Location: At the Mac Store laughing at people that walk out with anything.
Profession: E/Mo
Customizable PvE Only Skills
Some of us has been playing for a while. Some of use knows every skill by heart.
Quote:
What hex spell for 5...13 seco-. EMPATHY!
You know what I'm talking about. Customized skills has most likely be discussed before. But this is my own reasonable way.
Part 1) How to obtain
Part 2) How to customize
Part 3) How it works
HOW TO OBTAIN
-------------------------------------------------------------------------------------------------------------------------------
Everyone sees the Canthan Ambassador. Why not make the skill buyable like Guild Halls. Except, of putting the [Customizable Skill Trainer] in every major city that you can get early in game. Put it farther in game.
Quote:
Tyria=Droknar Forge
Cantha=Cavalon/House zu Heltzer
Elona=The Kodash Bazaar
The Eye of the North = Central Transfer Chamber
Simply talk to the Customizable Skill Trainer, Customize your skill and buy it for 25k. (Like talking to a Guild Emblemer)
For those who aren't rich, you could beat the game and get a Token of Customization and use that instead of cash. However it works like end-game items, you only get one.
You can only carry 2 non-elite customized skill and 1 elite customized skill.
The inherit affects also affects the skills (Monks Divine Favor applies to customized skills and not just monk spells)
PVE ONLY SKILLS
HOW TO CUSTOMIZE
------------------------------------------------------------------------------------------------------------------------------- First there will be a category. THESE PARTS ARE UNCHANGEABLE CATEGORY
Forth(if) there will be a third-subcategory. (Dagger attacks only)
Quote:
[+] Dual Attacks
[+] Lead Attacks
[+] Off-Hand Attacks
After you select a category, you select 1-4 effects.
EFFECTS
Code:
Attacks-
Code:
Armor penetration
Adrenaline gain
Adrenaline use
Bleeding
Condition interaction
Condition removal
Condition self-inflicting
Crippled
Critical hits
Daze
Deep Wound
Energy
Health
Interruption
Healing
Knockdown
Life Stealing
Poison
Touch
Trap
Weakness
Chants-
Code:
Activation time
Adrenaline gain
Adrenaline use
Armor penetration
Attack speed
Bleeding
Blindness
Blocking
Burning
Condition removal
Condition self-inflicting
Crippled
Critical hits
Daze
Deep Wound
Energy
Health
Hexes
Interruption
Knockdown
Movement speed
Physical damage
Recharge time
Shout
Weakness
Echos-
Code:
Activation time
Adrenaline gain
Adrenaline use
Blocking
Burning
Energy
Healing
Hexes
Movement speed
Glyphs-
Code:
Activation time
Armor penetration
Condition removal
Energy
Healing
Interruption
Recharge time
Healing-
Code:
Activation time
Blocking
Condition removal
Energy
Healing
Health
Knockdown
Holy damage
Movement speed
Weapon Spells
Preparations-
Code:
Armor penetration
Bleeding
Crippled
Critical hits
Daze
Deep Wound
Energy
Interruption
Life Stealing
Poison
Weakness
Rituals-
Code:
Spirit
Activation time
Energy
Elemental damage
Blocking
Recharge time
Exhaustion
Shouts-
Code:
Activation time
Adrenaline gain
Adrenaline use
Armor penetration
Attack speed
Bleeding
Blindness
Blocking
Burning
Crippled
Critical hits
Daze
Deep Wound
Energy
Health
Hexes
Interruption
Knockdown
Movement speed
Physical damage
Recharge time
Shout
Weakness
Signets-
Code:
Activation time
Adrenaline gain
Adrenaline use
Armor penetration
Attack speed
Bleeding
Blindness
Blocking
Burning
Chant
Cold damage
Condition interaction
Condition removal
Condition self-inflicting
Condition transfer
Crippled
Critical hits
Daze
Deep Wound
Earth damage
Enchantments
Energy
Fire damage
Healing
Health
Hexes
Holy damage
Interruption
Knockdown
Lightning damage
Life Stealing
Minions
Movement speed
Pet
Physical damage
Poison
Recharge time
Resurrection
Sacrifice
Shadow damage
Shadow step
Weakness
Spells-
Code:
Activation time
Adrenaline gain
Adrenaline use
Armor penetration
Attack speed
Bleeding
Blindness
Blocking
Burning
Cold damage
Condition interaction
Condition removal
Condition self-inflicting
Condition transfer
Crippled
Critical hits
Daze
Deep Wound
Earth damage
Enchantments
Energy
Fire damage
Healing
Health
Hexes
Holy damage
Interruption
Knockdown
Lightning damage
Life Stealing
Minions
Movement speed
Pet
Physical damage
Poison
Recharge time
Resurrection
Sacrifice
Shadow damage
Shadow step
Weakness
Stances-
Code:
Activation time
Adrenaline gain
Armor penetration
Attack speed
Blocking
Critical hits
Healing
Health
Interruption
Pet
Recharge time
After You set the category and effects, you select the targets
Targeting-Enemies and/or Allies
Melee-
Code:
Self
Adjacent to foe/target
Spell-
Code:
Near, nearby
In the area
Half range
Within earshot
Enchantment maintenance, party effect range
Once that is done, the final step!
