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Old Apr 24, 2008, 04:37 PM // 16:37   #21
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I'm Wielding a Holy Dragon Sword - White Flame Effect

I'm Wielding a Dark Dragon Sword - Obsidian Flame Effect

I'm Wielding a Chaotic Dragon Sword - Purple Flame Effect


Might look cool, but will need insignia and skills to counter. Will make the armour vs X less effective, due to a higher variety of damage coming your way.

/notsigned
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Old Apr 24, 2008, 06:16 PM // 18:16   #22
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Quote:
Originally Posted by Kale Ironfist
Potential... wasted? Tell me how adding more types of damage without any real purpose adds to the game? If you add armor mods to counterbalance this implementation you now have extra items, and you're back to the status quo - you've done nothing to add to the game.

Also, stop with the PvP bashing. It adds nothing to your argument and incites people to flame you for your lack of understanding of game balance.


I heard intelligent people reflect on their, and others', actions. This addition actually doesn't do anything to the game except complicate equipment further. So, what is the point of adding this to the game? For fun? In doing so, this opens up a host of other stupid ideas to be implemented in the name of fun due to precedence. A line has to be drawn somewhere, and in a game where balance is crucial, 'coolness' or 'fun' must be secondary.


There are skills to do that for you, which is the price you pay for negating inherent armor bonuses, and double damage vs undead.
Potential wasted, in kind of Skill Synergies for example. More Weapon Mods would mean an increasement in possible Skill Synergies. Some of the Smite Skills could receive some nice new effects, they otherwise would never get, because without weapon mods they would make no sense and the holy skills of Dervishs are just only the most cheap solution to this anet could have brought us.

To implement to the game as said some new insignias and runes to balance those new weapon mods is realy no problem that calls out the doom of the world >.>
also some underpowered necromancer skills could receive some nice additional effects, whould exist there a Shadow Damage mod for Melee Weapons.

Certain primary/Secondary combinations would become alot more interesting for the melee classes with such skill synergies with those new damage mods, for example it would be possible to create finally a trustworthy Dark Knight combination out of a W/N tiogether with a melee weapon, that would deal Shadow Damage.


Chaos Damage Mods i would even say no too, but at least Holy (Light) Weapon Mods and Shadow/Dark Weapon Mods should exist, because theoretically those 2 damage types ARE elements, like Fire ect. They are elements of nature of the wheel of 8 elements

its also really no problem with some skill changes to balance those additional weapons by through giving soem classes with soem skills the ability to get better defense versus holy or shadow damage.

Also its really no problem to take out some crappy mesmer skills to to give there for 2 new mantras for holy and shadow damage for example, if the devs don#t find some skills to whose they can add some defensive featurs for those damage types, otherwise get some new normal skills implemented.


it would not make things more complicate, as you say, no it would add to the game pve and pvpwise more depth, it would enable surely alot of new builds and possibilities. What is please so god damn hard on it, juts to get your hands on some new insignias and runes ect, to prepare your characters, if those new mods would exists. Its a thing of some minutes to create equipment versus a certain damage type to be prepaired for it in battles ...

and those few skills, that give characters holy damage for short time could have better effects to give thsoe skills a reason to get used, other then to give charas holy damage, which they could have also too, if anet would have been not so lazy and had given us those weapon mods fro mthe begin on.

Shadow Damage has no special feature, it doesn't ignore armor, so does light damage.

The major fail of anet was only to fuse light damage with holy damage, which are 2 separate different kinds of damage, if you look at them serious.

If Anet would make out of Holy Damage again 2 damage types, one beign Holy Damage and one being Light Damage, there would exist no problem with this damage type then.
The we would get a weapon mod for light damage, and holy damage and chaos damage get both NONE, because of their special effects of ignoring armro and dealing double damage to undeads.

But Shadow and Light Damage at all have no special effects and could be Weapon mods, like the other elements.
Then as said needs the game just some skills changes or new skills to give players more ways to increase your defense vesus shadow and light damage.


Warriors already have their Sentinel Insignia, with that they can increase their defense versus magic, nothign to change on them.

