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nopoet.2960

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  1. > @"Gotejjeken.1267" said: > > @"Lan Deathrider.5910" said: > > > @"Gotejjeken.1267" said: > > > > @"Lan Deathrider.5910" said: > > > > > @"Gotejjeken.1267" said: > > > > > > @"nopoet.2960" said: > > > > > > > @"NorthernRedStar.3054" said: > > > > > > > > @"nopoet.2960" said: > > > > > > > > I finally got my ranger to 80. I play shortbow, sword/dagger. I wish if you swapped weapons directly after hornet sting it wouldn't trigger a swap cool down. That would play into the skirmishing traits nicely. > > > > > > > > > > > > > > You do realize that's fundamentally broken and impossible to balance? > > > > > > > > > > > > How would you exploit it? > > > > > > > > > > If we're talking about not having a weapon swap cooldown, then, on swap sigils mostly. You'd do hornet sting, could swap and say get 3 condis cleared, then immediately swap back for another 3. There are also traits that would get broken pretty bad, like getting fury / swiftness on swap, would get a lot out of those with little downside. > > > > > > > > > > If you like that kind of play though, look into Quick Draw. It does very similar to what you want but only on skills used and not the swap itself. > > > > > > > > Weapon swap sigils of the same type share CDs even if they are on different weapons. > > > > > > > > From the wiki: > > > > > > > > "A character can always equip two sigils at a time (either one sigil each on a main-hand and off-hand weapon, or two sigils on a two-handed weapon). In general, the two sigils will both provide their effects independently as long as the base sigil is different. The exceptions to this are the attribute increasing stacking sigils: only one stack effect can be active at a time. Additionally, sigils with the same base sigil will share cooldowns between weapon sets. > > > > > > > > Examples > > > > A warrior is wielding a greatsword with both a Superior Sigil of Air (chance to deal additional damage to target on critical hit) and a Superior Sigil of Earth (chance to inflict Bleeding on critical hit) attached to it. Both sigils will roll their chance to activate on every attack the warrior makes, and each sigil will run its own cooldown timer after it activates. > > > > A thief is wielding a main-hand dagger with a Minor Sigil of Agony (+10% Bleeding duration) and an off-hand pistol with a Major Sigil of Agony (+15% Bleeding duration). Only the major sigil's effect will apply, giving the thief +15% bleeding duration. > > > > **A warrior with Fast Hands is wielding a greatsword and axe/mace, with Superior Sigil of Battle in both weapon sets. He can swap weapons every 5 seconds, but the sigils will trigger only every 9 seconds, since they share cooldown.** > > > > A mesmer is wielding a scepter with a Minor Sigil of Bloodlust (gain a stack of +Power for every kill) and a focus with a Major Sigil of Perception (gain a stack of +Precision for every kill). The main-hand's stacking sigil will take precedence, and the mesmer will only gain stacks of Bloodlust." > > > > > > > > Relevant part bolded. > > > > > > > > Also the traits you are worrying about have built in 9s CDs so they wouldn't even be the problem you think they would be. > > > > > > Even so, you can still have say Cleansing and Energy, both on-swap but different base. That's three conditions cleared and half your stamina back. > > > > > > You are also now tying cooldown reduction as a result of using a weapon skill, which as far as I'm aware does not currently exist as a mechanic. Double that up with aforementioned Quick Draw trait and you could have instant back to back weapon swap + sigil procs + cooldown of the next skill you use... > > > > > > So no, it wouldn't balanced. > > > > I made no statement on balance other than to point out your misinformation on certain CDs that you were making your own conclusions off of. > > > > Also if quickdraw would break it, then the solution would be for it to replace quickdraw would it not, or to be from a trait within the same tier? > > I was referring to the initial post I quoted with the balance comment rather than yours. > > You could add it to Quick Draw but I don't think it would be balanced because of the potential to get too many benefits from sigil procs among other things. I wouldn't want it to replace Quick Draw either because that hurts all the other builds using it for the sake of one weapon. > > I think you are better off keeping it within the weapon itself like my original reply about inverting the #2 skill or making it charge based. I'm not so sure sigils would be a problem as they already have built in cool downs. Quick Draw could be problematic but even that has a 5 sec cool down. I can see an issue with something like a s/x s/x build with torches but then your using two swords and that seems ineffective. Who knows. I just know sometimes I wanted to get back to sword faster in certain instances. To the OPs question, I kind of like the way it is. Other than the the cool down thing I wish hornet sting left a poison field or better yet a lighting field you could leap back into.
  2. > @"NorthernRedStar.3054" said: > > @"nopoet.2960" said: > > I finally got my ranger to 80. I play shortbow, sword/dagger. I wish if you swapped weapons directly after hornet sting it wouldn't trigger a swap cool down. That would play into the skirmishing traits nicely. > > You do realize that's fundamentally broken and impossible to balance? How would you exploit it?
  3. I finally got my ranger to 80. I play shortbow, sword/dagger. I wish if you swapped weapons directly after hornet sting it wouldn't trigger a swap cool down. That would play into the skirmishing traits nicely.
  4. Wow people are still commenting on this post! My guess is that this quality of life change is more difficult than it appears as it wouldn't hurt anyone who didn't want to use the option. To Anet, if this is a difficult problem to solve just know it would be worth the effort for a number of your fans. My offer to buy a few gems if you can make the pop up text go away in combat stands! :)
  5. Baring the discussion of whether or not a their should be an extra tier of runes and sigils. I'd like to offer an idea if it were to happen. Jewelers would make the upgraded runes/sigil. Runes have the exact same stats except there would be a seventh bonus. The seventh bonus requires you to 'consume' an exotic rune. You then get that rune's 6th bonus (maybe in minor form). It's a long term buff but not permanent, something like 8 hours of playtime. You would then have to 'consume' another rune to get the seventh bonus again. Sigils could work the same way gaining an additional minor effect base on the sigil you sacrificed.
  6. > @"idontnoso.9850" said: > > @"nopoet.2960" said: > > Should also create a clone when the illusion ends. > > Yes! That would bring in a lot more synergy as well. Possibly be better it it dropped an Illusion instead of a clone. Maybe one determined by the target's class/weapon? That might be a bit much though. In my head the other player is the illusion (and maybe should benefit from all your illusion traits). Then when they die (or not) a clone is created.
  7. Should also create a clone when the illusion ends.
  8. > @"sitarskee.5738" said: > > @"Out Mapped.3407" said: > > I'm sure there's other posts about this but if not just wanted to know what everyone's hopes were for certain class weapons for the next expansion or just general predictions? For me it'd be: > > > > Warrior - Pistol or Melee staff I guess > > > Please don't give warrior a pistol, please, ANet, please! > > Now you've done it! Warriors are going to get a melee pistol.
  9. > @"Lan Deathrider.5910" said: > As was mentioned. An Elite Shout that taunted foes would work. That or some trait somewhere could be reworked so that when you hit with a burst attack you also taunt foes in the area. Would be VERY OP in competitive play though. I saw that. It's not a bad idea. I just prefer a more controlled approach to game changes.
  10. > @"Randulf.7614" said: >... Warrior shield which feels pretty good already with interrupts, stun and reflect already a strong defensive option. That's the idea. Both classes have great defensive options but you hardly get to use them in group content (where it's most useful) because aggro is weird in this game. Having a taunt would increases the value of those skills and would bring some life to maces as well. In my head the it wouldn't be a long taunt just enough to get the enemy's attention and try to keep it. It would only affect one target and the enhancement would only work if you select a specific talent and have a shield equipped; really trying hard to make a tight recommendation that wont break anything.
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