Select Damage/healing and durations.
HOW IT WORKS
------------------------------------------------------------------------------------------------------------------------------- Note: if you say, this is a horrible idea, people will get really power spells, YOU DID NOT READ THIS PART.
Your thinking, I could create a Signet that heals my party completely, Reduce damage by 5% for 1000 seconds and 1/4 activation and recharge. That's stupid. How do we prevent that?
Simple, points and the powerful spell cause and effects.
You will get 10 points. Healing
Damage
Energy
Adrenaline
Recharge
Casting
Durations
Sacrifice
The effects and targeting will greatly affect the skill.
------------------------------------------------------------------------------------------------------------------------------- EFFECTS POINTS:
Self +3
Half range +2
Target other ally +1
Adjacent to foe/target +0
You and target ally -1
Near, nearby -2
In the area -3
Within earshot -4
Enchantment maintenance, party effect range -5
How the POINTS work
-------------------------------------------------------------------------------------------------------------------------------
Skill Growth: Categories-
Code:
Healing
Damage
Energy
Adrenaline
Recharge
Casting
Durations
Sacrifice
CHANGEABLE PARTS ON SKILLS
Code:
Healing Spell +29.7 healing targeting self
Healing Spell +24.8 targeting other ally
Damage Melee single target = +6.7
Damage Range to target = +8.4, -1.9 for each effect
Damage Spell to target = +12.1, -2.4 foe each effect
Damage Melee hitting Adjacent foes to self = +4.2
Damage Spell hitting Adjacent foes to self = +17.4
Healing Spell hitting Adjacent Allies to self = +27.4
Damage Spell hitting Nearby foes to self = +14.1
Healing Spell hitting Nearby Allies to self = +24.9
Damage Spell hitting in the area foes to self = +11.9
Healing Spell hitting in the area Allies to self = +18.2
Damage Spell hitting in earshot foes to self = +5.1
Healing Spell hitting in earshot Allies to self = +15.3
Damage Spell hitting Adjacent foes to target = +13.1
Healing Spell hitting Adjacent Allies to target = +19.9
Damage Spell hitting Nearby foes to target = +10.6
Healing Spell hitting Nearby Allies to target = +15.9
Damage Spell hitting in the area foes to target = +7.4
Healing Spell hitting in the area Allies to target = +10.6
Recharge for damage
(Times Doubles for signets)
Point = time
0=60
1=45
2=30
3=20
4=15
5=12
6=10
7=8
8=6
9=3
10=2
11=1
12=0
Recharge for Healing
(Time Doubles for signets)
Point = time
0=45
1=20
2=16
3=14
4=12
5=10
6=8
7=6
8=4
9=2
10=1
Casting for damage
Point = time
0=5
1=4
2=4
3=3
4=3
5=2
6=2
7=1
8=3/4
9=3/4
10=1/2
11=1/4
Casting for health
Point = time
0=4
1=3
2=2
3=2
4=1
5=1
6=3/4
7=3/4
8=1/2
9=1/2
10=1/4
Energy cost for both
(Glyphs always cost 5 energy, Signet always cost 0)
Point = Energy
0=25
1=20
2=15
3=15
4=10
5=10
6=5
7=5
8=5
9=5
10=1
Adrenaline
# of adrenaline = points
1=9 Points
2=8 points
3=7 points
4=6 points
5=4 points
6=3 points
7=2 points
8=1 point
9=+1 point
10=+3 points
Regeneration Health
Point = Regen
-1=2
-2=4
-3=5
-4=7
-5=8
-6=9
-7=10
-8=12
-9=14
-10=20
Energy Regen
(Half points if it targets other ally)
Energy = Points
+1=8
+2=9
+3=10
+4=11-12
+5=13-14
+6=15-17
+7=18-19
+8=20-24
+9=25-29
Free energy = 30, -5 second duration.
