How would you suggest i seperate these?
eh hehe, wow…yea i got a little carried away XD.
For example:
Thieves should be great at dodging and stealth give them 2~4 dodges or a passive way to gain vigor. Also should be able to do a elite shadow aoe attack that drains all initive giving swiftness, quickness, regeneration, and shadowsteping them to 5 foes doing one attack each before returning them to the starting point in stealth. Causing bleed, confusion, torment, and fear. LOW damage but nice crowd control. (Simmilar to another games elite skill for rogues….)
Warriors need a major reworking, my main idea revolves around using “stances” as elite skills that act like signets.
Balanced stance constantly gives you stability 3s every 5 seconds and protection 12s every 30 seconds, along with 1 stack of might 5s every 3 seconds.
Zerker Stance gives fury 10s every 12 seconds on crits it steals hp (cooldown 10s) and might 10 stacks for 10 seconds every 15 seconds. Hell even throw in 5% more damage when health is at 90%<.
Change/Remove banners and add skills like adrenaline rush (Max adrenaline for 5 seconds allowing multiple burst skills to be used.) Or Combat drugs, hell give warriors the ability to stab the ground causing dmg like guardian but giving buffs like banners make it quick and easy. (theres lots that can be in place instead of banners.)
Mesmers should have the ability to body swap with clones on the fly…period. They should also have an elite where they summon multiple clones and home them in for one attack then shatter them into a chaos storm. Not to mention they should have the ability to look like a friendly unit to others until revealing that they are really a saboteur. <—— WVW needs this…would be nice if they had a aoe version that desguised them as green/red/blue and allowed takeovers of towers only…guards on keeps should have a buff that lets them see disguised people.
Rangers need a way to turn off their pets at the exchange of higher stats…maybe add a signet or two into the pet window…that gives a passive and an active. Change spirits so they actually do something that effects the rangers attacks, giving them a slightly different variant of their normal 1-5 skills along with the buffs they normally get. Also give them a way to tame wild animals for a short time like a whistle that pulls in normal animal AI and sicks them on the target. One last thing for ranger, incorporate more spirits into their attacks like the greatsword/sword does. Giving effects like chill/burn/torment.
Engineers….wow..this class…it needs more of everything…more turrets…more ways to fortify buildings…it would be nice to see a group of engis 5 or more being able to add stuff to towers and forts with a skill. Not to mention, give them maces…seriously… (a net has a wrench mace and could make hammer maces) and those could be used to repair things or build other things. Engi is one class that I am unsure of its direction.
Necromancer….what can I say it needs a way to make zombies from corpses….seriously…not just minions but full blown zombie versions of the corspe. Necros by far are pretty well off. (Though im sure most people would welcome some nice changes to the class)
Elementalist now here’s a nice class that isn’t being used to its full potential…why not make environmental hazards that the ele causes. Like for example…air form in water causes shock damage in a radius around the person (conductive aura idk.) Make them able to throw up walls of earth that block paths and could be traited to have traps within them like earth spikes that pop out and knock back. Hell give them the ability to ride the water while in water form (walk on its surface or dash like that one fire skill.) Why not give them chain elemental attacks for example start of with water it causes the debuff “wet” then use lightning to shock the enemey for more dmg and stun them hard. But also “wet” would debuff flame attacks. Earth could cause “dry” and make them more susceptible to burn and burn damage. Hell even give them an elite called Metal tomb…locks in 3 enemies like vines but encases them in iron then a huge lightning bolt strikes the ele…and arcs into the enemies around them.
Guardian not much needs to be changed here…maybe more ways to res people? They do need some sort of extra flavor tho. Give them a lot more ways to block attacks..maybe even on auto attacks…these guys should be defensive masters…they should have a way to counter attacks a lot too…maybe add a buff that rolls in every 3 seconds that gives them a block and a auto counter.
