Showing Posts For nopoet.2960:

Streamlining traps

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Posted by: nopoet.2960

nopoet.2960

Just wanna ask you guys what are your ideas to bring thief traps into line with DH

In this sense:

Stun breaker traps
Grants boons when triggered
Utility

Thanks!

DH traps are a different beast all together. I would only make minor changes to thief traps.

Ambush Trap – Should also cause 10 stacks of vulnerability

Tripwire – Should also clear all boons

Shadow Trap – Should also create a darkfield when you teleport in

Needle Trap – Should also shoot needles outward to cause bleeding to nearby foes (honestly this one is ok)

[Suggestion] Reset traps

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Posted by: nopoet.2960

nopoet.2960

What would be really funny is Anet decides to let thieves reset all traps from both friends and enemies so a thief can get killed by his DH friend’s triggered trap which had been reseted by an opposing thief.

This is the exact sort of thing that I would want to happen.; two thiefs going at each other to claim a dragonhunter trap would be awesome! Or even being hit by a dragonhunter trap only to commandeer it, scorpion wire and turn the tables. These are the kind of tricks I expect a thief to be able to play.

[Suggestion] Reset traps

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Posted by: nopoet.2960

nopoet.2960

… but what if this was only available if the trap was avoided? Aka evade or invulned, etc.

Traps are already unblockable. They aren’t likely to be avoided. That situation would almost never come up.

[Suggestion] Reset traps

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Posted by: nopoet.2960

nopoet.2960

Me: Brainstorming, theory crafting, engaging others in a hobby that I enjoy
You: Bringing negative energy

I don’t agree with you about it making life miserable. I think it does the exact opposite. We see the world differently. We aren’t going to come to an agreement.

[Suggestion] Reset traps

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Posted by: nopoet.2960

nopoet.2960

Why reset a trap if it is easier and simpler to drop a new one without the casting time nor other silly requirements, like “hostile entities”?

Seriously, what’s the advantage of making this functionality a reality? All I see is more ways to make the Thief’s like even more miserable.

Because it’s fun. Why else do you do anything in a game? If this ain’t your thing don’t do it.

Each trap you cast can trigger twice without disrupting regular cooldowns. I know everyone doesn’t have the same idea of fun but this fits the theme of a thief and I like traps. Also I’ve always been jealous of ranger and dragonhunter traps. This simple mechanic would let me steal them. Area control, unpredictability, max efficiency, blah blah, blah …

New Elite Specialization Contest (Closed)

in Necromancer

Posted by: nopoet.2960

nopoet.2960

There are some seriously good ideas in this thread. I don’t envy Rym on having to pick a winner. Grats Atkium! If there are any devs around it would be awesome if you could share some of your crazier ideas that didn’t make the final cut when designing the elite specs.

[Suggestion] Reset traps

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Posted by: nopoet.2960

nopoet.2960

Ok no problem. What if the trap can only be reset if there is no hostile entities in the trap area. That should solve it and frankly is more in line with how I see it working in my head.

[Suggestion] Reset traps

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Posted by: nopoet.2960

nopoet.2960

so to understand your logic.

if someone would trigger needle trap? i could press F and it repop it on top of them ? if so that sounds beyond broken lol.

Yes and no. You wouldn’t be able to reset the trap until after the animation finished and immobilize wore off. Its hard to describe the timing…trigger, immobilize ends, two beats, broken icon fades in. Same with tripwire; knockdown ends, two beats, broken icon fades in. You won’t be able to stack effects. There is also an activation time to contend with but if someone stands in the the same place knowing that a thief can reactivate the trap … they deserve it.

[Suggestion] Reset traps

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Posted by: nopoet.2960

nopoet.2960

After years of thinking about thief traps and coming up with a whole host of terrible ideas about how to improve them, I think I’ve landed on something that might actually work for the game.

Thieves should have the exclusive ability to reset traps. Here’s how it would work.

1. After a trap is triggered, a broken trap shape appears on the ground where it was triggered that only thieves can see

2. For a short time, like 8 to 12 seconds, if you get close enough and press F (plus cast time for balance) the trap is reset

3. The reset trap is identical to the original trap

4. Reset traps have a small chance, like 25%, of being able to be reset

Here’s the thing, this would work with all friendly traps. So if you are playing with a ranger, dragonhunter or another thief you can reset their traps too. If traited (Deadly Trapper) thieves would be able to reset hostile traps as well.

I know that this doesn’t actually improve thief traps but it does make playing with them more interesting by reusing and commandeering traps on the field (spy vs spy meta). It also gives thieves, in an indirect way, access to all traps in the game present and future and I think that’s pretty cool. Also scorpion wire.