Energy Gain/Loss
(Double energy gain if only 2 effects)
-1 Point = 2.7 energy gain
After -3 Points = 1.9 energy gain
After -7 Points = 1.3 Energy gain
-10 Points = 0 energy gain
-1 Energy loss = .6 points gain.
-10 energy loss = 0 points gain
Next Attacks
(# of attacks +2 if it is a weapon spell)
# of attacks=points
1=1
3=2
4=3
6=5
7=6
9=7
10=8
Shadow/Holy Damage
(Signet half damage)
+13.5 damage for each point between 1-2 points
+14.8 damage for each point between 3-5 points
+12.1 damage for each point between 6-9 points
+20 damage for each point above 10 points
Chance to Block
(Stances doubles %, but not past 75%)
+15% for each point below 3 points
+7.5% for each point above 3 points
10 points = 100% block + 1 second duration for each point above 10
Durations
Points = Time
1 point = +5.7 seconds for enchantments and weapon spells -1 second for each additional effect.
1 point = +6.8 seconds for hexes -2.5 seconds for each additional effect
1 point = Conditions (Excluding Blind/Daze/Burning) +5.2 seconds. -1.3 seconds for each additional effect
1 point = Conditions (Blind/Daze) +3.8 seconds. -5 seconds for each additional effect
1 point = Condition (Burning) +2.3 seconds. -5 seconds for each additional effect
Effect Percentage, attack damage
% of damage = points added or sub
-50%=+4
-40%=+3
-30%=+2
-20%=+1
-10%=+0
+10%=-1-3
+20%=-4-6
+30%=-7
+40%=-8-12
+50%=-13
Effect Percentage, Spell damage
-50%=+5
-40%=+4
-30%=+3
-20%=+2
-10%=+1
+10%=-1-6
+20%=-7-10
+30%=-11-14
+40%=-14-19
+50%=-20
Effect Percentage, to Healing
-30%=+4
-25%=+3
-20%=+2
-10%=+1
+10%=
Effect Percentage, protection to damage
-% of damage = Points added or sub
-50%=-7
-40%=-5-6
-30%=-3-4
-20%=-2
-10%=-1
+10%=+1
+20%=+2
+30%=+3
+40%=+4
+50%=+5
Spirit Damage
1 point = +6.9 damage and -1.5 for each effect.
Spirit Length
1 Point = +10.3 seconds and -2.1 for each effect.
Spirit Level
1 Point = 2.3 levels and -0.7 levels for each effect
Hexes Damage
(Half damage if it targets more than 1 foe)
1 Point = 9.2 damage for skills
1 Point = 8.8 damage for spell
1 Point = 5.6 damage for attacking
Hexes Degen
(Targets area of effect -2 degen)
Degen = Points
-1=1-2
-2=3-4
-3=5-6
-4=7
-5=8
-6=9
-9=10
Increase attack and running Speed
(Running cannot go past 33% unless hits 10 points)
+5% per 1 point
10 Points = 50%
Decreased spell casting speed and recharge
Point=% less (Doubles if it's a Glyph, at 7 affects 2 spells)
1=5%
2=12%
3=18%
4=25%
5=33%
6=45%
7=66%
8=75%
9=90%
10=Instant
Applying Effects
(Targets one than more foes, -2 points each)
Every 1 second (-5)
Every 2 seconds (-4)
Every 3 seconds (-3)
Every 4 seconds (-2)
Every 5 seconds (-1)
Every 6-8 seconds (+1)
Every 9-11 seconds (+2)
Every 12-15 seconds (+3)
Life Steal
(Melee attacks -2 damage for each point)
+7.1 damage for each point -1 damage for each effect
Health Percentage Bar Damage (Counting by 10)
(Half damage if it is a hex spell)
1 Point = +10.3 damage, -1.4 damage for each % counting down
Health Percentage Bar Healing (Counting by 10)
1 Point = +12.4 healing, +3.6 healing for each % counting down, -3.3 for each other effect
Energy Percentage Bar (Counting by 10)
(Can only target self)
+1 Point gain for each % above 81%
-1 Point gain for each % counting below 80%-31% (-1 at 70%, -2 at 60% etc.)
+1 point gain for each % below 30%
Sacrifice
+1 point for each 10%
-------------------------------------------------------------------------------------------------------------------------------
For those that don't understand it still.
