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Old Jul 19, 2006, 11:19 PM // 23:19   #1
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Default Skills, glitches and fixes. (oh my!)

I didn't see a thread specifically concerning my topic(s), so if there is one... either move my post there or too bad.

I recently e-mailed this "letter" to Guild Wars:

______________________________________

I really appreciate all the time you guys put into Guild Wars to ensure the fun. I am happy with all the various updates for balances, bugs and all the stuff you work on. However, there have been multiple skill changes without any updates notes on those specific skills. (Unless you hid the changes...?)

Here are a few that I can think of off the top of my head:

1. "Watch Yourself!": The description changed from 'nearby allies' to 'allies within ear shot'. What does ear shot exactly mean? What is the range of that? Is it still nearby? In the area? Your entire map?

2. Glyph of Sacrifice: 60 seconds got knocked off the penalty of this Glyph.

3. Crystal Wave & Teinai's (Sp?) Crystals. You changed the skill description in Crystal Wave, but I don't think in Teinai's Crystals. Aren't these skill supposed to be copies? Like Spinal Shivers and Shivers of Dread? If they are not, what does it mean when it says: "Ignores Magical resistances"?

Here are some minor glitches I found in some skills:

1. Symbiotic Bond: The skill says it redirects Physical damage back to you, however I noticed it giving me half of Holy and I think Elemental damage.

2. Lava Arrows: Skill says deals no type of damage. Yet it does not ignore armor. Is it supposed to say deals fire damage?

There are more, that I found but I cannot remember them right now.

Can you also make the numbers more clear on things such as:

* Adrenaline gained form Balthazaar's Spirit enchantment.
* Percentage of critical strikes added by leveling up Dagger Mastery.

On the cinematics, you need to trigger everything except what is needed in the cinematic to die. Or arrange things such as Minions to be allies to with the NPCs as they attack them during the cinematics. Sometimes enemy NPCs end up in the movies and attack the players. Also Enchantments may need to be put on hold so maintains don't drain your mana?

One last question: Why DID you guys make copies of skills? I can see some skills being useful as a copy, such as Divine Healing = Heaven's Delight for more healing in Divine Favor attribute. Or Searing Heat = Teinai's Heat for more nuking power in Fire Magic. But why skills such as Tiger's Fury = Beastial Fury?

I truly do appreciate the time you put into this game! Keep up the good work!!!
______________________________________________

And a magical auto-response said something along the lines of: "Thanks, but post it on a forum." Was my e-mail not worthy of their time? But anyways, at least this stuff was brought to their attention.

I know I have seen other bugs in skills, or faulty descriptions, but I couldn't think of them. I suppose I should write them down once I find them.

______________________________________________

Now on the side of imagination, I developed a host of skills which could possibly be in the game sometime! It was harder to make skills for some classes then others, but I feel I did a generally good job. Before you rule a skill overpowered, take a careful look at cast times and costs and such.
Guild Wars Skills


Key: 5/1/10 = Mana cost / cast time / recharge time

*Elite Skill* 8* = adrenaline cost

Elementalist

1. *Ward of Greater Power* - Elite Ward Spell. For 8-18 seconds, all non-spirit allies receive a +1 to their attribute of spells which they cast within this ward. (15/1/20) (Fire Magic)
2. Frozen Sphere – Spell. Send out a Frozen Sphere that strikes for 15-85 cold damage if it his and slows target foe for 3-8 seconds 66% slower. (15/2/20) (Water Magic)
3. Lightning Nova – Spell. All adjacent foes are struck for 15-55 Lightning damage and become dazed for 2-6 seconds. This spell has 25% armor penetration. (25/2/45) (Air Magic)
4. Lake of Ice – Spell. Create a Lake of Ice at your current location for 5-25 seconds. All foes who enter this area move 90% slower then normal. (15/2/30) (Water Magic)
5. Rodgort’s Fist – Spell. Target touched foe and all adjacent foes to that foe are knocked down and suffer 9-99 fire damage and are set on fire for 3 seconds. They are not set on fire if they are suffering from a Water Hex. (10/¾/20) (Fire Magic)
6. Boon of energy - Spell. You gain 1-3 health for you maximum energy amount. (5/¾/20) (Energy Storage)
7. Rodgort’s Favor – Enchantment Spell. For 10-25 seconds, all of your fire skills recharge 25% faster. (5/1/10) (Fire Magic)
8. Fire Dome – Spell. Foes near to the location where this spell was cast take 5-25 fire damage each second for 5 seconds and are set on fire for 1-3 seconds. (10/2/25) (Fire Magic)