New Elite Specialization Contest (Closed)

in Necromancer

Posted by: nopoet.2960

nopoet.2960

Why do you want to get rid of Shroud? I find it really good. Its esentially another weapon set and More HP on top of that. There is nothing negative about that. Except some skill behaviour and 1-2 Death shroud skills that need buff.

Nothing is wrong with shroud but they way the traits are set up all future elite spec will be required to have an active shroud state with at least 4 skills. That might be fine but it would be cool if the devs had more creative leeway. As it is now if you are creating a spec for a necromancer your first question is ok … what should the shroud state do? Seems really limiting but might be ok so future spec wont stray to far from the original design; see ranger → druid.

New Elite Specialization Contest (Closed)

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Posted by: nopoet.2960

nopoet.2960

Ok so while we wait I wanted to ask a question. Did anyone else think the current core necromancer trait list severely limits how creative Anet can be with elite specs in the future? I’m specifically looking at the 20 or so traits that relate to shroud. It feels like a lot. It’s enough that all future necromancer specs will have to have an active shroud state. When you think about future specs do you guys think that good design?

I have a strong opinion about the few traits that enhance shroud skills. They shouldn’t exist. Traits like reaper’s might, path of corruption, transfusion, unyielding blast and dhuumfire are like traiting for staff one or four. They are just too specific to exist and will cause problems for the designers when they think though future elite specs. What do you all think?

New Elite Specialization Contest (Closed)

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Posted by: nopoet.2960

nopoet.2960

Blood Mage

It’s what it sounds like. Your own health is a resource. It synergizes nicely with the Blood Magic nicely without stepping on any toes. The sword summons minions so it could work with Death Magic. I can see it working nicely with a build using Parasitic Contagion. I did run into a problem with the traits Path of Corruption and Transfusion. As written those two traits won’t work with this elite spec at all because I didn’t use shroud skills.

Class Mechanic: Death Shroud is replaced by Blood Shield. When Blood Shield is activated a percentage of the damage you take is automatically reflected to your attacker through life blast (triggering Reper’s Might, Unyielding Blast and Dhuumfire if traited). Your weapon t skills don’t get replaced but you can activate the following skills. The toggles can stay on until you deactivate them.

Blood Oath (F2) – When toggled you transfer heath to nearby injured allies

Frightening Speed (F3) – When toggled you gain quickness but slowly loose health

Soul Sear (F4) – High damage nuke that severely burns you target. Cost 85% of your current health. The more health used the higher the direct damage. If the attack kills your opponent some of your health is returned and you gain regeneration.

Sword – range on attacks is 600 units
1. Cull/Slice/Sever – Attack chain. The first attack removes one stack of bleeding from your target to siphons health. The last attack causes bleeding

2. Scourge – Summon jagged horrors to attack your target

3. Shattered Blade – Shatter your sword attacking your target with the shards; causes bleeding (projectile finisher).

Utilities: Manipulations
Illusion of Weakness (healing skill): Passive: When you are at full health, to your enemy, you look like you are about to die and when you are about to die you look like you are at full health. Active: Siphon health over time from your target.

Die Alone: Short daze. Inflict fear if you interrupt your target. (would be really neat if in PVP all of your targets allies would become invisible for a short while)

Spike of Pain – You prevent your enemy from taking any damage for x seconds. When the duration expires the target takes all the damage that was avoided plus an additional percentage.

Blood Plague – Infect your target with a parasite that siphons heath and transfers it allies in melee range. If the target dies while the parasite is still active additional parasites will infect nearby foes.

Infusion – Consume a percentage of your heath to reset your cool downs

Illusion of Vitality (Elite): Your target siphons life from its nearby allies to heal damage and causing heavy bleeding to those affected. (Thought this was a humorous way to do AOE damage especially in PVP. Guy is thinking how did I survive that…then turns around to see all of his teammates dead)

Traits – Might come back to this but essentially the first line focuses on spreading and using the bleed condition. The second focuses on improving the sword and blood shield mechanic. The third line is about exploiting your enemy’s overconfidence

Physical Skills?

in Warrior

Posted by: nopoet.2960

nopoet.2960

Why do you use Body blow with now condi damage? is it just for the weakness?

I use it for the weakness debuff. It also synergies with cull the weak in the defense tree.

Physical Skills?

