Apr 10, 2007, 06:40 PM // 18:40
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#1
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Hot Springs, AR
Guild: Dei Victorae [dV]
Profession: R/W
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Cracked Armor = The New Condition?
I am convinced. After reading about the new skills for GWEN and seeing the new monster skill that inflicts multiple types of conditions including cracked armor, I would say we have a new condition coming soon. Perhaps with hard mode but maybe in GWEN. I also think that some skills that we have now might be rebalanced in the future to inflict the cracked armor condition (Penetrating Attack, Chop, Blow to name a few). What's the communities thoughts on this? I'm pretty excited to see another mechanic like this added into the game.
EDIT: Added a question mark to the title to prevent misleading information.
Last edited by Dragonious; Apr 10, 2007 at 08:02 PM // 20:02..
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Apr 10, 2007, 06:47 PM // 18:47
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#2
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Frost Gate Guardian
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Quote:
Originally Posted by Dragonious
I am convinced. After reading about the new skills for GWEN and seeing the new monster skill that inflicts multiple types of conditions including cracked armor, I would say we have a new condition coming soon. Perhaps with hard mode but maybe in GWEN. I also think that some skills that we have now might be rebalanced in the future to inflict the cracked armor condition (Penetrating Attack, Chop, Blow to name a few). What's the communities thoughts on this? I'm pretty excited to see another mechanic like this added into the game.
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What would cracked armor do to classes like ritualists? You can't really call their clothing armor.
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Apr 10, 2007, 06:53 PM // 18:53
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#3
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Wilds Pathfinder
Join Date: Mar 2006
Guild: Honor Warriors
Profession: E/
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Quote:
Originally Posted by Railin
What would cracked armor do to classes like ritualists? You can't really call their clothing armor.
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anything is armor if it provides protection
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Apr 10, 2007, 07:04 PM // 19:04
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#4
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Old School Nub
Join Date: Jun 2005
Location: ABQ, NM
Guild: Guildless
Profession: Mo/Me
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Why on earth do you guys torture yourselves with all these assumptions? Just wait till the game comes out already, or at least until you get some concrete information...
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Apr 10, 2007, 07:06 PM // 19:06
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#5
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Banned
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Quote:
Originally Posted by LeviGarrett
Why on earth do you guys torture yourselves with all these assumptions? Just wait till the game comes out already, or at least until you get some concrete information...
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My thoughts exactly
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Apr 10, 2007, 07:11 PM // 19:11
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#6
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Furnace Stoker
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
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"Cracked armor", to venture a guess, results in your armor having a -nn applied to it for a period of time (or until fixed).
Makes you wonder if there will be any "repair" skills/spells/kits needed...
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Apr 10, 2007, 07:20 PM // 19:20
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#7
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Krytan Explorer
Join Date: Jun 2006
Location: Netherlands
Guild: [OBEY]
Profession: N/R
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As said in this thread when you type OQASQ5KPW+HflnyP5l8ReAA in your template you get a bunch of new skills which you can't use though, but look promising.
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Apr 10, 2007, 07:42 PM // 19:42
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#10
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Furnace Stoker
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
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Quote:
Originally Posted by Series
It would be funny if cracked armor made the armor permanently unwearable. That would lead to some weird scenarios!
"OMG THAT MONSTER BROKE MY FOW LEGGINGS OMG!!!"
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... Which could have the interesting side effect of removing the "elite" armors from gameplay.
However, that's unlikely... skills that crack armor would be to prevalient for the effect to be permanent. Imagine having to buy new armor after every fight?
I could see a clickable repair kit as a remote possibility... however expect it to be like any other condition that you get over in time (providing it doesn't kill you).
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Apr 10, 2007, 07:49 PM // 19:49
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#11
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Krytan Explorer
Join Date: Dec 2005
Guild: TEOC
Profession: W/N
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More likely just a condition for -20 armour or some such.
