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nopoet.2960

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Posts posted by nopoet.2960

  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. > @"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.

  8. > @"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.

  9. > @"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.

     

     

  10. I always felt like taunt was missing from shield carrying warriors and guardians. Here is my idea:

     

    For the warrior shield talent (Shield Master) add when your shield is equipped stuns and interrupts also taunt your target.

    For the guardian shield talent (Stalwart Defender) add when your shield is equipped you taunt your target when you cast aegis.

     

    I think that small change would open up a lot of group game play options for these two classes.

  11. I’m not even sure if there will be any more elite specs but I had this idea so I’ll share.

     

    Choosing the Executioner tratline gives thieves access to main-hand axe. Steal turns into Execute which changes based on your main-hand weapon. Execute uses all available initiative doing more damage for each initiative spent and additional damage if your target is below the threshold. Execute cannot crit.

     

    EXECUTE:

    1. Decapitate (Axe) - Leap then shadowstep then rest of the way to deliver a powerful attack that leaves your target vulnerable

    2. Feint (Sword) - Evade backwards gaining swiftness and vigor then shadowstep to your target delivering a dazing attack

    3. Deathly Shadows (Dagger) - Shadowstep several times delivering poisonous attacks that blind and confuse your target

    4. Firing Squad (Pistol) - Shoot five ricocheting shots at your target (shots ricochet twice), secondary targets are burned then you gain stealth

    5. Bombard (Shortbow) - Gain stability and fire multiple exploding shots at your target’s location. The final shot immobilizes your target

     

    AXE:

    1. Auto attack - Basic three swing chain with the third attack guaranteeing a crit

    2. Guillotine - A powerful strike that ignores some percent of armor

    3. Gut (no offhand) - Leap and strike your foe

    -Dark Edge (Axe/Dagger) - Shadowstep forward damaging all foes you pass though

    -Draw - (Axe/Pistol) - Hamstring your foe and fire an explosive shot knocking them back

     

    UTILITIES:

    Heal: Mark of Malice - You are healed and granted regeneration when the marked dies

    Utility 1: Mark of Retribution - A portion of the damage done by the target is reflected

    Utility 2: Mark of Outrage - You gain fury when target attacks you

    Utility 3: Mark of Sorrow - When your target dies it’s nearby allies are weakened and slowed

    Utility 4: Mark of Confrontation - If target is more than 900 units away from you it gets tormented

    Elite: Mark of Inevitability - You take and do more damage from and to the target but are healed by attacks from other nearby foes

     

    TRAITS:

    I have a hard time with these because of everything that has to be considered. However, I would like traits that make marks benefit allies, some that create a condition spec though axe crits, and some way to generate might.

  12. I was just reading another thread about adding additional weapons to the game and, while I don't disagree, I think more complexity would be a better way to add weapon skills into the game. My suggestion is this. Every player gets to choose 1 favored weapon; any main hand or off hand weapon their character can use. Once they choose the weapon they take an offensive, defensive, or control weapon skill. When then that weapon is equipped an extra skill shows up in that spot were temporary skills appear.

     

    Something like this could shake up rotations, add some variety, and surprise other players in both pve and pvp. Just a random thought; we should go deep not wide.

  13. > @"DemonSeed.3528" said:

    > I'd love for thief to have flexi sets, the way Weaver has access to so many weapon skills due to attunements.

     

    Maybe they can work it into the next elite. Stolen skills would replace your main hand weapon. If you steal again it bumps to your offhand. Obviously you would be able to drop either bundle at anytime. Could be fun. Call it the Vandal.

  14. It might be fun to add core only abilities to the game. Essentially abilities that would go away if you chose an elite spec. The goal is to be fun and thematic rather than adding power. Here's my list:

     

    **Engineer**: When engineers use an environmental weapon it explodes. Also when engineers defeat an enemy there is a 15% chance it will create a relevant environmental weapon.

     

    **Elementalist**: When they take elemental damage they are attuned to it slightly reduces the cool down on weapon skills. Not by a lot but just enough for you to consider maybe standing in the fire and calling it alacrity

     

    **Guardian**: All heals to the Guardian over 100% will spill over to the most damaged ally within 900 units

     

    **Mesmer**: Out of combat, mesmers can use illusions to interact with the world allowing them to do stuff at range; gathering resources, resurecting allies, and looting for example. The illusions would vanish if attacked or if the mesmer enters combat.

     

    **Necromancer**: Necros res other players at twice the speed as everyone else but loose half a percent of health per second while doing it. Also resurrecting a necro grants the resurrector quickness.

     

    **Ranger**: After killing an enemy a ranger can track that type of enemy on the mini map for a few minutes. Tracking a type of enemy gives a small, like 1 percent, damage reduction agaist that kind of foe.