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Posted by: nopoet.2960

nopoet.2960

I use this build but I only play warrior as an alt when I need a break from my thief. It destroys break bars and it’s fun to knock people around. If I were serous about it I would grab some “on interrupt” sigils.

http://gw2skills.net/editor/?vJAQNApZUj8cQVHW2BudApIGICMLA8BHA6X41NFwWQOYEA-TRSBwAFeAARUC64UAgSfg19HKq87m6PAOCAKM/BA-e

Elite Spec – Run and Gun (Rifle)

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Posted by: nopoet.2960

nopoet.2960

Minor Traits
Quick Shot – Gain Access to elixirs skill category and rifle weapon type. Stealing causes you swap places with your target.
Dizzying Speed – Gain super speed (short duration) when you gain swiftness
Dig Deep – Gain quickness (short duration) when you have less than 3 initiative

Adept Traits
Forceful Flanking – Gain might when you strike from behind or the side
Hurried Inspiration – Nearby allies lose movement impairing conditions when you crit
Fleeting Confusion – You gain swiftness from attacking confused foes and increase the duration of the confusion you inflict

Master Traits
Frenzied Firing – When wielding a rifle, successfully attacking from behind or the side has a chance (50%) to increase initiative regeneration
Rapid ricochet – Ranged critical strikes bounces to nearby opponents
Malicious Elixirs – When under the effect of an aura your attacks inflict conditions (Fire Shield – Burning / Frost Aura – Chilled / Light Aura – Blindness / Shocking Aura – Vulnerability / Chaos Armor – Confusion)

Grandmaster Traits
Tactical Superiority – Your attacks have the chance to inflict slow when you are under the effects of quickness
Dark Pool – Ranged critical strikes create a dark field under you target
Rapid Recovery – When you use all your all your endurance you gain vigor, regeneration, and one other random boon.

Elite Spec – Run and Gun (Rifle)

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Posted by: nopoet.2960

nopoet.2960

If there would be a skill switching positions it really NEEDS valid path to target…

Agreed also if the person has stability or otherwise immune to pulls then the swap shouldn’t work. You would essentially just shadowstep to their location and they wouldn’t move.

Working the traits… be back soon.

Elite Spec – Run and Gun (Rifle)

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Posted by: nopoet.2960

nopoet.2960

..I think the new Steal ability (swap spots with your target) would be insanely overpowered though, in both PvP and WvW…

First thank you. Secondly, I’m still not convinced that swapping places is over powered. It’s powerful yes but it only consolidates abilities that we already have. We can pull with scorpion wire and shadowstep with a number of abilities. I see it more as keeping thieves as kings of mobility. I am willing to admit, however, that thief is my favorite class and perhaps I’m not exactly being balanced. I just thought it would be fun to use with pistol orshortbow with hidden thief equipped. Other classes got some really cool toys last go round and I think we should get something enviable too.

Elite Spec – Run and Gun (Rifle)

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Posted by: nopoet.2960

nopoet.2960

How should a thief be able to delay a bullet in time?…

…And your Steal replacement: switching positions with the enemy is a really bad idea…. there would be so many trolls it wouldn’t be funny.

The thief is not delaying it in time… If you have to have an explanation the thief is “shadowstepping” the bullet backwards so it has to travel further and thus takes more time to get to the target.

I don’t see switching position to be any more problematic than scorpion wire. You can only use it against people that you are trying to kill. I don’t understand how it would be used to troll. In fact this skill was in GW1 minus the stealing.

Elite Spec – Run and Gun (Rifle)

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Posted by: nopoet.2960

nopoet.2960

…In these cluttered fights it’s already too hard to spot anyone. So I wouldn’t like this. If there are 2 thieves like this, there is no way to find out which one is shooting you…

This is actually the point of the entire spec. You are never where your opponent expects you to be. I assume the design challenge is to create a class that is evasive without relying on stealth. The spec I created relies on movement. You shoot you move. The focus should be on continually flanking you enemy. Hit them where they can’t hit you back.

With regard to the mechanic steal mechanic… I needed something that wouldn’t put you face to face with your enemy while you are holding a range weapon. Swapping places allows stealing but also adds some interesting game play because we already have things like traps and caltrops you can drop your foe in. Would also be interesting to use with refuge… There is a problem in PVE with bosses. If they are protected by defiance it can damage it but I don’t know if you should teleport to it like a regular steal or fail the steal all together. Gotta think that one though.

So the utilities are supposed to give thieves something that they don’t already have. In range the the utilities are really about the fields not the auras. However you wont always be in range so they are useful if you are not using a range weapon. We don’t have enough hps to tank so if we get hit make them pay. That’s what I was thinking at least.

Rifle skills 1 – 3 are for damage 4 & 5 are more for team support. Seems like most weapons are designed this way. Also there is supposed to be a really short slow on Delayed Shot which can be improved by 5 gonna try to edit that in now.

Elite Spec – Run and Gun (Rifle)

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Posted by: nopoet.2960

nopoet.2960

Dropping my suggestion in the pot for the next thief elite spec. This is a rifle user. The big idea is that if you can shadowstep your entire body, you should be able to shadowstep a little bullet. A darkshot (shadowshot is taken) has the ability to move a range attack from one location to another so it is hard to track it back to its source.

