I think if it pulled knocked back on secondary activation it would gel better with the rest of the skills.
The auto-attack and skills 4-5 are shorter range so u need to pull in the enemy to have a better chance of them hitting and skill 2 can be activated quicker if they are closer.
The knock back has its uses but the pull would fit better and having both would help the flamethrower be the control weapon it was suppose to be.
And maybe add reflection to the flame wall (maybe through a trait)
But if you made one it would be engineous
How come you can only come up with clever titles for the other classes?
There is a 10pt trait in explosives that has a 33% chance to burn on crits so if you have enough precision you can get away pistol shield or rifle. That means you have other ways to apply burning through your main weapons besides the offhand pistol and most of them are longer range than blowtorch.
I think they can just change the daily achievements to promote better gameplay and teamwork rather than just remove it, maybe even add title for being team players.
And like in PvE, you only have to do 5 to earn it but you get a bonus for all nine
Some Ideas:
Guardian(Title same name)- Interrupt 10 players while they are performing a finisher on a downed ally
David- Kill 7 players who’s maximum health is at least 3000 higher or lower than yours
Joint Ops- perform the map’s secondary mechanic 5 times (run orb, kill npc, knockdown with treb etc.)
Kevlar(Title same name)- block 5 projectiles intended for other allies
Reaper- Kill 5 players within 20 sec of them recovering from a downed state
Hmm…
If Custom Arenas are replacing hotjoin and they cost money, and hotjoin is free…
This could potentially kill off the population of prospective PvPers that don’t have gems/lots of gold. This will truly make PvP quite a “small town.”
It doesn’t cost gems to play on a server, only to own one.
Im not understanding why it costs money to own one, dota 2 lets you create a custom lobby for free. Why does the ability to restrict who joins your game cost money at all?
Because ArenaNet must earn money in some way, and this is a great feature, let’s just not hope it’s overpriced.
And what other MMO lets you customize your own arena like this? Not even subscription based MMOs let you do anything with their PvP.
I think it’s alright for ArenaNet to take money from us by releasing such tool.
I agree that they should make money some way, but I would rather it be through something specific like a scepter skin, custom taunt, or SAB finisher rather than something general like a custom lobbyish thing.
And other MMOs not doing it should be a reason for them to follow suit. I would be more compelled to spend money if they didn’t charge for these things. Arenanet should set the example by offering these competitive tools for free, it shouldn’t take another company to do things to grow their scene.
Oh and asuras should die as a species.
The game is entirely animation based yet they have the worst set of ‘tells’ out there.
It is stupid.
There should an option to display all allies and enemies as humans on your own screen, that way they can still feel good about their goofy race choice but that wont affect how well people can react against them in combat.
I think Supply Crate is ok. Lots of heals dropped, a blast finisher, some turrets for distractions at least in PvE.
I agree, I think the only thing they need to do to improve it is make the cooldown shorter and make one of the pact helicopters fly by when it drops
I agree with reworking elixir x and mortar.
Elixir X is bad if you get rampage, somewhat usable if you get tornado.
It would be a lot better if it just gave you stability or immunity to conditions for a little.
Mortar is bad because you replace your skills (or an allies’ if they use it) with 5 skills that are too slow and too short of a range to hit anything that isn’t a target dummy.
It would be better if it was changed to a kit and got the range/ speed of projectiles buffed. That way you could use it on the move, retain your utility skills, pressure people off of points or allies, and be able to deal with mesmers in another way. And instead of the rounds coming out of the engi’s head they can come from the sky(implying the mortar is outside of the combat zone) like a real mortar
(edited by Super Riceman.8702)
Hmm…
If Custom Arenas are replacing hotjoin and they cost money, and hotjoin is free…
This could potentially kill off the population of prospective PvPers that don’t have gems/lots of gold. This will truly make PvP quite a “small town.”
It doesn’t cost gems to play on a server, only to own one.
Im not understanding why it costs money to own one, dota 2 lets you create a custom lobby for free. Why does the ability to restrict who joins your game cost money at all?
I think the meta classes and builds are balanced (mostly) because they feel the most complete.
Guardian, d/d ele, ranger and hgh engi can deal with a wide array of problems like conditions, disables and still do enough (or mitigate enough) dmg to change the course of a fight.
They certainly have some weaknesses but they can deal with them a lot better than the warrior, thief and necro can so they are considered balanced, atleast in comparison to the other three
I think the number of bad build options to be fixed should take priority over the working or the Op builds. There are certainly some OP aspects about them like the healing on the ele, but i think the warrior, thief and necro should be brought up to their level rather than the other way around.
You can remove necro and the semicolon from the title since you put it in the necro forum so we can assume thats who you are talking about
See if [Downed HP 1/3 of normal] fits in the title without brackets
I have this crazy idea for the longbow that I think is fun but im probably alone.