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Apr 10, 2007, 07:50 PM // 19:50
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#12
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Wilds Pathfinder
Join Date: Nov 2006
Location: Regems Basement
Guild: The Malevolent Wolfpack [tMw]
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Why dont they just use the hex spell...Weaken Armor? Same purpose correct?
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Apr 10, 2007, 07:51 PM // 19:51
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#13
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Wilds Pathfinder
Join Date: Mar 2006
Guild: Honor Warriors
Profession: E/
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Quote:
Originally Posted by savage vapor 33
Why dont they just use the hex spell...Weaken Armor? Same purpose correct?
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no, because we dont know what armor cracking does yet
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Apr 10, 2007, 07:58 PM // 19:58
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#14
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Hot Springs, AR
Guild: Dei Victorae [dV]
Profession: R/W
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Quote:
Originally Posted by LeviGarrett
Why on earth do you guys torture yourselves with all these assumptions? Just wait till the game comes out already, or at least until you get some concrete information...
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I believe that assumptions for new content is a form of imaginative entertainment. Don't post in my thread again if you don't want to talk about it.
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Apr 10, 2007, 08:07 PM // 20:07
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#15
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Academy Page
Join Date: Jun 2006
Guild: Life With The Thrill Kill Kult [Kult]
Profession: R/
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Quote:
Originally Posted by savage vapor 33
Why dont they just use the hex spell...Weaken Armor? Same purpose correct?
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Well, I think it'll be one of the two suggestions offered: either it will apply -XX armor value to the character (possibly just the armor piece) for some period, as a duration condition, or will render the armor moot as a condition duration (the armor being moot would be that the character has no armor value for that region and/or has no use of the rune/insignia). I'd see it as a timed effect for either case; if it was permanent and required a repair kit, that would be pretty rough. Of course, if it's only valid in Hard Mode, that would be the point.
As to the above, even if it works exactly like Weaken Armor, it's different in that it's a condition, not a hex. So you can slap it on someone with hex breaker, or they could slough it off with mend condition. Gives more options.
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Apr 10, 2007, 08:14 PM // 20:14
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#16
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Jungle Guide
Join Date: May 2005
Profession: W/Mo
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Why do I get the feeling that Air Elementalists will be able to aply this skill and gain another advantage over Warriors?
No really.Blind,Weakness,and Cracked Armor with 25% Armor Penetration?
Ugh.
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Apr 10, 2007, 08:17 PM // 20:17
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#17
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Wilds Pathfinder
Join Date: Nov 2006
Guild: I War Torn I [Torn]
Profession: N/Me
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whats up with totuters madness, it lets you move 3,000% faster........wtf??
and another one sound off a horn to everyone that we are here, thats cool
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Apr 10, 2007, 08:28 PM // 20:28
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#18
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Jungle Guide
Join Date: May 2005
Profession: W/Mo
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Quote:
Originally Posted by Tide to Go
whats up with totuters madness, it lets you move 3,000% faster........wtf??
and another one sound off a horn to everyone that we are here, thats cool
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Chances are they're monster skills.Torturers Madness will probably belong to a boss,while the Horn skill will probably be used by a certain monster where if you don't kill him in a certain period of time,he alerts other monsters to your whereabouts.
At least,I hope thats what it is.
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Apr 10, 2007, 08:35 PM // 20:35
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#19
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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Quote:
Originally Posted by savage vapor 33
Why dont they just use the hex spell...Weaken Armor? Same purpose correct?
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Why not use water snares instead of crippling? Same thing.
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Apr 10, 2007, 08:41 PM // 20:41
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#20
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Wilds Pathfinder
Join Date: Nov 2006
Location: Regems Basement
Guild: The Malevolent Wolfpack [tMw]
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Quote:
Originally Posted by Kool Pajamas
Why not use water snares instead of crippling? Same thing.
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I'm referring to the skill that lets (sum1) move 3,000% faster. Water hexes only slow down, on max, 90%. So really, they would be able to move 2,910% faster.
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