Monk

1. Healing Winds – Enchantment Spell. For 5-8 seconds, all party members receive 1-4 health regeneration. (15/2/30) (Healing Prayers)
2. Comforting Thoughts – Enchantment Spell. Target ally receive 3 health regeneration for 10 seconds. When Comforting Thoughts ends, target ally is healed for 30-100 health. (10/2/10) (Divine Favor)
3. Recover Condition – Spell. Remove 1-3 conditions from target ally and bring it to yourself with it’s remaining duration. The next 1-3 conditions that ally would receive are negated. (10/¾/5) (Protection Prayers)
4. Balthazaar’s Blessing – Spell. Resurrect target ally with 10-60% health, zero energy and 1-5 strikes of adrenaline. All foes near this ally take 10-50 Holy damage when resurrected. (50% failure chance with Smiting Prayers 7 or less) (10/6/10) (Smiting Prayers)
5. Imbuing Essence – Enchantment Spell. For 15 seconds target ally gains 1 energy for each enchantment on them when they cast a monk spell. (5/1/30) (No Attribute)
6. Signet of Protection – Signet. Target ally receives +20 armor for 10-30 seconds. (2/20)(Protection Prayers)
7. Spirit of Holiness – Enchantment spell. For 3-10 seconds, your monk spells cost 3 less energy to cast. But, while this enchantment is on you, you take double Shadow damage. (10/1/30) (Divine Favor)

Necromancer

1. Animate Bone Mage – Animate a level 1-14 Bone Mage. Bone Mages cast level 1-10 Lightning Strike, Immolate or Etheral Light. (25/3/15) (Death Magic)
2. Grenth’s Scythe – Spell. All adjancent foes take 10-50 slashing damage and are crippled for 10 seconds. (10/¾/20) (Death Magic)
3. *Defy Armor* – Elite Hex Spell. Sacrifice 20% maximum health. For 8-18 seconds, target foes has a penalty of – 40 armor. (15/3/45) (Curses)
4. Animate Bone Leeches – Spell. Animate 3 level 0-8 Bone Leeches. Bone Leeches steal 2-12 health for themselves when they attack. (15/3/15) (Death Magic)
5. Soul Harvest – Hex spell. (For 10-18 seconds, target foes receives 20% less from healing and moves 20% slower. If target foes dies with Soul Harvest on them, the amount of energy you gain from Soul Reaping is doubled from that foe. (10/2/45) (Soul Reaping)
6. Soul Siphon – Hex Spell. For 5-15 seconds, target foes suffers -1 energy degeneration and you gain +1 energy regeneration. (5/2/30) (Soul Reaping)
7. Malicious Gaze – Spell. If target foes is attacking, you steal up to 12-65 health from that foe. If they are not attacking, you deal 12-65 damage. (5/1/15) (Blood Magic)
8. Blood Lust – Spell. Sacrifice 20% max health. Target foes begins bleeding for
5-15 seconds. (5/2/10) (Blood Magic)
9. Deathly Touch – Skill. Touched targeted foe takes 8-35 shadow damage. If target’s foes health is above 50%, they lose 1 enchantment. (10/¾/20)(Death Magic)
10. Blood Feast – Spell. All foes in the area lose 1 enchantment, for each enchantment lost; you gain 10-40 health. (25/1/30) (Blood Magic)

Mesmer

1. Ether Ripple – Hex spell. For 8-18 seconds while this hex is on an enemy and they cast a spell, that foe and all nearby foes lose 2 energy. (15/2/10) (Inspiration Magic)
2. Sorrow - Hex spell. For 8-18 seconds, target foe and all adjacent foes receive 25% of their own attack’s damage. (15/2/30) (Domination Magic)
3. Illusion Flux – Spell. All adjacent foes from target foe experience the same Illusion hexes as your target for their remaining duration. (50% failure chance with Illusion Magic 4 or less.) (15/2/10) (Illusion Magic)
4. Repercussion – Enchantment Spell. For 5-18 seconds, the next time you are the target of a spell, the spell fails and you steal 5-12 energy from that foe. (5/1/25)(Inspiration Magic)


