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Old Dec 27, 2005, 06:28 AM // 06:28   #1
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Default New Conditions?

Here are some of the New Conditions that I "may" like to see in GW. Of couse not the current game, since there are no place for them, but maybe in the future, along with a more fitting new skills and new professionals, or mods of some exisiting ones. Since I like doing concept classes, some of those are also tie to them and their skills, but I won't go in detail here, but look at the Source part for possible skills that might cause those conditions. I don't think there is a need to add them, but I posted to get feed backs to see if they are balance of it suitting to the game. So do feel free to comment.


Frostbite:
Much like the Ice version of Burning. The character suffers -4 health degeneration for the duration and move 33% slower. Like Burning, the duration is short, lasting for about 3-5 seconds. A character is surrounded by block of ice.
Source: Ice/Water related elemental spells/attacks.

Numbness:
Numbness causes a characters attack to be less effective in combat. Affected characters will reduce their attacking speed by approximately 50% for the duration of the skills used against him/her. Also need twice the time to change weapons.
Source: Lighting/Air related elemental spells/attacks, Assassin/Anti-Warrior type of attacks, Self-imposed.

Disarm:
Characters that are disarmed are unable to use their equipped main hand weapon for the duration. The weapon will still be in that character’s inventory, but be blacked out for the duration. The character is still free to exchange to another weapon, or use bare hand to attack.
Source: Assassin/Brawler/Anti-Melee type of attacks, Self-Imposed (like with a Throw type of skill)

Confuse:
For the Duration, character’s movement are confused, which make it hard to orient them self. (moving you forward might move you to the left, moving to the left might move you to back, etc). Also for the duration the skills’ placement on the skill bar is mix as well.
Source: Hex type of spell/attack, Self-Imposed.

Headache:
The Energy version of Deep Wound. Headache reduce the maximum energy of a character by 25% for the duration of the skill used against him/her. A more offensive version of Exhaustion.
Source: Hex type of spell/attack, Anti-Caster type of spell/attack.

Knock Back:
Not really a condition, but like Knock Down, but the target will fly back few feet (or till it hit a wall) and on the ground for short while. Use as interrupter or to create a bit more distance between you and your target. But unlike Knock Down, since it push the foe away, it also stop other from keep continue melee attacking them, since they have to run forward to reach the target again.
Source: Melee type Attack Skills. (maybe for Hammer/Brawler/Lance type)

Break:
Not really a condition. For the duration the equipment (one of the piece of armor/or shield, which piece will depend on the skill) will loose 50% of its Armor Rating. (So a skill like Break Helm will target the head gear part of armor). A piece of armor can break up to two times, reducing its armor to zero for the duration.
Source: Assassin/Brawler/Berserker/Anti-Melee type of attacks.


http://www.guildwarsguru.com/forum/s...43#post1751143

Last edited by actionjack; Jul 29, 2006 at 05:00 AM // 05:00..
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Old Dec 27, 2005, 08:39 AM // 08:39   #2
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The last one would be too strong, way too strong. Maybe something less drastic like 10-15%. Rest seems fine to me.
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Old Dec 27, 2005, 09:30 AM // 09:30   #3
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I don't think it's strong at all. It's only one part of armor, and if you're doing chaos damage you're attacking like armour doesn't even exist. I really don't see any problem with it, I think it's great. Another great topic by actionjack.
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Old Dec 27, 2005, 09:51 AM // 09:51   #4
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No way man 50% is HUGE. Do you remember when all the warriors in CA had pumpkin heads. Firestorm=pwn this is almost the same thing
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Old Dec 27, 2005, 10:32 AM // 10:32   #5
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Disarm and Knockback would fit very well on the Assassin profession. They sound more like skills than conditions though.
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Old Dec 27, 2005, 04:08 PM // 16:08   #6
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For frostbite, I think it should be something like -2 health regen and last alot longer, because if it has the duration of burining it should at least slowdown 75% or have -6 degen and 50% slowdown. 5 seconds of 33% and -4 regen is easily owned by shard storm or whatever, and thats a hex so that tank won't be able to mend or purge it. Frostbite should be like a passive slowodown thing, so you won't be hindered much in combat but when someone starts kiting, you'll see the effects. Maybe something like on the scale of: For 8-18 seconds target receives frostbite (degen 2, slowdown 33%). This ends if the target is set on fire.
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Old Dec 27, 2005, 06:39 PM // 18:39   #7
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Thxs for the nice feed backs, which are the purpose of this post, to get what other think of them, and to see if they are balance or not. Of couse, another major part of it, the skills that would cause those conditions, are not show. Maybe I will post some later, or other can help suggest.