Range – You have to be in 900 range to activate dark shot abilities but when the bullet comes out of the darkness (so to speak) it can travel 1200.

Mechanic – You swap places with you target when stealing rather than teleporting to it

Rifle
1. Distraction Shot – You shoot into the darkness and bullets advance toward your target from random locations. Has a chance to cause confusion. You shoot at the target standing in front of you but the bullet comes from behind or the side of your target

2. Delayed Shot – You shoot into the darkness and the bullet emerges 1.5 seconds later. Applies a .5 Slow. You shoot and move but bullet comes from where you were and not where you are

3. Double Shot – You shoot a piercing shot that travels an additional 300 units after its strikes its primary target then it enters the darkness returning the point where it started and travels the same path again. Shoot and move the bullets keep coming

4. Detonation shot – You shoot an explosive bullet at your target that explodes after a short delay blasting fields and damaging your target and nearby foes. PBAOE

5. Destructive Shot – You shoot a bullet that adds to the duration of up to three conditions on the target (prioritizes non damaging conditions).

6. Diversion (Stealth skill) – Fire three shots that taunts (.5 sec), fears (.5 sec), and dazes (.5 sec)

Utilities (Flasks) –
Hot Tottie (heal) – Cures torment. Gain regeneration and swiftness. Gain extra health while moving. May cause intoxication if standing still.

Blinding Flask – Drink and ain light aura for X seconds / Clinging Darkness (flip over skill) – Ends light aura and creates a dark field at your feet

Fire Flask – Drink and gain fire aura / Flame lick (Flip over) End fire aura and belch flames to create a fire field in front of you

Frozen Flask – Drink and gain Frost Aura / Spin Dry (flip over skill) – End Frost Aura and spin off the ice creating water fields where the ice lands

Ionized Flask – Drink and gain shocking aura / Discharge (flip over skill) – End shocking aura. Your next attack will proc chain lightning

Elixir of Chaos (Elite) – You toss a noxious mixture of chemicals causing your target to hallucinate. The hallucinations do heavy damage but your target is healed if not defeated before the hallucination ends.

Minor Traits
Quick Shot – Gain Access to elixirs skill category and rifle weapon type. Stealing causes you swap places with your target.
Dizzying Speed – Gain super speed (short duration) when you gain swiftness
Dig Deep – Gain quickness (short duration) when you have less than 3 initiative

Adept Traits
Forceful Flanking – Gain might when you strike from behind or the side
Hurried Inspiration – Nearby allies lose movement impairing conditions when you crit
Fleeting Confusion – You gain swiftness from attacking confused foes and increase the duration of the confusion you inflict

Master Traits
Frenzied Firing – When wielding a rifle, successfully attacking from behind or the side has a chance (50%) to increase initiative regeneration
Rapid Ricochet – Ranged critical strikes bounces to nearby opponents
Malicious Elixirs – When under the effect of an aura your attacks inflict conditions (Fire Shield – Burning / Frost Aura – Chilled / Light Aura – Blindness / Shocking Aura – Vulnerability / Chaos Armor – Confusion)

Grandmaster Traits
Tactical Superiority – Your attacks have the chance to inflict slow when you are under the effects of quickness
Dark Pool – Ranged critical strikes create a dark field under you target
Rapid Recovery – When you use all your all your endurance you gain vigor, regeneration, and one other random boon.

(edited by nopoet.2960)

Disabling Tooltips

in Guild Wars 2: Heart of Thorns

Posted by: nopoet.2960

nopoet.2960

Does this exist? I want to either turn the skill tooltips off or put an adjustable delay on them. Right now they appear instantly and get in the way but if I can just put a 5 sec delay it would be perfect.

You kidding me?

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Posted by: nopoet.2960

nopoet.2960

…. We have for example chrono, while it is VERY strong, the new class mechanic essentially allows mesmer to use their baseline skills- twice. Kinda boring compared to for example the Avatar State on ranger.

That’s not really a fair representation of the mesmer mechanic. Think of it this way. Mesemer mechanic lets the mesmer use some very powerful elites twice.

BWE 3 Daredevil Specialization Changes

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Posted by: nopoet.2960

nopoet.2960

MASTER: Audacity – When you successfully evade an attack you get a stack of Audacity for 6 seconds allowing you to strike an additional target in front of you with a melee weapon and cause your range projectiles to bounce once. Audacity stacks in intensity up to three times. (so up to five targets on a pistol whip and other sword skills/ potentially three targets on a backstab and five on a death blossom / kicks up the number of targets up to five on staff and up to eight on vault / also ricocheting sneak attacks and unload)

That may be a bit powerful as written, but conceptually it’s very interesting. It also has such wonderful flavor for the Daredevil—so audacious and wild that s/he has no problem overextending to make sure they lay on the hurt, and so slippery that they get away with it.
That kind of thing is the type of ability we should have for DD, in general terms. Everything we’re actually getting is a bit… dull.

