Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Reply
 
Thread Tools Display Modes
Old Oct 09, 2006, 06:35 PM // 18:35   #1
Furnace Stoker
 
lord_shar's Avatar
 
Join Date: Jul 2005
Location: near SF, CA
Advertisement

Disable Ads
Default Process-effect weapons and activated effects gear

I'm not sure if this has been suggested before, so here we go...

Why doesn't GW employ process-effect weaponry, or activated spell-effect gear for that matter? Other RPG-style games employ them, but GW seems to be the exception.

A process-effect weapon randomly casts certain spell-like effects whenever it strikes a target, depending on activation percentages. For example, a certain magic sword has a healing-proc that activates 5% of the time whenever it hits. If that sword hits a target and its effect activates, the user is healed for a random 10-40 hits points. The process effect can be any myriad of things: hex the target struck, drain life, slow/snare the target, increase the holder's attack speed, lower the target's armor, etc. The key requirement is that a spell-like effect being associated with the weapon.

Such a change would certainly add more dimension to GW's rather unremarkable magic weapon system. Actual process effects and their scope can always be nerfed/rebalanced to prevent abuse.

Activated process-effect gear (right clickable) to add temporary movement speed, self healing, etc... would also be nice. Such items can have long cast times, cooldowns, or finite charges to keep them in check.
lord_shar is offline   Reply With Quote
Old Oct 09, 2006, 06:46 PM // 18:46   #2
I dunt even get "Retired"
 
unienaule's Avatar
 
Join Date: Aug 2005
Guild: Fifteen Over Fifty [Rare]
Default

Activated process-effect gear would be like an extra skill slot... so I doubt that would ever happen. As for the rest of the ideas, do you mean like 20% chance to do, say, 20 earth damage on hit or something?
unienaule is offline   Reply With Quote
Old Oct 09, 2006, 07:12 PM // 19:12   #3
Furnace Stoker
 
lord_shar's Avatar
 
Join Date: Jul 2005
Location: near SF, CA
Default

Quote:
Originally Posted by unienaule
Activated process-effect gear would be like an extra skill slot... so I doubt that would ever happen.
Activated process effects could be limited in scope to prevent full skill replacements. However, they can still add another level of equipment utility to the game.

Quote:
Originally Posted by unienaule
As for the rest of the ideas, do you mean like 20% chance to do, say, 20 earth damage on hit or something?
That sounds accurate. The activation percentages will have to be adjusted to reflect the power of the process effect. So 20% chance to do +20 earth damage would be nice, but it doesn't have to be limited to damage alone. All of those +15% vs. hexed foes weapon mods could actually see more use if weapons had a hex process effect available, like parasitic bond, 1-3 second mind freeze, 1-3 seconds of bleeding, 1-3 seconds cripple, 10-20 points healed, etc...

It's up to ANET to decide what effects are appropriate vs. over-powered, but you get the idea. The more powerful the process effect, the lower the activation percentage. Either way, weapons become less mundane and more enjoyable to use, especially with the luck element playing a more decisive role.

Last edited by lord_shar; Oct 09, 2006 at 07:20 PM // 19:20..
lord_shar is offline   Reply With Quote
Old Oct 09, 2006, 11:37 PM // 23:37   #4
Lion's Arch Merchant
 
Join Date: Nov 2005
Location: Maguuma Stade
Default

GW already has everything you are asking for:
Sundering - Armor penetration +20% (Chance: 10-20%)
Furious - Double Adrenaline on hit (Chance: 2-10%)
Barbed - Lengthens Bleeding duration on foes by 33%
Ebon - Earth damage

/notsigned
SilentVex is offline   Reply With Quote
Old Oct 10, 2006, 12:29 AM // 00:29   #5
Furnace Stoker
 
lord_shar's Avatar
 
Join Date: Jul 2005
Location: near SF, CA
Default

Quote:
Originally Posted by SilentVex
GW already has everything you are asking for:
Sundering - Armor penetration +20% (Chance: 10-20%)
Furious - Double Adrenaline on hit (Chance: 2-10%)
Barbed - Lengthens Bleeding duration on foes by 33%
Ebon - Earth damage

/notsigned
Absolutely incorrect! There are no process effect hex-casters, self heals, snaring, speed boosts, AE-damage effects, etc.

If you want ANET to implement better weapon effects, you have to think beyond what's already in the game. Diablo, EQ, WoW, and a bunch of other games have very visible weapon procs. GW makes you "guess" if any weapon effect ever activates.
lord_shar is offline   Reply With Quote
Old Oct 10, 2006, 01:10 AM // 01:10   #6
Hall Hero
 
HawkofStorms's Avatar
 
Join Date: Aug 2005
Profession: E/
Default

^Exactly, go play WoW.

The weapons are set up as they are now to encourage high end balance in PvP. That is why they don't have random effects like that.
HawkofStorms is offline   Reply With Quote
Old Oct 10, 2006, 01:58 AM // 01:58   #7
Furnace Stoker
 
lord_shar's Avatar
 
Join Date: Jul 2005
Location: near SF, CA
Default

Quote:
Originally Posted by HawkofStorms
^Exactly, go play WoW.

The weapons are set up as they are now to encourage high end balance in PvP. That is why they don't have random effects like that.
Balanced doesn't have to equate to mediocrity. Small scale process effects won't shift game balance when done correctly. Current process effects like sundering are very difficult to even notice in real time combat because there is no visual cue indicating when it triggers. No light show, no sound, nothing... maybe an indistiguishable numeric adjustment at best. 1 second of bleeding, cripple, speed gain, 10-point heal, etc... won't shift pvp balance provided that the process activation percentages are kept low and reasonable.

Process effects shouldn't be feared. They already exist in GW in negligible forms (sundering). I'm just asking that ANET consider other process effects beyond just +damage numbers.
lord_shar is offline   Reply With Quote
Old Oct 25, 2006, 10:53 PM // 22:53   #8
Wilds Pathfinder
 
 
Join Date: Jun 2005
Location: Georgia, US
Default

You have no idea of balance. An inherent mod that decrease 1 energy of your opponent every hit as long as they have 25% energy or above? That's WAY better than any other inherent mods out there.

Rejuvenation to get 15% chance to recharge a random skill? Hmm... Sins with flurry >>
Quote:
1 second of bleeding, cripple, speed gain, 10-point heal, etc... won't shift pvp balance provided that the process activation percentages are kept low and reasonable.
Obviously you have never PvPed because 1 more damage means life and death in PvP.
AuraofMana is offline   Reply With Quote
Old Oct 25, 2006, 11:02 PM // 23:02   #9
Furnace Stoker
 
lord_shar's Avatar
 
Join Date: Jul 2005
Location: near SF, CA
Default

Quote:
Originally Posted by AuraofMana
You have no idea of balance. An inherent mod that decrease 1 energy of your opponent every hit as long as they have 25% energy or above? That's WAY better than any other inherent mods out there.

Rejuvenation to get 15% chance to recharge a random skill? Hmm... Sins with flurry >>

Obviously you have never PvPed because 1 more damage means life and death in PvP.
Sorry to break it to ya, but you replied to the wrong thread

Also, you forgot to read the fine print in the other thread:

Quote:
Originally Posted by lord_shar
These are just arbitrary ideas, so balancing suggestions are welcome.
lord_shar is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 12:39 PM // 12:39.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("