Points are like attribute points. HOWEVER, you can gain attribute points by giving a negative effect. The better the effect is = the more points it needs.
For example, the biggest point gain you can get is 54. That means you can have 1/4 casting time, recharge = 1 and energy = 1 (Points =20 left) and heal yourself 270 health points HOWEVER, the spell effects you to lose -10 energy (after spell), the effect has a -50% healing, cause exhaustion, sacrifice 90% health and suffer from a random condition plus have an elite slot to have an effect. You can go REALLY powerful, but stupid. But, it might have a better effect when you target the entire team = 122 health. But still suffer from the bad effects. Basically, you can have fun playing around with a new spell. Go 1 HP and spam SUPER POWER HEAL PARTY whenever the timing gets tough. Also have another spell to immune you from conditions (1HP+bleeding by random condition = death)
Infuse Condition + SUPER POWER HEAL PARTY. Go 1HP, and be VERY careful. This spell only effects party members in earshot so you would have healing effect. You would be the target and that means the minion would go into battle so you have to keep the minion alive for you to spam and have infuse condition up. (10 energy and exhaustion spamming makes it hard to cast a 5 energy spell, plus the minion would suffer a condition every time you cast the spell) In conclusion EXPERIMENT, this would be awesome. This opens many so doorways.
-------------------------------------------------------------------------------------------------------------------------------
For those that still don't understand. Look at Searing Flames.
Searing Flames Category = Elite Spell
Searing Flames Effects = Burning, Damage.
Searing Flames Targeting = Nearby Area of Target
Searing Flames Points = In Burning Duration and Fire damage
Searing Flames = Target foe and all nearby foes are struck with Searing Flames. Foes already on fire when this skill is cast are struck for 82 fire damage. Foes not already on fire begin Burning for 6 seconds.
Now, make it with my Formula
Elite Spell + 5 Points
Max Level + 25 Points
Effect 1=Burning -3 Points
Effect 2=Under a Condition +2 points
Effect 3=Fire Damage -0 Points
Targeting = Nearby -2 points
Total = 29 Points
Energy = 15, means -2 Points
Recharge = 2, means -10 points
Burning = 6.4 seconds, means -8 points
Casting time = 1, means -7 points
Left over points = 0 (Means Searing Flames cannot be replicated with my formula, but we can come close.)
Targeting = 0 points
Energy = 10, means -4 Points
Recharge = 1, means -11 points
Burning = 4 seconds, means -5 points
Casting time = 2, means -5 points
Damage = 105, means -6 points
0 Points left over
So the skill will say.
Target foe starts burning for 4 seconds. If foe was already on fire, you deal 105 damage
Recharge = 1
Energy = 10
Casting Time = 2
The big difference is, mine has casting time of 2, but recharge of 1. Mine burns for only 4 seconds and has energy cost of 10 Searing Flames does it for 6 seconds but has an energy cost of 15. Mine does a max of 105 damage. At 15 fire magic Searing Flames does 100 damage. Mine targets one foe, Searing Flames targets all nearby foes.
My formula is not over powered, as you can see I made a similar copy of Searing Flames. Mine may have less energy but Searing Flames target nearby foes, burns them longer and does 100 damage at 15 fire magic.
EXAMPLE 1
Speedy Baby (Level 8) +18
Category = Glyph -0
Target = Self +3
Effect 1 = Your next spell recharges 45% faster (5)
Effect 2 = Your next 2 spell casts 66% faster (7)
Effect 3 = Lose 1 condition (-2)
Energy = 5 (0)
Recharge = 14 seconds (3)
Casting = 1 (7)
Speedy Baby
Glyph-Your next spell recharges 45% faster and next 2 spells cast 66% faster. Lose 1 condition.
Energy = 5
Recharge = 14
Casting Time = 1
EXAMPLE 2
Weapon for Party (Level 14)
Category = Elite Weapon Spell (+5)
Target = All allies in earshot (-4)
Effect 1 = # of attacks (-3 points, means 4 attacks +2 for being a weapon spell.
Effect 2 = Life Steal = -8 points, means 49 life stealing.
Duration = -3 points (14 seconds)
Recharge = -4 points, means 15 seconds
Casting time = -3 points, means 3 seconds
Energy = -6 points, means 5 energy
Weapon for Party
Elite Weapon Spell = All party members in earshot has a "Weapon for Party." For 14 seconds, their next 5 attacks also steal 49 health.
