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Old Jan 07, 2008, 09:21 PM // 21:21   #21
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Oh man, SC!

See, you always have this great idea lurking away in your mind somewhere. I just never get it from the OP. So what I mean to say is, I do like the idea of the class, now that I see it all laid out before me. A condition controller, a condition spammer, group-lockdowner, and healer. I didn't really get it before and it's sweet!

The condition-controlling aspect is cool, although I think it can be improved. How cool would it be if the virus makes conditions unremovable and also increases their natural duration? I'm not saying all viruses should do this, but that's an idea for some skills within the attribute. Another idea on the virus is inspired by what you wrote OP:
Quote:
Afflictionists are medicine men that believe the side effects of afflictions can outweigh their negative effects when put to positive use.
You make it seem like viruses should have both negative and positive effects, which I think would be a good idea. To make them unique from other existing skill-types viruses should be both beneficial and detrimental to its host. So for instance, a virus could be something like
For 3...10 seconds, if a condition ends on target, its' effects are reapplied. Target gains 5 health every second this skill is in effect.

Another thought about the whole viral concept is, a virus' effects should apply to all, not just organic, conditions. This class is called an Afflictionist, not a Virulent... it doesn't need to just focus on flesh enemies. The way you have it now, this class would be near useless in certain situations. Expanding the virus concept to a more general "affliction" concept could also allow for more imaginative and unique identities, which could in turn help to widen up the variety of skills. A final thought on the primary attribute is that its benefits are too wordy and complicated (for me, at least). Wouldn't it work better to phrase the description like this: for each point in this attribute, for every condition you are suffering, you gain 20 health and 5 energy every 10...2 seconds. It would be the same end result (when the math is done right), but a lot easier to grasp your mind around.

I see where you're going with the condition spamming attribute, and I think it's the most solid of the attributes (it was the only one I was really getting before your previous post).

I like the group lock-down aspect in concept, but I'm having difficulty distinguishing it from the condition controller and condition spammer attributes. Both of these work to spread conditions among the enemy team and hinder its effectiveness, which is what this third attribute claims to do.

As for the secondary healing... I think it's fine. I think there should be more options for healing in this game than what we already have. However, this CC's healing needs to be made original. If you were to latch on to the Symbiont idea, here's a base concept for how to make it a little more unique. The Afflictionist could meld his life force with that of another player.

Good work! I enjoy how this CC is coming along.

Last edited by nebojats; Jan 07, 2008 at 09:26 PM // 21:26..
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Old Jan 14, 2008, 01:16 PM // 13:16   #22
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Ok revision 3 is finished, hopefully it shows off the functions it has better now.

The weapon and offhand description is huge, perhaps darts, blowguns and herbs are too complicated, yet they seem to offer the variety that goes with the intended function variety soo well.

Quote:
Originally Posted by nebojats
You make it seem like viruses should have both negative and positive effects, which I think would be a good idea. To make them unique from other existing skill-types viruses should be both beneficial and detrimental to its host.
That refers to infections in general not just viruses, the point of the infections is to hinder you from doing 1 thing while helping you do another.
I tried to make those 2 in such a way that the negatives on an infection are hard to avoid with a build that would benefit the most from that infection.

Quote:
Originally Posted by nebojats
A final thought on the primary attribute is that its benefits are too wordy and complicated (for me, at least). Wouldn't it work better to phrase the description like this: for each point in this attribute, for every condition you are suffering, you gain 20 health and 5 energy every 10...2 seconds. It would be the same end result (when the math is done right), but a lot easier to grasp your mind around.
IMO I think saying it like:
For each rank in Toxicology you gain 0.333 energy and 2 health for each condition you are suffering ever 8 seconds.
or
For every 2 ranks in Toxicology you gain 0.5 energy and 3 health for each condition you are suffering ever 6 seconds.
Means you have to add up for your rank and for your conditions, not just the mount of conditions you plan to inflict on yourself, to me that seems more complicated.

Quote:
Originally Posted by nebojats
I like the group lock-down aspect in concept, but I'm having difficulty distinguishing it from the condition controller and condition spammer attributes. Both of these work to spread conditions among the enemy team and hinder its effectiveness, which is what this third attribute claims to do.
Yes it is also condition based, rehabilitation is the only Afflictionist attribute that has skills to cause weakness and cripple for example, aside from conditions however, rehabilitation will offer skills that hinder foes in their damage dealing regardless of conditions; Having both and some skills that combine them for even better effects.

Lastly I put in several sort of aggressive half ranged skills, that should work well with the range of the darts, even if the target is in a blocking stance for example.
I intentionally left out miss chances and blinding in rehabilitation, it's a great for of defense, but mass blinding is already taken care off by elementalists and ritualists and necros have their share of mass inflicting miss chances too.
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Old Jan 18, 2008, 03:58 AM // 03:58   #23
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http://en.wikipedia.org/wiki/Ebola
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