On Break- hmm.. I have not really test how much significant one piece of armor is lower would be, espeically against spells. Another similar "condition" that I didn't post is Stolen, which would be something like reduce target's armor/weapon to zero effect for duration, while the caster gain 50% of armor/weapon's effect for the duration. (for my thief class) And it is also to work as combo to a possible "Percision Strik" line of skill (maybe for assassin) which allow one to "aim" for certain part of the body.

I would still keep Frostbite to be short duration, since you can have other hex for the longer duration one. but maybe making it have more effect on slowdown would be good. Its not really for cripple or DoP, but as a side effect to some spell/skills.

Yes, some should not really be consider as Conditions, which things like Mend and Purge will not cure. However, would still get an icon to show on the side, much like condition. (except for KnockBack)

Confuse is one that I think would be pretty overpowering... but maybe have a short duration of about 5 seconds. I think would be something good to give to Warior or Assassin type as additonal Anti-Caster skill.

Also feel free to suggest more conditions that would be good to see in GW. Good to see differnt ideas.
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Old Dec 27, 2005, 07:49 PM // 19:49   #8
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Actually I think Confuse isn't very powerful at all. Whenever I played a video game that messed up your direction controls, it only took a second or two to reorient myself and get used to it. Besides, some people don't need to move from where they are. Though if you want them to stay put, cripple is better.

I don't really see the purpose of frostbite. Yet another health degen condition is getting kinda crazy, and a lot of water spells already do slowing. And as a hex at that.

Knockback sounds good, but also sounds kinda hard to program. The knocked player basically becomes a projectile. If he hits other party members it would just look so odd if those party members acted as a brick wall and made him stop in mid-air, rather than being knocked back themselves. It would be awesome as a feature of the Bull Rush skill though. Perhaps even some elementalist spells.

Break sounds interesting, though there is already a hex version of this in the necromancer's line of spells.

Disarm, as you mentioned, doesn't really make sense as a condition, but the idea is interesting. You could make it like knockdown - no icon, no condition, no hex, you're just knocked down (or disarmed in this case). If you wanted to make it a condition you could call it "Disabled" in which the enemy basicallly attacked your arm, making it too injured to use. I think this sort of thing is better as a curable condition, because being disarmed would really suck for some people. Being disabled, however, you could do something about that. One could argue, though, that the same effect is achieved by being blinded.

I know I sound negative here, but I'm just trying to look at these as I think AreaNet might look at them. I mean, they wouldn't just throw in new conditions willy-nilly just for the sake of having new conditions. They should fill some kind of tactical role to justify the expense of implimenting them.
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Old Dec 27, 2005, 09:27 PM // 21:27   #9
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Thxs for the nice observation Undivine.

For Frostbite.. maybe some some Ice/Wather elemental spell that could cause such conditions. And as a condition, it can be apply for other things other than as Hex. I do want to see maybe a Frostbitter Weapon that have 10% chance of causing 2 second duration Frostbite on Target... something of sort.

Knockback will have techno issues. Since GW is not like CoV, where they have rag doll effect, knocking back will be strange. However, I think it would be pretty nice (and useful to some people) if can get it done.

Disarm is not really a condition, more as mix of Hex, but neither of those. However, since it have duration, should get a little icon as well. Some did suggest have it where your weapon fall to the ground, but I dis-like that. Disarm is not really too powerful, since you can still switch weapons, but still useful to those who are not prepare. Also I see it being use the skills like "Throw Spear", which would disarm your self. (see my Dragoon Post)

Good advice. Yes, Anet should not add those conditions in.. unless there are new skills and/or profession as a reason for adding them. Any other possible suggestions for conditions? Would be good to hear them
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Old Dec 27, 2005, 10:03 PM // 22:03   #10
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Quote:
Originally Posted by actionjack
Confuse:
For the Duration, character’s movement are confused, which make it hard to orient them self. (moving you forward might move you to the left, moving to the left might move you to back, etc). Also for the duration the skills’ placement on the skill bar is mix as well.
Source: Hex type of spell/attack, Self-Imposed.
I like this idea! How about this: Rather than making the character move oddly, unlock the "Free Mouse" button for the duration of the condition. The character is fine, but YOUR control of the character is partially disrupted. The view keeps moving in strange directions, and Right-Mouse won't lock the view. You CAN still guide the character, but it's much harder and requires constant intervention.