Thank you. It would be a powerful ability for thief but it’s really no different than aoes or cleaves that other classes have. The more powerful part of my suggestion was the 6 sec blur on a 30 second or less (if trickery is traited) cool down. Blur, for those who have never played a sword mesmer, is a evade that while attacking.

BWE 3 Daredevil Specialization Changes

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Posted by: nopoet.2960

nopoet.2960

What the minor traits for daredevil should look like:

ADEPT: Daredevil Training – Gain access to the physical skill category and staff weapon type. On a successful steal you get access to Elude (Steal Flip over) which blurs you for 6 seconds evading all attacks.

MASTER: Audacity – When you successfully evade an attack you get a stack of Audacity for 6 seconds allowing you to strike an additional target in front of you with a melee weapon and cause your range projectiles to bounce once. Audacity stacks in intensity up to three times. (so up to five targets on a pistol whip and other sword skills/ potentially three targets on a backstab and five on a death blossom / kicks up the number of targets up to five on staff and up to eight on vault / also ricocheting sneak attacks and unload)

GRANDMASTER: Crime Spree – Evading attacks reduces the cool down on steal by 6 percent.

(edited by nopoet.2960)

You kidding me?

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Posted by: nopoet.2960

nopoet.2960

New mechanics:
Guardian – Virtues that project physically in the world
Revenant – Channel a dragon! also a pbaoe that makes boons last longer
Warrior – Fire empowered berserk burst skills
Engineer – Mechanically assisted range finisher and reviver
Ranger – God like healing
Elementalist – Fire tornados, water bubble, lightning striking , earth quake riding madness
Mesmer – Time travel
Necromancer – Improved demonic state

Thief – dodges …..

Revealed (Suggestions + Discussion)

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Posted by: nopoet.2960

nopoet.2960

I think they just need to expand the concept of Revealed.

1. Anyone actively using a shield should be permanently revealed. Mesmers have a trait that allows them to stealth themselves when using a shield but can’t be stealthed by others if they have a shield equipped.
2. Revealed increases aggro generated in pve. Solders have traits that amplify this affect. Revealed does not increase aggro for thieves.
3. Being forced out of stealth by revealed dazes you for a .5 second and reduces your armor by 5% for the duration of the debuff. Thieves are not subject to the effect.
4. Thieves can passively reveal a target by damaging it in stealth

Edit to explain: If revealed exist thieves should be the master of it and it should hurt other classes more than it hurts thieves.

(edited by nopoet.2960)

Guild Wars 2: Battle of the Thousand Clicks

in Guild Wars 2 Discussion

Posted by: nopoet.2960

nopoet.2960

Few ideas:
1. Get rid of the sell junk button at merchants. Junk should be automatically sold when you click on them. What else are you going to do with junk? (related but not an inventory management issue: Walk up to anvil press F repairs armor. no dialog needed)

2. If we can’t get luck auto consumed as suggested above. Maybe it can automatically combine to form the rarer luck essences. I’d rather click one legendary essence than 50 fine ones.

3. Auto deposit crafting materials. That way if it sitting in my bag I know that I already have 250 banked and can sell without thinking about it.

4. Make minor runes consumable by level 80s for temporary stat buffs.

If it would be your Job to Redesign the Thief

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Posted by: nopoet.2960

nopoet.2960

On a high level I would work with the idea taking things from your opponents. This can be anything from copying special attacks to using your enemy’s body as a shield. I have this half baked idea about draining your foes endurance with a move that’s part dodge part tackle (knockdown).

Beyond that I think thieves should get skills to take advantage of vulnerability. It could be something as simple as increased crit damage or something more complex like destroying armor rating to really open the enemy to attack.

Inconsistency in elite specialization traits

in Guild Wars 2: Heart of Thorns

Posted by: nopoet.2960

nopoet.2960

  • Guardian, Dragonhunter; Virtuous Action: The guardian’s resolve has further increased, allowing virtues to be manifested as physical aspects.
  • Revenant, Herald; Crystal Harbinger: You can now equip a shield, use legendary dragon stance skills, and gain access to the facet of nature.
  • Warrior, Berserker; Primal Rage: You can equip torches and use rage skills. Gain access to berserk mode and primal bursts.
  • Engineer, Scrapper; Function Gyro: You gain access to the function gyro, which can be used to finish a foe or revive an ally at range.
  • Thief, Daredevil; Enforcer Training: Gain access to the physical skill category and staff weapon type. Your maximum endurance threshold is increased.
  • Elementalist, Tempest; Singularity: Attain elemental singularity by remaining in an attunement for a period of time. Upon attaining singularity, you may overload the attunement to your vicinity.
  • Mesmer, Chronomancer; Time Splitter: You can equip shields and gain access to chronomancer wells. Gain access to continuum split/shift, which allows you to revert to an earlier point in time.
  • Necromancer, Reaper; Shroud Knight: You can equip greatswords and use reaper shouts. Death shroud is replaced with reaper’s shroud, which has more melee oriented skills.