For Longbow skills 1,3 and 4 you can hold down the button so the shot is more effective.
Holding Down Skill 1 increases the range the arrow can go
Holding Down Skill 3 increases the # of vulnerability stacks and the range of the arrow
Holding Down Skill 4 increases the distance knocked back and the range of the arrow
Also, the greatsword block skill should allow you to move when you activate the throw that cripples
I dont think they would need quickness if some of their cast times are reduced like Focus 5 but arenanet hasn’t said they would or would not do that so I just wanted to bring up the idea.
What about the removal of the negative effect though?
It would be deep in the power or precision trait trees rather than in any of the defense ones
(edited by Super Riceman.8702)
Juggernaut is on bomb kit because you have to be in melee range to use it so the extra toughness will help, I dont think it should get the might gain (or at least only 1 per every 15 sec) since it scales well already.
It can help EG because EG applies lots of conditions and it can improve the leap and autoattack
Target The Weak
I dont know what the # should be for the bonus but I think there should be some cohesion between conditions and precision since the tree combines the two.
If Per condition % is too op then it should just grant half of your boon or condition duration as a bonus to crit chance (Cap 15)
Auto-tool Installation probly shouldn’t be regeneration every turret but since it is in inventions it should help defensively (Or it should heal the turret way more than it does now)
Power Shoes can be a grandmaster trait if it removes or reduces combat speed reduction but if its the vigor granting one then I would keep it where it is.
If both of those ideas are ColinJohanson OP then it should just increase the distance for gap closers/creators like Rifle 5 and rocket shoes
Scope doesn’t do much currently, the bonus does not have to be 10% (probly 3-5%) but i think there should be a way to trait against more mobile classes
Adrenal Implant needs to be changed because as of now, it is the same as a 5pt ranger trait. Same w/ scope, the # shouldn’t be final but I think it should reduce the cost of dodging since 30% in tools is probly for glass cannons or people who want to be really hard to kill but not do much dmg (if they use 30pts in alchemy).
If it is too op to reduce endurance costs then it should increase endurance regen by 75-100% or do something else entirely
Concussion Bomb(w/ reduced confusion stacks) or the Flame bomb should be dropped because the default bomb is weaker than my left arm
Flame bomb would probly be better since it fits w/ the bonus condition duration
Also u didnt mention enduring dmg but there would probly be a 10sec cooldown on that.
Is anything else too O riginal P ost?
Edit: Cloaking Devise would be gadgets or turrets, not all
I think invisible on gadgets on turrets or gadgets would open up more builds, working only on immobilize seems like very little
I know these Ideas are mostly crazy but I find it very hard to work in some of these traits as they are (especially acidic coating and elixirs and scope). If you have an idea for these traits plz share, I just want these traits to be good even if its not what ive thought of.
(edited by Super Riceman.8702)
Almost entirely completely overpowered.
Change to Acidic Elixirs would be fantastic though.
please splain
Would it be OP if each of the classes that have a quickness skill could have a 20pt trait that removes the negative effect of the skill?
also Would it be OP if necromancers gained a skill or trait that granted quickness?
I have a bunch of crazy ideas for traits and all of them would be better than what we have now despite how crazy they might be. No TLDR, list shows changes made not what the trait already does.
Explosives Tree
Evasive Powder Keg- Drop a Concussion Bomb when you evade
Reserve Mines- Release a number of timed mines when you are immobilized or disabled
Acidic Elixirs(rename to something else)- Thrown Elixirs create a combo field based on the elixir type (Elixir B makes a light combo field, Elixir C creates water combo field etc.)
Empowering Adrenaline(Rename to Depleted Uranium Rounds)- Gain 5% of your targets vitality as a bonus to power
Firearms Tree
Target The Weak- 5-10% increased crit chance for each condition on your target, 1% per stack of bleed and/or vulnerability
Target The Maimed- 5% increased damage vs bleeding, crippled or chilled foes
Juggernaut- Affects Bomb Kit and Elixir Gun in addition to flamethrower
Inventions
Performance Enhancement- Gain 5% more healing power for every 10% of missing health
Stabilized Armor- take 5% less damage from ground target abilities
Elixir-Infused Bombs(Elixir infused explosions) Now also affects blast and leap finishers, mines, and turret explosions
Autotool Instillation- Turrets also grant regeneration to nearby allies (range 900)
Cloaking Devise- You become invisible when you use a gadget, deploy a turret or become immobilized
Power Shoes- No speed reduction in combat (or reduced speed reduction) or gain vigor when you are crippled or chilled
Alchemy
Acidic Coating- 10-15% chance to poison your attacker when you are hit, always poisons when you are critically hit
Deadly Mixture- Gain half of your boon duration as a bonus to condition duration (Bonus Cap 20%)
Automated Response- Also removes all conditions when you reach 25% health
Tools
Enduring Damage(Rename to powered toolbelt)- Increase dmg by 3-5% for 5 seconds when you use a toolbelt skill (dmg% does not increase if you use multiple toolbelt skills within 5 seconds)
Deployable Turrets- Combined with Packaged Stimulants, thrown turrets have the new turret cooldowns
Kit Refinement- Global Cooldown removed, each skill has an individual cooldown of 11 sec
Scope- 10% increased crit chance vs moving foes
Leg Mods- Cripple and Chill slow you for 10% less
Armor Mods- Gain 5 sec protection when you receive vulnerability or a critical hit, 25 sec cooldown
Adrenal Implant- Evading costs 15% less endurance
Thoughts?