In closing, there are other ways around nerfing…changing things could be the better route…especially for those unhappy with their classes… Theif aside no class should be nerfed it usually does not fix the problem only creates more.
These are only ideas, but seriously this game could be so much more.
What worries me about this game, and its community is the one sided views it has pertaining to classes. Some people cry “nerf nerf nerf” all day long, without seeing the effects it would have on any class in long term.
The major points that worry me the most are:
1. Thief and its future as a class in PVE mostly, I have seen several damage reductions to pve since launch and I must say its left a bitter taste in my mouth ever since – First and foremost was “Heartseeker” Yes its damage has been knocked down – but was there any reason to do so in pve? (No) Secondly “Backstab” This is a big one for the entire community, both pro thief and con; I have watched as warriors can consecutively hit higher and higher numbers and cheered for their updates, but when I see thief (PVE MIND YOU) damage get reduced over and over, I begin to wonder how long the class will be viable in that format. My whole point is Backstab should have not been nerfed at all.
Let me explain this a bit more, people claim to say that backstab does way to much damage…not true at all…On average it does about maybe 6-7k with a 3 second cooldown on top of initiative drain mechanics, sometimes it will hit harder 10-11k but that’s rare and under certain conditions ( Might, Executioner ((20% more dmg to foes under 50% hp)), and it hitting the high end of the crit.). While warriors have been noted to pull off 30~50k HB’s. Guardians can hit 30k every 5 seconds with scepter. I welcome these classes and their damage…but thief is slowly loosing all of its damage. SLOWLY.
2.Now people are complaining about stealth…and honestly If thieves didn’t have it the way it is now…they would have no defense…I run a build that keeps me at 10k HP, and I rely on stealth A LOT to survive…half my health can be gone with a single hit if I don’t dodge/stealth. A lot of people who main other classes want this mechanic changed, but tbh it really does not.
3.It has always been a common role of an assassin to be Fast-Hardhitting-High Risk-High Reward- GLASS CANNONS. But as of late they are just becoming more Glass then cannon… In a sense I feel every patch lowers the overall damage of this class a lot. Its funny cause its actually one of the only classes I feel actually plays like its supposed to. Maybe instead of nerfing this class pump up the other classes.
This is hardly fair and should be treated as such…not just thrown aside. It cripples your company image by doing such things.
However I will say this, there are many ways to remedy the situation… such as giving the people who have “account bound” ones a mail with a new ticket(s) while deleting the account bound ones. Or make them all sellable… or all NOT sellable.
(edited by Moderator)
hmm yeah its bugged, Ive submitted several reports about this so far I too have a fused longbow skin that I cannot sell…it bothers me…I purposely saved this skin with the intention to sell it.
Combat stowing or permanent stowing should be allowed…..
I agree with op on the debuff tho, we should get a buff if we choose to do this called “Ranger’s Resolve” increases damage done by 15~20% and attack speed by 2~5% as well as a boost to toughness, but we cant summon pets in combat until we exit combat. That would be cool for people who do not like relying on pets maybe we could select it as a sigil in the pet selection area.
Try making less conventional dungeons ones where its a giant puzzle where you find carvings and clues how to go deeper inside by completing each puzzle…maybe riddles that tell you how to unlock the next area but they constantly rotate Ex. “In the wall lies 3 holes each with a carving above it, one of a _______ another_______and lastly_______” each blank is interchangeable leading you to another boss in the dungeon to kill to get whatever clue it is. Hell it could be as simple as finding a hidden switch..that keeps moving every time the dungeon is loaded; or maybe you push the wrong button and the floor falls out? or maybe room fills with gas or you get teleported somewhere MY POINT IS BE CREATIVE))
Its not hard to use the same map but have randomly generated props and conditions within the map to reach the goal…this makes it fun…not fighting a boss that irratates you to no end…btw this also gets rid of speed farming….