Daredevil sticks out to me too. It’s new mechanic is extra dodges. Reading all of the traits next to each other like this makes me sad that I main a thief.

BWE 3 Daredevil Specialization Changes

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Posted by: nopoet.2960

nopoet.2960

Completely random idea for a minor daredevil trait :

When you evade an attack you gain a stack of Audacity for 8 seconds. Audacity allows your melee attacks to strike 1 additional target in front of you and causes your range attacks to bounce.; nod ricochet. Stacks in intensity up to 3 or 5.

The reasons I like this for DD is because it encourages and rewards risky pay. In order to get the most of this skill you have to be near lots of enemies causing aggro making them attack you requiring you to successfully dodge again or escape or die (all things thieves are good at).

It probably wouldn’t work with some of the shortbow skills but would be a thing of beauty with staff and sword in particular. I wonder if they would let us get away with a double / quadruple / pen tuple backstab? Before you say overpowered … time travel, sword skills that shoot firerballs, ranged stomp, necrocopter, lighttraps, channeling a friggin dragon.

DD class mechanic – turn shadowstep into leap

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Posted by: nopoet.2960

nopoet.2960

I don’t see how a leap is better than a teleport. the More teleports the better, it confuses the enemy even more.

It’s not really about the leaps… It about the change of play style that wasn’t really delivered. Something as simple as adding blast finishers would give thieves a new way to play their characters. We would get to support our team in a new way.

Also I wanted to point out the fact that we haven’t been fooled into thinking that traits = new mechanic. Every class has gotten one except for thief. I’m a little sore about it because I feel like we got robbed.

DD class mechanic – turn shadowstep into leap

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nopoet.2960

I thought comboing skills had more to do with casting time than animations.

DD class mechanic – turn shadowstep into leap

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nopoet.2960

Since daredevil doesn’t have a class mechanic I’d thought I suggest one. What if we convert all of the shadowsteps to leaps that have blast finishers. This fits into the theme of high flying daredevil perfectly. It also gives thieves a new play style because we currently only have two blast finishers.

The biggest impact would be on steal. Can you just imagine flying though the air towards your target from 1200 units away; pure awesomeness with a blast at the end.

Infiltrator signet and Shadow Step get new life because of new uses. Shadowstep would potently be two blast finishers if used carefully.

Shadow Trap …. Leap probably not possible due to the crazy range but would be fun if they could figure out how to make it work.

Short bow becomes more interesting with Infiltrator’s arrow being able to blast chocking gas.

Sword gets tricky because your opponents don’t know if you are dodging, stealing or striking.

Dagger/pistol 3 becomes OP. They would have to increase the ini cost if you successfully use it to blast a field.

Pistol/Dagger 3 would be hard to use as a blast finisher but it would look cool to flip backward 600 feet.

So leaps with the new dodges would really complete the spec for me. What do you guys think?

[Suggestion] Burning should be a PBAOE

in Guild Wars 2 Discussion

Posted by: nopoet.2960

nopoet.2960

I’m… okay with this. …

A common suggestion I like is making it an inverse torment where it does more per tick against stationary targets.

So glad someone gets it.
I’m not sure about the inverse torment thing because the game teaches you to move in combat from level one. Torment is effective because all of the sudden you are punished for doing the “right” thing.

The New Lion's Arch - Feedback [merged]

in Guild Wars 2 Discussion

Posted by: nopoet.2960

nopoet.2960

The look the the new LA is stunning! Seriously Anet who the hell do you think you are!

However I still have the same criticism about it as I have with every other mmo city. It needs to be less like a book and more like a toy. A good example of this is the new mystic forge. I want to splash around with the kids in the fountain (we already have the coming out the water effects). I want to tell a npc where the best deals for food is and the npc go there. Leave a ball in the middle of the city that npcs and players can kick and see what happens. I want to shoot dice with the guards. I want to play drunken darts with the pirates where the award for winning is another drink. I want the shop keepers to knock me down when I climb all over their inventory. I want there to be trash to pick up (show some civic pride!).

I want a reason to play in the city the same way we play in the rest of the world.

[Suggestion] Burning should be a PBAOE

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Posted by: nopoet.2960

nopoet.2960

There are already skills that are aoe and apply burning, if a burning target also procs aoe damage, an aoe skill that applies burning would then trigger bunch of aoe damage again from each target that got burned

I’m actually ok with that. Thematically thats the nature of fire; it spreads. Right now burning is just a glorified bleed. They have some balancing to do anyway. It could still work and the game would be better for it.