Recharge = 15 seconds
Casting time = 3 seconds
Energy = 5
EXAMPLE 3
Blood of Grenth Signet (Level 7)
Category = Signet -3
Effect 1 = Bleeding -1
Effect 2 = Poising -1
Effect 3 = Cold damage -0
Target = Single
Durations = 5 points, means 6.5 (7 seconds)
Recharge = 6 points, means 10 seconds (20 because of signet)
Casting = 3 points, means 3 seconds
Damage = 1 point, means 5 damage
Blood of Grenth Signet
Target foe takes 5 damage and suffers from bleeding and poison for 7 seconds.
Energy = 0
Recharge = 20
Casting = 3
Got all of that in? I bet you didn't
LAST PART of HOW IT WORKS
-------------------------------------------------------------------------------------------------------------------------------
Once you get the skill it won't be perfect. I'll use an Example and I'll call it "Super Heal Party" I have 5 points in recharge, 2 in casting, 2 in energy and 4 in healing.
Super Heal Party says when I'm about to make it.
Elite Customized Healing Spell: Sacrifice 20% Health - Heal all party members in earshot 61 health
Recharge = 10
Energy = 15
Casting = 2
Not much is it? Heal Party could do better. But this is SUPER HEAL PARTY. Skill growth comes in.
When you gain experience, so does this skill when you have it equipped. It levels like a character. Level 1-15. For each level, you gain 1 point for SUPER HEAL PARTY. Maximum of 15 extra points. Talk to Customize Skill Trainer and click "Edit Points." Say this skill is at level 10. +10 points.
Now I have 9 in recharge, 4 in energy and 7 in healing and 4 in casting. 0 Still in sacrifice. Note: I could subtract points to sacrifice (Which gave me +2) to reduce sacrifice. However because I customized it with sacrifice, I must have 10%.
Now it tells me.
SUPER HEAL PARTY
Elite Customized Healing Spell: Sacrifice 20% Health - Heal all party members in earshot 107 health.
Energy = 10
Recharge = 3
Casting = 1
ANIMATION
-------------------------------------------------------------------------------------------------------------------------------
Animation for a new attack is hard. FOR each new skill.
So, why not add a existing skill and make it a different color affect for each skill. Think about the color wheel.
You have an attack that is an Area of Affect and does life steal. It lasts for 8 seconds.
You select the animation. Like fire storm and the effects affect the color.
Like life steal will make color 1 of fire storm black and it last for 8 seconds.
Say you have a spell that hits all nearby foes and deals cold damage + inflicts deep wound + blind. You select fire ball for the animation.
Color 1 will be blue for the cold damage, color 2 would be dark red and color 3 of fire ball would be white for blind.
Etc.
------------------------------------------------------------------------------------------------------------------------------- Why PvE only skills? We have a ton to make it easy! The answer is easy. For spicing things up. Still to this day people are trying to find PvE Builds for fighting or farming. With this it will open new doorways for farming and/or fighting. Use those experience scrolls that has been sitting in storage for skill growth. We possibly used every "good" farming build possible to Guild Wars. This will make the possible much bigger. Make kicking butt more fun. My formula could be used in PvP. But start a little at a time. Also, you cannot copy some existing PvE skills. Shadow Form, Protective Spirit, Minions, Forms, Archers Signet, Etc. However, you can have the same 3 customized skills (If the elite is the same). Of course, there is also 3 copied skills in game already (Heal area, etc.)
-------------------------------------------------------------------------------------------------------------------------------
Quote:
You spent a lot of time on this
Nope, one boring afternoon gone.
Quote:
This is the same of this crappy idea
That's not true, my idea isn't crap.
Quote:
This will make PvE to easy
Look where it says right below HOW IT WORKS. I put "if you said that you didn't read." How do you know if this is bad is you didn't read how it works?
Quote:
GW2 will be out when this comes out
Am I the only one who remembers Halo 3? Legend of Zelda: Twilight Princess? Halo 3 was delay 18 TIMES (Pulls out hair on 15)! Twilight Princess was announced 6 years ago. Pictures came 4 years ago. Do I need to go on?
Have a little Faith in arena-net, who knows, they may do something awesome. (Like transferring stuff to GW2. My 100k, gone?) Or this, this works to
Quote:
It's to complicated
No it's not, its 4th grade math. It goes in the order, CATEGORY-EFFECTS-TARGETING-POINTS. It's just there is A LOT of information in those. Each one of those are in [CODE]
Quote:
How did you balance this formula?