Also make extra chests in the dungeons hidden behind false walls or destroyable objects… Make us actually dungeon crawl…not just play through an instance. Make traps hidden everywhere, jumping puzzles, mimic chests that are actually monsters…SUPRISE US! Every time we roll in and kick kitten . That would be epically fun… Hell give us a reason to try to explore the WHOLE dungeon every time….for greater risks and rewards…
Maybe add a class progression system in dungeons that requires certain classes to access the next area (this too can be randomly generated.)
Examples:
Thief:
Lockpicks on doors/chests/Disarm traps/Stealth challenges in hallways that can detect you.
Elementalist:
Lighting torches in a specific formation or order to open doors or reveal secrets or make a water/ice bridge out of a pool of water/using earth powers to reveal hidden stairs/using lightning to power old Asuran generators that could either activate OLD defenses or open your path to salvation.
Warriors:
break down weak walls with certain skills/hold open doors that may close separating the group temporarily/knock down pillars in dungeons to reveal another floor.
Guardians:
could set up base camps or deploy points(checkpoints complete with repair nodes a ghostly foiefire npc merchant and a Waypoint complete with force field and foiefire weapon guards) in key areas to not halt the progression of the group.
Engineers:
could repair old bridges or passages not in use or reconstruct old golems/turrets to help fight temporarily.
Mesmers:
could reveal false walls invisable paths and “tears of the mists” leading to hidden content.
Necromancers:
could raise dead npcs temporarily that might open other objectives within the dungeon or have them drop items or remove traps or just plain fight with you.
Rangers:
could use existing animal ai to “scout” ahead (by possession of course) or lend assistance within said dungeon….maybe there’s no way to cross a huge gap, but there’s a falcon you posses it find a switch and boom a bridge drops down.
Anyways thanks for the time, please leave comments and additions if you would like to.
(Nothing fun about killing bosses that have been pumped up to the point where exploits have to be used to kill them.(Try making less conventional dungeons ones where its a giant puzzle where you find carvings and clues how to go deeper inside by completing each puzzle…maybe riddles that tell you how to unlock the next area but they constantly rotate Ex. “In the wall lies 3 holes each with a carving above it, one of a _______ another_______and lastly_______” each blank is interchangeable leading you to another boss in the dungeon to kill to get whatever clue it is. Hell it could be as simple as finding a hidden switch..that keeps moving every time the dungeon is loaded; or maybe you push the wrong button and the floor falls out? or maybe room fills with gas or you get teleported somewhere MY POINT IS BE CREATIVE))
Its not hard to use the same map but have randomly generated props and conditions within the map to reach the goal…this makes it fun…not fighting a boss that irratates you to no end…btw this also gets rid of speed farming….
Also make extra chests in the dungeons hidden behind false walls or destroyable objects… Make us actually dungeon crawl…not just play through an instance. Make traps hidden everywhere, jumping puzzles, mimic chests that are actually monsters…SUPRISE US! Every time we roll in and kick kitten . That would be epically fun… Hell give us a reason to try to explore the WHOLE dungeon every time….for greater risks and rewards…
Maybe add a class progression system in dungeons that requires certain classes to access the next area (this too can be randomly generated.)
Examples:
Thief:
Lockpicks on doors/chests/Disarm traps/Stealth challenges in hallways that can detect you.
Elementalist:
Lighting torches in a specific formation or order to open doors or reveal secrets or make a water/ice bridge out of a pool of water/using earth powers to reveal hidden stairs/using lightning to power old Asuran generators that could either activate OLD defenses or open your path to salvation.
Warriors:
break down weak walls with certain skills/hold open doors that may close separating the group temporarily/knock down pillars in dungeons to reveal another floor.
Guardians:
could set up base camps or deploy points(checkpoints complete with repair nodes a ghostly foiefire npc merchant and a Waypoint complete with force field and foiefire weapon guards) in key areas to not halt the progression of the group.