[Suggestion] Burning should be a PBAOE

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Posted by: nopoet.2960

nopoet.2960

So I always thought it was bad to stand next to someone on fire. I mean we know that we shouldn’t stand in the fire but we shouldn’t stand next to the fire either. Right now as the devs are thinking about balancing burning please consider giving it the unique ability to damage foes standing next to their flaming allies.

The damage on the aoe portion shouldn’t be affected by the number of stacks on a target. The number of stacks just makes the range of the aoe bigger. So I envision that 1 stack of burning will damage foes 200 unit from the burning target (just outside of melee range). Each stack will add 10 units of range to the aoe.

Of course the damage on the primary target will have to come down but this would make burning a more unique condition so the devs don’t have to differentiate burning by damage alone. It would also be a good tool against zergs and stacks.

Bonus Suggestion:
Make the debuff for poison longer then the damage portion. My reasons for this are selfish as I play a thief and miss the poison up time.

Thief needs a 2-handed melee weapon. (Staff!)

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Posted by: nopoet.2960

nopoet.2960

Thief IS going to become Monk melee specialisation. ….

Hope you’re right. It actually makes sense. One thing that thieves are lacking is aoe skills. If we get melee aoes then that will definitely fill in a gap for us.

Why make burning stack intensity anyway?

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Posted by: nopoet.2960

nopoet.2960

What do you guys think of this. Anet reduces burning damage but to make it a unique the burning ticks are a point blank aoe. So … don’t stand in the fire and also don’t stand near the guy that burning. Also don’t increase the damage of the aoe portion based on stacks but instead increase the range of the pbaoe.

QoL Idea: Accept and Continue for Salvaging

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Posted by: nopoet.2960

nopoet.2960

This is how it should work: When you salvage an item or piece of equipment and you have more than one of the same rarity you should get the option to salvage all the items in your inventory of the same rarity. For example you just finished a Silverwaste run and you salvage a green item. You would get a pop up that says “Salvage all green items? Y/N”

[Suggestion] Dragon minions

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Posted by: nopoet.2960

nopoet.2960

Destroyers- When destroyers die they turn into destructible statues for 30 seconds. The statues will crumble if the players don’t destroy them in that time. I don’t have a lore reason for this just think it would be really interesting way to add obstacles in the environment creating line of site issues and promoting moving around. Also could be very interesting tactically in tight areas.

Just pointing out: Ventari has no heal6

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Posted by: nopoet.2960

nopoet.2960

…The healing debuff isn’t statics 33% no matter the stacks. …

Has this been confirmed?

[F2] button for Stolen Item skill usage

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Posted by: nopoet.2960

nopoet.2960

There will be a couple of changes to items stolen mainly from players (though these do exist in PvE as well). This is mostly out of necessity due to the changes with Improvisation and in how you’re able to use a stolen item multiple times. Some examples:
The necro fear skull is going from 3 seconds maximum, to 2 seconds maximum. The guardian mace daze will be reduced from 4 to 3 seconds for daze. The ranger’s Healing Seed will have a reduced duration (10s -> 5s), but pulse twice as fast (2s pulse -> 1s pulse).

Gotta say I really don’t love the idea of nerfing stolen items to accommodate one new trait.

Consider this: What if after you use necro skull (Skull Fear) you have another item called Preserved Skull which is what is left after the magic is used. Preserved Skull is a ranged attack with a 1 sec taunt.

Maybe after you use Mace Headcrack you are left with Mace Handle (you know cause the mace head broke in use). Mace Handle dazes for 3 seconds.

After using healing seed you could have a Imbued Branch which would be an aoe regeneration.

The beauty of this is that all of the new skills that you add could be added as new stolen objects and environmental weapons.

Wait let me try one more before I go… Consume Plasma. After use turns into Plasma Burp all allies within 300 units gain all boons for 5 seconds. Please consider.

[Suggestion] Dragon minions

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Posted by: nopoet.2960

nopoet.2960

I’m back had some thoughts about the branded.

Branded: The big concept about the branded is about transformation and resonance. So as you fight branded they adapt to your fighting style. So if you are criting often all of the other branded near them get a huge bonus to armor. If you do a lot of condition damage surrounding branded get resistance. So to counter this you need to bring diverse teams as a group full of zerks would not be optimal in this setting but hybrids would excel.

Lack of official merchandise- Ideas?

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Posted by: nopoet.2960

nopoet.2960

I want a lighter modeled after incinerator.

Zommoros should be a world boss...

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Posted by: nopoet.2960

nopoet.2960

I have a theory that he is an elder dragon because he is certainly removing lots of magic from the world.