Warrior

1. Knight’s Stance – Stance. For 5-10 seconds, you gain +24 armor, have a 50% chance to block attacks but move 33% slower. (5/0/30) (Strength)
2. Ettin Bash – Hammer Attack. If it hits, this melee attack strikes for +8-18 damage. If it is blocked your foe is knocked down and suffers 10-30 damage. If it is evaded you are knocked down and gain 5 energy. (6* [Adrenaline]) (Hammer Master)
3. *Spirit of War* – Elite Stance. For 5-12 seconds, you attack 33% faster, move 25% faster and take 25% less damage. Spirit of War ends if you are knocked down. (5/0/30) (Strength)
4. Blazing Sword – Sword Attack. If this sword attack hits, it deal +10-35 Fire damage. (8*) (Swordsmanship)
5. Intuitive Strike – Melee Attack. If this attack hits, you deal +1-5 Fire damage, +1-5 Lightning damage, +1-5 Earth damage and +1-5 Cold damage. (5/1/20) (Strength)
6. Ettin’s Stance – Stance. For 5-12 seconds, you cannot be knocked down, and your attacks deal 5-10 extra damage. Ettin’s Stance ends if you use a skill. (5/30) (Strength)
7. Defenders Advantage – Skill. If you’re wielding a shield, you block the next two melee attacks and the attacker suffers 8-15 damage each time. (5/30) (Tactics)
8. “Feel my power!” Shout. For 5-10 seconds, you and nearby ally’s attacks deal 3-12 more damage. This effect ends if you use a skill. (10/30) (Strength)
9. *Lethal Slice* - Sword Attack. If this melee attack hits, it strikes for + 10-24 damage and target foes loses 1 enchantment. (8*) (Swordsmanship)


Ranger

1. Strong Footing – Stance. For 5-15 seconds, you gain +40 armor against physical attacks, but have –20 armor to elemental attacks. (10/0/30) (Expertise)
2. Nature Spirit (needs new name!) – Nature Ritual. Create a level 1-12 Nature Spirit, for all creatures in range of this spirit; they gain +1 to Beast Mastery and +1 to Wilderness Survival. This spirit dies after 35-110 seconds. (10/2/25) (Wilderness Survival)
3. Penetrating Lunge – Pet attack. If Penetrating Lunge hits, your pet deals 5-15 extra damage. This attack has 20% armor penetration.(10/10) (Beast Mastery)
4. Rabies – Pet Stance. For 10-25 seconds, your pet is immune to disease. When your pet strikes a foe, they become poisoned for 10 seconds. (10/30) (Beast Mastery)
5. Long Range Shot – Bow attack. Shoot an arrow twice as far as normal. This arrow deals 75% less damage. (10/1/5) (No attribute)
6. Druids Instinct – Skill. For 5-15 seconds, your ranger skills cost you 1 less energy to use. (5/0/60)(Expertise)
7. Brutal Training – Pet Stance. For 30 seconds, your pet deals 3-10 more damage when it attacks. (10/0/25)(Beast Mastery)


Is all this stuff a general “yay” or “nay”?
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Old Jul 20, 2006, 12:14 AM // 00:14   #2
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Alot of the skills in which has diffrent skill descriptions are just a play on words, nearby allies= ear shot.

Many of your skill seems similar to some already in game, or on the side of overpowerment.
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Old Jul 20, 2006, 12:46 AM // 00:46   #3
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That is one inconsistent post. Flopjack, are you trying to suggest to ANet that they should fix certain glitches or are you trying to suggest new skills? We have a rule on these forums. In fact, it's a good idea to gloss over the forum rules before posting here.
Quote:
Originally Posted by PieXags
Do not post "A Few Ideas" threads. If you have more than one idea ---first double check with the search button and the index thread to make sure they're fresh suggestions, and create a seperate thread for each one with a relevant title
Please make separate threads for your ideas. We like to keep it 1 subject per thread. If your ideas are just minor suggestions that don't really warrent a full discussion, you can post them in the Index of Ideas. One thread that might interest you is the Create A Skill thread, which has been running for a long time now and is still pretty active today.
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