Years of Guild Wars... And luck.... mostly luck.
-------------------------------------------------------------------------------------------------------------------------------
That's it, if you read, it won't be so confusing. If you didn't read /shame! Tell me what you think. Comment please. Oh, yeah, create your own skill with this formula.
REMINDER: I DIDN'T THINK THIS ALL THE WAY. I'm not going to add every little detail. The more to read, the less people would read.
Last edited by Zodiac Meteor; Oct 25, 2008 at 09:58 PM // 21:58..
Reason: grammer
Location: At the Mac Store laughing at people that walk out with anything.
Profession: E/Mo
Quote:
Originally Posted by Luminarus
Interesting concept... but anet wont be able to effectively keep these skills in balance. So coz of that notsigned.
(+ its not that great an idea, already got enough stuff to make pve easy)
It's for spicing things up. What else are you going to do with that 200k sitting in storage gathering dust. Find new farming ideas. Use those scrolls that gives more experience instead of selling them because all of your characters are level 20. We are trying to find more PvE build and farming ideas. However, we are limited to 1000 skills. (Which isn't that much if you know them by heart.
Last edited by Zodiac Meteor; Oct 24, 2008 at 10:37 PM // 22:37..
Reason: grammer
i really like the idea but don't think anet is gonna make any updates for gw. It's pretty much dead. And if they do decide to update, they need to update pvp
Interesting concept... but anet wont be able to effectively keep these skills in balance. So coz of that notsigned.
(+ its not that great an idea, already got enough stuff to make pve easy)
You need balance in PVE because?
It isnt to make it easier, it is to make it more fun. I kind of always imagined playing an online version of Oblivion with the spell creation system, it is a nice feature to have so long as it is only usable in PVE and not PVP.
It doesnt matter how broken or imbalanced PVE gets. You can always choose not to use those broken features, with Ursan being the only exception to this rule, but hey, this spell creation idea with its limitations looks far more balanced then Ursan and PVE skills ever were.
P.S, on your effects that give points - Exhaustion = +3 points, +5s recharge / +5e cost = +2 points each or something like that?
Last edited by bhavv; Oct 24, 2008 at 11:30 PM // 23:30..
If you didnt need balance in pve shadow form wouldnt have been nerfed. What I meant by this was that if it was implemented skills that are better then shadowform could potentially be created. I cant be bothered working out the numbers, but if you made one like shadowform, but class less then problems would arise, which is what I was refering to.
oman, i love this idea. It'd be a nice way to add your own touch to all sorts of builds and inspire new builds for PvE. I seriously doubt anet would consider actually adding this into the game, unfortunately. Seems like a LOT of work, especially keeping a balance system with all the available customizations. I really like the way you explained it and laid everything out, great job.
Holy crap, I cant belive you actually thought and typed all of this, for absolutly no reason. It is a good idea, I do like it... but anet wont even look at this. There is no way they can balance this. Sorry but because of this /notsigned
Great idea,would work in any newer game,but honestly it would be pointless,and anet will never put it in,toomuch for them to keep up with,good idea for another game though.
/notsigned because it would be toomuch time in gw1 too late,just let them get gw2 out.
The only thing I dont get is, how would it affect you if someone else customised their skills for PVE? I dont really see how playing PVE with custom skills is detrimental to the gameplay of others.
Yea, I know it wont ever get added, but it is a nice idea.
And Shadow Form was never actually nerfed - it was overbuffed and then needed fixing. It still works great in its current form.
Last edited by bhavv; Oct 25, 2008 at 01:49 AM // 01:49..
i commend you on the thought and effort it took you to make this, i like the idea as well as how its implemented. it will make pve imba more, but then so what. idk im hlaf and half on this.
Location: At the Mac Store laughing at people that walk out with anything.
Profession: E/Mo
Quote:
To late, GW1 is over, GW2 will be comming out.
Ok... Remember Line Rider? They annouced that there will be a Linerider for the Nintendo DS, with story line, extra features, 5 YEARS AGO (Means before the DS was out). They had pictures of the game 2 years ago and said it would be released in 1 year. 2 years later it came out of DS.
DON'T expect anything until they have pictures.
Quote:
A-net is to lazy.
Well arena-net? You just going to take that? You guys made the experience formul and your to lazy for this? OUCH! You guys made the armor/damage formula that I can't understand.... BURN!
Last edited by Zodiac Meteor; Oct 25, 2008 at 02:20 AM // 02:20..