[Suggestion] Dragon minions

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Posted by: nopoet.2960

nopoet.2960

When did they tone it down? I have always ran into way too many undead there to do anything useful in Orr.

You don’t know the half…

[Suggestion] Dragon minions

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Posted by: nopoet.2960

nopoet.2960

The last idea would be exploited to harrass people on the Internet. .

I’m not a lore junkie but I think of Jormag as the dragon most likely to give you a full set of legendary armor in exchange for some future favor. It would be a shame not to explore the themes of betrayal and redemption in a real and tangible way.

If Anet did this they would have to design it so that it should be exploited. Dragon’s Rage (damage and targetable allies buff) as I imagine it is a short, 15 sec max. But maybe Dragons Rage is only the beginning. Perhaps you can become a “fallen” hero. If you heavily damage or kill an ally under the effect of Dragon’s Rage you get a debuff called Hero’s Shame. When you have Hero’s shame on you you have no allies and can be attacked by everybody. If you kill enough Icebrood this goes away. If you kill players you get a condition/power buff called Dragon’s Pride and the Icebrood become yellow and players become red. Your character appearance also changes to resemble the Icebrood and you get Icebrood utilities. The important thing to note is that you can still fight Icebrood in this state though you will eventually loose the buff if you do.

OR if you don’t do any damage to allies under Dragon’s Rage you get a buff called Heroic Focus. Heroic Focus causes you to take less damage from player’s with Hero’s shame. If you rage again and heavily damage or kill a player your Focus turns to shame. If you avoid hurting your allies again you get a buff called Hero’s Fury. Hero’s Fury. Under Hero’s Fury you get a utility that can remove Dragon’s Pride.

So that’s a bunch of text but the big picture is: player monsters, getting pvp players out in the open world, role playing, and hopefully fun because it’s different than the rest of the game.

Suggestion: Ascended gear trade in.

in Guild Wars 2: Heart of Thorns

Posted by: nopoet.2960

nopoet.2960

Legendary armour!

Only if your ascended armor is one of the materials used to make it.

[Suggestion] Dragon minions

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Posted by: nopoet.2960

nopoet.2960

If you remembers Orr before they toned it down you know that place was dense with undead. I think the devs did that so that players would always feel the threat of being overwhelmed by enemies. This is an old zombie troupe. Alone zombies are weak but the threat multiplies exponentially the more zombies are around. Zhaitan is the zombie king dragon so thematically the threat of being overwhelmed by undead makes a whole lot of sense. However the devs eventually culled the number of undead roaming the zone (for good reason) and some of the magic that was old Orr diminished.

I think dragon minions are special and they look great visually but something more should be added to them to reinforce that these guys belong to the most powerful beings on the planet. With that in mind here are my meager suggestions :

Risen: Rework the risen so that when they die maggots or wraiths emerge from the corps. Big enemies like abominations will be filled with more maggots and more intelligent minions like wizards are more likely to be harboring wraiths. My objective here is two-fold 1) the threat of being overwhelmed if you are not careful becomes real again and 2) thematically I want to give the impression that you are fighting the seen and the unseen. Have you really re-deaded all undead or is there something about to jump out right behind you?

Mordrem: When mordrem die they should nourish their surviving allies. This plays off their plant based nature. Nothing truly dies it’s just recycled. Nourishment could come in the form of regeneration, condition clears etc. but the feel I’m looking for is almost the opposite of the risen. Where you get overwhelmed by lesser enemies with the risen the last mordrem standing has been seriously buffed by its fallen allies and is very dangerous. It should make you think about the order you kill them. Do you really want to save that elite for last?

Icebrood – Something a little different here. Players actually can get a damage buff for defeating Icebrood. The more and the faster you defeat them the more likely you are to get the buff let’s call it dragons rage. Dragon’s rage has one very importation side effect; your allies become targetable. So you have to be very careful not to burn down your allies as you are taking down the Icebrood. The meta here becomes about trust. Can you trust your allies? Can you trust yourself?

I have some ideas about the braded and destroyers but they aren’t any good yet. Can anyone help?

Edit:

Branded: The big concept about the branded is about transformation and resonance. So as you fight branded they adapt to your fighting style. So if you are criting often all of the other branded near them get a huge bonus to armor. If you do a lot of condition damage surrounding branded get resistance. So to counter this you need to bring diverse teams as a group full of zerks would not be optimal in this setting but hybrids would excel.

Destroyers- When destroyers die they turn into destructible statues for 30 seconds. The statues will crumble if the players don’t destroy them in that time. I don’t have a lore reason for this just think it would be really interesting way to add obstacles in the environment creating line of site issues and promoting moving around. Also could be very interesting tactically in tight areas.

(edited by nopoet.2960)