Quote:
Originally Posted by actionjack
Headache:
The Energy version of Deep Wound. Headache reduce the maximum energy of a character by 25% for the duration of the skill used against him/her. A more offensive version of Exhaustion.
Source: Hex type of spell/attack, Anti-Caster type of spell/attack.
I would settle for the ability to INDUCE exhaustion in other characters.

Can someone tell me if Exhaustion actually counts as a condition now? Does it trigger Virulence/Fragility?
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Old Dec 27, 2005, 10:10 PM // 22:10   #11
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Quote:
Originally Posted by Kai Nui
I don't think it's strong at all. It's only one part of armor, and if you're doing chaos damage you're attacking like armour doesn't even exist. I really don't see any problem with it, I think it's great. Another great topic by actionjack.
Are you serious? Do you realize how much damage would you take in a spike of say, non-projectile spells that only target the chest? Screw the spike part, how much would you take from a 16 Air Mind Shock with your chest weakened once or twice? It's a lot of damage. Also, you don't need that if your doing chaos damage, why did you get Chaos damage into this?
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Old Dec 27, 2005, 10:21 PM // 22:21   #12
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Quote:
Originally Posted by actionjack

Knockback will have techno issues. Since GW is not like CoV, where they have rag doll effect, knocking back will be strange. However, I think it would be pretty nice (and useful to some people) if can get it done.
I doubt it would have "techno" issues. Knockback could easily be done with just the knock down animation and making the char slide a few steps. Just as long as it has nothing major to do with collision detection. :P
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Old Dec 27, 2005, 11:50 PM // 23:50   #13
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How about such modification to Break?

Break:
For the duration the equipment (one of the piece of armor/or shield, which piece will depend on the skill) will loose (X%*) of its Armor Rating. Effect can be stacked. The % will be depend to the skill and attribute level.

Of couse.. need to do more research on how the differnt armor protection distribution goes and how much the % would effect actual damage output... all of which I won't be doing.. cause I am lazy...

possible skill might be...

Break Helm: Break (20-50%) the headgear part of the armor for (4-10 seconds)

Break Armor: Break (10-33%) the Body part of the armor for (3-8 seconds)

Defense Breaker: Break one of target's ammor piece (randomly pick) for (20-50%) for (3-8 seconds)

Fragil Glass: Ice attack that deal (X) ice damage and cause Forstbite for (2-5) seconds. If got Knock (down or back) in this duration, will Break one of the Armor for (33%) for (4-10 seconds)
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Old Dec 28, 2005, 05:34 AM // 05:34   #14
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these are all seriously good but i think almost all of them would be in the elite categories.
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Old Dec 29, 2005, 05:27 AM // 05:27   #15
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I just thought of something for confuse: Since its already pretty powerful (stick it on monk under fire), do this: make anything that directly causes it elite and in addition to the mixing of the skillbar, blackout (literally, so they only see a black square in each slot) the entire skillbar. This condition should last from 3-6 seconds. This skill is probably like the elite version of blackout, I would love to stick this on a monk under fire by tanks. One thing though, the skills are still useable, but where your orision usually is might be a rez sig or something.
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Old Dec 29, 2005, 05:45 AM // 05:45   #16
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Quote:
Originally Posted by Inureface
I just thought of something for confuse: Since its already pretty powerful (stick it on monk under fire), do this: make anything that directly causes it elite and in addition to the mixing of the skillbar, blackout (literally, so they only see a black square in each slot) the entire skillbar. This condition should last from 3-6 seconds. This skill is probably like the elite version of blackout, I would love to stick this on a monk under fire by tanks. One thing though, the skills are still useable, but where your orision usually is might be a rez sig or something.
In theory, confusing should be about as powerful as Daze. If it is apply at range, it should be elit or have high requirement. But it could be another alternative for melee ranger to pose more thread to caster class, or even another warrior. Maybe have addtional skill like a Hammer Head Knocker or Strength Headbutt. Or possible assassin-ish Head Strike or trap like Confusion Pefume, all of which could apply Confusion or Headach as condition. It would even be as hex.

Actually.. in thinking about it... Confusion can be also consider usless as well, since to a quick minded player, won't disable them much at all. So it is really one that would challenge to player's skill in quick reflex and adaption to situation.

Last edited by actionjack; Dec 29, 2005 at 05:48 AM // 05:48..
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