I think power shoes (VIII) should reduce speed reduction in combat
and Leg Mods (X) should reduce cripple and chill slows by 10%
Is it too OP of an idea?
(edited by Super Riceman.8702)
[Rocket Boots]
The current version has self-cc, making the skill bad
What it should be like (http://www.youtube.com/watch?v=1QDVpLBdrXo)
Like savage leap but , nearby enemies are knocked down 1 sec on activation and knocked back in the area you land in (Range 1200 Aoe 180)
[Uses]: Initiate/Escape from a fight, activation blast finisher, landing leap finisher
[Changes to other gadgets]
Slick Shoes: break stun (3rd gadget stun breaker) cooldown 45 sec
Personal Battering Ram: 12 sec cooldown and reflects projectiles
Throw mine: Main mine and toolbelt mine explosion radius 220
Utility Goggles: lets you and your turrets see stealthed enemies/traps for 10s 900 AoE (Looks like detective vision from Arkham Asylum, they remain invisible to your allies)
[Gadget Trait ideas]
Mutagen Infusion: Using a gadget cures 1 condition + 1 condi per 20% missing hp
[Turrets]
Thumper Turret: toolbelt stun breaker, health/toughness on par w/ ursine pets (Full turret builds lack stun breakers)
Rifle Turret: hp/tough on par w/ cat pet
Flame Turret: hp/tough on par w/ drake pets, Throw napalm cooldown 20s
Rocket Turret: reduce toolbelt CD to 10, hp/tough on par w/ cat pets
Healing Turret: hp/tough on par w/ cat pets, overcharge applies on current pulse
[Weaker Skills]
Flamethrower [Napalm]: removes 1 boon on enemy per sec
[Flame Jet] can be manually cancelled by pressing again (retaliation hurts)
Elixir X: grant condition immunity for 6 sec (transforms suck)
Mortar: Change into a 1 sec CD kit, does not trigger rune of lyssa
Elixir Gun [Healing Mist]: make a stun breaker (full kit builds lack stun breakers)
[Traits]
Acidic Elixirs: When you throw an elixir it creates a 200 AoE combo field based on the elixir thrown (H water field, C light field, S lightning field, B fire field)
Leg Mods: Increased distance covered when dodging to 500
Juggernaut: Bonus toughness applies to bomb/tool kit, might gain on elixir gun
Kit Refinement: Global Cooldown Removed, 10 sec individual cooldown
Scope: increased weapon auto attack range, bombs unblockable, no change on nades
Acidic Coating: 20% to trigger vs all attackers
Shrapnel: also affects rifle auto attack and offhand pistol
Empowering Adrenaline: Negative effect from quickness is removed
Accelerant-Packed Turrets: Turrets gain 5 sec quickness when overcharged
Stabilized Armor: 5% reduced damage taken from ground target abilities
Rifled Barrel Turrets: Turrets gain 15% of your stats
Deadly Mixture- Condi and boon duration +10% while in flamethrower or elixir gun
Performance Enhancement: healing power boosted when below 50% hp
Adrenal Implant: also makes quickness last 2 sec longer from all sources
Always Prepared: Drop a Big O’l Bomb when you are downed
Evasive Powder Keg: Drop a Mine (throw mine) when you evade (cooldown 15 sec)
Reserve Mines: replaced by Autodefense Bomb Dispenser, cooldown 30 sec
EOD: Replaces ABDs spot, dmg taken reduced by 10% when dealer is 600units or closer
Armor Mods: Gain 3 sec of retal and prot when you deal or receive crit dmg (CD 12s)
[TLDR]:
1-Rocket Boots should be made like savage leap but it knocks down on activation around u and when you land. Range 1200 Aoe 180
2-Slick Shoes breaks stun, Utility Goggles reveal stealth to yourself and turrets, PBR has lower CD, More gadget condi removal
3- Turrets health/toughness on par w/ some ranger pets, Shockwave breaks stuns
4- Make elixir gun toolbelt skill a stun breaker, improved flamethrower and Elites
5-Clean up garbage traits
(edited by Super Riceman.8702)