Rangers could simple receive 2 new insignias, 1 increasign their defense against light Damage by 15 Al, the other for Shadow Damage, let them be called for example the "Prism" and "Shade" Insignia

Mesmers simple get 2 new defensive Mantra Skills

Elementalists shoudl receive 2 new Armor Sets of normal and Elite Version.
Givign them the 2 new Insignias of "Lumomancer" and "Umbromancer"
So Light Mage and Shade Mage Armors. This way would become the combinations of E/Mo and E/N alot more interesting for people, which wanted ever to create a sort of White/Black Mage with the looks of an Elementalist ...

Ritualists could receive soem Skill Tweaks simple, just change some effects on soem skills, so that they give soem additional defense versus light or shadow damage, based for example o restoration magic. but any weapon spell or ash skill would do this...

Assassins Shadow Arts is really predestined to be also a defensive attribute against shadow/light damage i'd say, some new skills or skill changes shoudl do the work or just ad some defense powers to their insignias

necromancers should have from natural good defense vs shadow damage, what they need is just some skills to get better defense vs. holy skils, for sacrifincign some mininos or health or so ...

monks vise versa, very good defense against light damage and need only somethign against shadow damage, some of their skills of the protection line can do the job easily

ect pp. I'm sure, anet could give all classes some tweaks to balance such new weapon mods. its no impossible thing to make and could be easily doen with some small to medium updates.

I pesonally really see no problem with such new weapon mods, as logn they exclude Chaos and Holy Damage and Holy Damage gets splitted into 2 different damage types again. Then stays the door open for Light and Shadow Mods and weapons like a Light Dragon Sword and a Shadow Dragon Sword for example would rock so much....

Imo somehow still disappointing enought, that still until today exists no Earth Dragon Sword and no Thunder Dragon Sword to complete at least the 4 Core Elements. Also a point of wasted potential imo, where anet seems absolutely not to care about ...
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Old Apr 24, 2008, 08:59 PM // 20:59   #23
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Chaos, Holy and Dark are not physical neither elemental damage.

There are not particual 'extra armor' effects against them, only when they are dealt with weapons, complete armor can work.

Rangers and elementalists have runes against any of the four elemental damages, and assassins have armor against any of the physical ones in particular.

This would take martial weapon damage out of the scale.

So No.
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Old Apr 24, 2008, 11:37 PM // 23:37   #24
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More Weapon Mods would mean an increasement in possible Skill Synergies.
No, it really doesn't.

Quote:
Some of the Smite Skills could receive some nice new effects, they otherwise would never get, because without weapon mods they would make no sense and the holy skills of Dervishs are just only the most cheap solution to this anet could have brought us.
Your vision of smite is very different from the skill designers then.

Quote:
Certain primary/Secondary combinations would become alot more interesting for the melee classes with such skill synergies with those new damage mods, for example it would be possible to create finally a trustworthy Dark Knight combination out of a W/N tiogether with a melee weapon, that would deal Shadow Damage.
Fun interesting, but not balanced interesting.

Quote:
Chaos Damage Mods i would even say no too, but at least Holy (Light) Weapon Mods and Shadow/Dark Weapon Mods should exist, because theoretically those 2 damage types ARE elements, like Fire ect. They are elements of nature of the wheel of 8 elements
As MithranArkanere stated, they are not elements. Chaos/Holy/Shadow do not fit within the current bonus armor parameters, because all three negate the natural and insignia bonuses.

Quote:
its also really no problem with some skill changes to balance those additional weapons by through giving soem classes with soem skills the ability to get better defense versus holy or shadow damage.
I ask you, nay, implore you to think about what you're posting. Your ideas have done nothing to add to the game, merely complicate the game for the sake of role-playing. Think of "Can't Touch This!" and how useless the skill is because of its limited usefulness. The same can apply to practically everything in your post.

Quote:
it would not make things more complicate, as you say, no it would add to the game pve and pvpwise more depth, it would enable surely alot of new builds and possibilities. What is please so god damn hard on it, juts to get your hands on some new insignias and runes ect, to prepare your characters, if those new mods would exists. Its a thing of some minutes to create equipment versus a certain damage type to be prepaired for it in battles ...
How exactly does it add depth? This requires no skill to pull off, you either have it or you don't. Compare to the skill of linebacking and kiting. Those prevent deaths by lowering the amount of hits you'd take. This? This adds no strategic depth, and there is no current synergy with skills except the ones in your own head.