Engineers:
could repair old bridges or passages not in use or reconstruct old golems/turrets to help fight temporarily.
Mesmers:
could reveal false walls invisable paths and “tears of the mists” leading to hidden content.
Necromancers:
could raise dead npcs temporarily that might open other objectives within the dungeon or have them drop items or remove traps or just plain fight with you.
Rangers:
could use existing animal ai to “scout” ahead (by possession of course) or lend assistance within said dungeon….maybe there’s no way to cross a huge gap, but there’s a falcon you posses it find a switch and boom a bridge drops down.
Anyways thanks for the time, please leave comments and additions if you would like to.
The number one thing I dislike in any game, is nerfing…
It takes more and more away from the original idea and mechanics and only compliments the people who don’t understand versatility or original conception of an idea.
Nerfing = removal of versatility and individuality.
However in some cases this should be done…obviously when there is an exploitable build or combination…
With every nerf, the options for a viable build goes out the window…. and eventually you will see that one or more classes will stop being played all together…now taking that into consideration what about the people who ONLY play one role in MMORPGS? (thieves, warriors, assassins, whatever that may be.) They quit playing cause of no satisfaction in personal freedom.
Btw if you’ve noticed when you nerf one skill you have to nerf another…like a domino effect it means you’re losing balance in core game design.
PVE – Should be reverted back to its earliest state as far as class nerfs. (Thats right no nerfs They serve no purpose in PVE at all).
Or at the bare minimum have a SEPARATE nerf table from WVW ad PVP
PVE should be the most dramatic mode of playing, the one where the person feels a sense of accomplishment and individuality for exploring their own build. The one with the more “Hollywood” unrealistic elements, the ones that make you feel bad kitten for playing your class… THIS should be the FUN mode of the game.
PVE should be entirely separate from WVW and PVP as far as NERFs to classes this is where balancing comes in for competitive play. Now I know you as a design team are worried that you will lose familiarity with the class cause you think it will be very different…But this is not true at all, the only difference here is the very few limits imposed, the class still feels familiar…all be it not 100% the same but you can still pick it up and play as your class.
Remember the original vision for your game, and sometimes you have to ignore what the community is saying to get your game right. Dare to stick to your original ideas and let them flourish…don’t get distracted and turn the game into something for less that what it could’ve been…
There is a lot of statements made by your team about the game before its release that have not been lived up to or are no longer true… Which include:
No “farming” needed. (This couldn’t be farther from the truth.)
Each class has its own identity and uniqueness that makes them strong. Thus removing the “holy trinity.” (We are drifting ever closer to the holy trinity…btw.)
Each person can develop their own play style and still be just as good as any other. (Why then are their builds that do not work in some modes of the game?)
Dungeons will be fun.
Continued in second post.
1. Cof “Shaman Reward Gauntlets” on human male bend and warp…not wrap WARP when the humans arm bends…when equipped one a Norn male it floats off the elbows like normal.
2. Cof “Shaman Reward Pauldrons” model is stuck on the Cof “Shaman Reward Chest” and is supposed to be separate from the underlying trench coat. If you view the tool-tip icon on it actually displays the same look as the ring of fire on the chest piece. Hence why you cannot see the model for the shoulders currently used while using the same chest piece…
After witnessing the Halloween armors first hand…I have to ask.
1. Why did you guys make a “Mad King’s” set and not use the Mad kings town skin? Or at least made 3 variations. One light, one medium, one heavy.
2. The Halloween town skin for “Phantom Hoodie” NEEDS a clone for medium armor…it is too well designed not to have a set of armor to go with it. This could have possibly been the medium “Mad King’s” set…but unfortunately it isn’t. Or this needs to go on sale again as a skin for armor..
3. Why don’t you make town skins transmutable onto armor? That would’ve been very nice.
One thing I’ve noticed is you guys would probably sell more items/things if you made skins for them….. or at least black lion chest those skins… (for armors.)