer target)
tier 3: increases dmg based on distance close to target – increases vit/ tough by 100 each
I would also change how the FT works
tier 1: on each at tier gain X% chance to inflict burning/ blindness
ie burning 25/30/35
ie blind 10/15/20
tier 2: dmg increase when attacking burning target 5/10/15
tier 3: gain toughness/ higher might (depending on stims – look a bit further down)
since weapons kits are considered “unarmed”
the only use of “weapons” is for the sigil
why not increase power/precision/condition dmg by a certain % to balance this out due to the factor of weapon stats having little effect.
just before I move onto stims, here’s an idea for pistols (graphically add shooting two at the same time for more effect)
tier 1: pistol dmg increase/ CD
tier 2: “Neo-system” can shoot whilst dodging (for all the Matrix fans out there )
their 3: increased dmg based on endurance lost/ % chance to gain vigor.
finally…STIMS!
they act like a combo b/w warrior and mesmer.
healing stim – gives regen with 5/10/15 chance every 10 seconds in combat to give regen buff
aggressive stim – acts as signet of inspiration but only for might,fury,protenction and vigor
defensive stim – gives regen, swiftness, blindness immunty once every 10 second
all work as SOI with % chance of giving one or the other with certain increases based on alchemy trait list.
Elixirs will still be kept but made slightly more powerful as stims can give what they give as a passive.
ie. EB would give 3 stacks of might for 15 sec rather then 1 stack for 10
thus increasing burst/ hopefully balancing it out.
thanks for reading.
if you like, give it a bump :P
-Phyrak