Quote:
Post on the various professions
Congratulations, you have no posted an idea which, if implemented, would add either must have skills/insignia, or useless ones depending on community reaction. Also, this game is Guild Wars, not Final Fantasy, so I suggest you don't apply cosmetic ideas from other games to this one.

Quote:
I'm sure, anet could give all classes some tweaks to balance such new weapon mods.
Or they could just not spend time implementing this idea and not have to rebalance the game for it.

Quote:
Also a point of wasted potential imo, where anet seems absolutely not to care about ...
From what you've posted, there is no wasted potential. All of it is extremely limited, that either no one would take it, or everyone would. You're so focused on trying to create examples, you've forgotten that they're not adding anything useful to the game.
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Old Apr 24, 2008, 11:56 PM // 23:56   #25
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Chaos damage cannot be reduced by any means yet so if this was added it would be imba. If anet added ways to reduce chaos dmg then the casters would just carry around shields with +10 armor vs chaos dmg. Just a colossol waste of time on Anet's part. /Notsigned
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Old Apr 25, 2008, 11:53 AM // 11:53   #26
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would like to point out that we already have these things. I did not make any of them up. I was just asking to move them to all weapons. as there are fire,ice,shock,earth wands. Though I do realize that it could cause problems with balance, I am not sure how. I didnt realize that the elemental insignias were such hot items as they are still cheap as hell at the trader. There for I didnt realise it would cause such a major imbalance. And for RA,AB and other PvPs If you have a team doing ice damage and your are wearing fire based armor it doesnt seem to matter much. Sorry to send everyone into a tizy, since it would cause such an imbalance in the force I withdraw my post.

~the rat~
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Old Apr 25, 2008, 12:01 PM // 12:01   #27
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Elemental insignia's are useless and aren't the point, it's elemental shiedls that are the point for which there is no +10 vs chaos, dark or holy damage and that's where the problem would be.
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Old Apr 25, 2008, 12:04 PM // 12:04   #28
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Would be weird...


/not-signed
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Old Apr 25, 2008, 12:11 PM // 12:11   #29
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Quote:
Originally Posted by Productivity
Elemental insignia's are useless and aren't the point, it's elemental shiedls that are the point for which there is no +10 vs chaos, dark or holy damage and that's where the problem would be.
so basically a simple off hand vs chaos etc? thats an easy fiz as well. We are bitching cause a war might actually take some damage? Crap I thought it was something else that mattered. Make a shield for it. I play a sin and tend to take damage pretty easy and I wasnt worried about it. Its just one of those things its damage. You heal, you fight or you die.

make the shields as well. See everyone acts like this is a huge imbalace thing but its not. Make a shield, insignias wouldnt matter because no one really uses the elem ones now. People that i see play seem to worry more about damage and over all armor if they are melee (to my knowledge) and healing or damage for casters.

Seems to be a little noticed trait, damage type, but it would make a big difference in certain (not all) areas of PvE.
~the rat~
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Old Apr 25, 2008, 01:15 PM // 13:15   #30
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You do that and then you break it for the chaos typed damage allready. Currently chaos typed damage has the advantage of it having no +armour mods vs it and the associated items are balanced with that in mind. If you add the weapon mods and the shield mods, you tacitly nerf the skills that are allready chaos typed.

Last edited by Productivity; Apr 25, 2008 at 01:33 PM // 13:33..
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Old Apr 25, 2008, 01:16 PM // 13:16   #31
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We are bitching cause a war might actually take some damage?
Wrong, we're 'bitching' because they'd deal too much damage.

Quote:
the associated skills are balanced with that in mind.
No skill does chaos damage.
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Old Apr 25, 2008, 01:33 PM // 13:33   #32
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Quote:
Originally Posted by Kale Ironfist
No skill does chaos damage.
Good point, changed it then.
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Old Apr 25, 2008, 01:35 PM // 13:35   #33
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SPOILER==============

Now that they introduced endgame greens in prophecies, I'd like to see Rurik drop a PvE only green that has holy dmg, sundering, etc.

It could be Holy/pve, Slashing/pvp 15-22 (req 9 swordsmanship)

Last edited by Woop Shotty; Apr 25, 2008 at 01:37 PM // 13:37..
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