     

    **Revenant**: Revenants can see hostel npcs a few seconds before they spawn

     

    **Thief**: Thieves can see enemy traps they are close to (like in melee range). They can also reset any trap they are near when it trips; including their own. Reset traps are lesser versions of the original and can't be reset.

     

    **Warriors**: Warriors respond to shouts they hear by repeating it duplicating the effect to a lesser degree.

     

    What do you guys think?

     

  15. > @"Senkaga Yanze.7896" said:

    > Please give us greasword or axe main hand I think executioner would be a great name for this elite spec. I posted an elite spec idea titled next thief elite specs. This is also a joke cuz I’m a kitten cuz that’s what everyone who reads this and my other post I just renamed this is a joke cuz it’s a wishlist.

     

    What about a hammer based on the [dimensional anchor](https://wiki.guildwars2.com/wiki/Dimensional_Anchor "dimensional anchor"). Basically a bunch of short hard hitting shadowsteps; think Nightcrawler with a oversized bludgeon.

  16. > @"Echoherb.6528" said:

    > The game is quite clearly designed to be used with keyboard commands, which is why action cam exists for example. In fact why don't you just force yourself to use action cam for a while so you can learn to not click anymore.

     

    Man, I really hope this is not the developer's attitude. Something something Norman Doors...

     

    You know the buttons exist why not just force yourself to click them?? OR ... I can play the way I like and you can play the way you like.

     

    The tooltips are interfering with how I interface with the game. It sounds like others are having similar issues. Here is a question for you, for anyone really, what are the benefits for showing skill tooltips _during combat_ ? Those text boxes really diminish the hard work the developers put into combat visuals.

  17. > @"GreyWolf.8670" said:

    > > @"nopoet.2960" said:

    > > > @"Israel.7056" said:

    > > > > @"nopoet.2960" said:

    > > > > > @"Israel.7056" said:

    > > > > > If you're like me and you've done map completion a few times I'm sure you will agree that the single most annoying thing about it is completing the hearts. I absolutely despise them and I would pay almost any price to be able to skip them entirely.

    > > > > >

    > > > > > We can already skip the incredibly annoying Hero Point Challenges. Please Anet, give us another item that lets us skip the god forsaken hearts . Please consider making them purchasable with extra PvP or WvW currencies as well as that would finally give things like badges some use. They could cost any currency you want and I would still buy them regardless, that's how much I detest the hearts.

    > > > >

    > > > > Unless you are trying to get the map completion chest without doing the work, I genuinely don't understand why you don't just ignore them. The heart vendors wont have anything a veteran player needs (except that extra exp you need to level quickly). If you find them boring maybe a better approach is ask Anet to make more frequent fun events that also count toward heart completion. I can get behind a demand for more frequent events. Here I'll start: ANET I DEMAND MORE EVENTS IN THE CORE GAME! HEART COMPLETION IS BORING WITHOUT THEM. :)

    > > >

    > > > What I'm proposing is that I be allowed to use resources I have gathered from other parts of the game and then spend them on completing this particular part of the game that I find tedious and annoying. More events would be a different sort of request I want to be able to pay either an in game currency or gems to skip these entirely.

    > >

    > > That's the part I don't get. Hearts are completely skip-able. Why are they so important to you?

    >

    > Keys, probably.

     

    But you can already buy those with in game currency... This is making my head hurt I'm not coming back to this thread.

  18. > @"Israel.7056" said:

    > > @"nopoet.2960" said:

    > > > @"Israel.7056" said:

    > > > If you're like me and you've done map completion a few times I'm sure you will agree that the single most annoying thing about it is completing the hearts. I absolutely despise them and I would pay almost any price to be able to skip them entirely.

    > > >

    > > > We can already skip the incredibly annoying Hero Point Challenges. Please Anet, give us another item that lets us skip the god forsaken hearts . Please consider making them purchasable with extra PvP or WvW currencies as well as that would finally give things like badges some use. They could cost any currency you want and I would still buy them regardless, that's how much I detest the hearts.

    > >

    > > Unless you are trying to get the map completion chest without doing the work, I genuinely don't understand why you don't just ignore them. The heart vendors wont have anything a veteran player needs (except that extra exp you need to level quickly). If you find them boring maybe a better approach is ask Anet to make more frequent fun events that also count toward heart completion. I can get behind a demand for more frequent events. Here I'll start: ANET I DEMAND MORE EVENTS IN THE CORE GAME! HEART COMPLETION IS BORING WITHOUT THEM. :)

    >

    > What I'm proposing is that I be allowed to use resources I have gathered from other parts of the game and then spend them on completing this particular part of the game that I find tedious and annoying. More events would be a different sort of request I want to be able to pay either an in game currency or gems to skip these entirely.

     

    That's the part I don't get. Hearts are completely skip-able. Why are they so important to you?

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