Jul 02, 2008, 09:12 PM // 21:12
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#1
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Desert Nomad
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What kind of negative Conditions do you want to see in GW2 ?
The following are negative Conditions I'd like to see in the new Skill System of Guild Wars 2:
Poison:
Instead of having a Life Degeneration like in GW1, in GW2 a poisoned Player should lose every second 3% of the actual maximum Health the Character has.
So a Character with for example 1000 HP would lose every Second 30 HP as long the Poison lasts.
Bleeding:
Bleeding should work in GW2 like in GW1, dealign to the victim a Life Degeneration of -3 (was a typo before, god that can happen, I'm a Human, no Engine)
Deep Wound:
Same Effect as in GW1, but maybe increased to a 25% Malus of Max Health instead of 20%
(i'm somehow sure characters in GW2 will receive more Health Points, than in GW1 it is the case, so increasign the percentage of DW is just normal so that it loses not on effectivity) These 5 % more are not so crucial like you may believe
Blindness:
Same as in GW1. Victim has a high Chance to miss with physical Attacks.
Weakness:
Similar to the effect of GW1. No Attribute Lowering. Just the Damage dealt by weakened Foes will become lowered by 20%.
5% Damage Reduction is way too less, there is even the old attribute Reduction of -1 to all atts then stronger. No, for a significant weakening of foes it should be at least -15-20%, but not lesser and that weakening shold count to all damage types, so also caster damage gets weaker through that.
Burning:
Similar as Burning from GW1. Victims will suffer on a Life Degeneration, but lesser than in GW1, instead of -6, its only -4, therefore burning Foes will suffer also every second some fix extra damage, while moving of 3% HP per step you do (so fix damage instead of steadily increasing damage like Savannah Heat( the fatc that Burning will do -4 degeneration insteat of -6 balances that)
Burning will also automatically heal Frost and vice versa.
Crippling: > renamed to Deformation
Physical Skills will receive all a 15% Chance to fail and Attack Speed will get reduced by 25%
Deformation is just the better naming for that Condition, than Crippling, because first one is simple a noun, while Crippling is a verb. Condition Names should stand ever in noun form.
Reduced % Effects, but effects should stay. Petrification should become the Condition for Movement Speed Decreasement
Paralysis:
Skills will reload 50% slower and the victim will receive more often Critical Hits from Enemies while on Paralysis (+10% chance)
Petrification:
Movement Speed will slow down per second by 5%, until it reaches 100% and you'll be unable to move, as long petrificaton gets not removed.
Frost:
Will interrupt anything immediately, after that you will lose per Second 10% of your max Energy. Reaches the Energy 0, before Frost gets healed. Frost becomes to Unconciousness and the victim becomes knocked down for 5 seconds
Cracked Armor:
Instead of reducing the max Armor, Cracked armor will lead to, that physical Attacks will receive all a 15% Armor Penetration Bonus and physical/magical Attacks that will deal negative status ailments, like Burning or Poison will receive through that 50% longer durations due to lesser Armor Protection.
Disease:
Will transpost following negative Conditions over to adjacent standing Allies of the targeted victim, if the targeted victim suffers on one of these conditions:
Bleeding, Poison, Weakness, Blindness, Disease itself.
No own Life Degeneration anymore, like in GW1
Fear:
The Victim will receive a 50% chance to miss with physical Attacks, but will receive from those double Adrenaline and will receive a Movement Speed bonus of 30%
Apathy:The Victim will become unable to deal Critical Hits and whenever attacking physically the victim will loose 5% of the Characters Energy Points or your Skills will become all deativated for 10 Seconds.
Exhaustion:
Same as in GW1, but not only for Ele Spells, this should be used in general to balance the more powerful Magic Spells of all Casters.
Sleep:
The target will become for short time unable to move or to use Skills, until the target will become hit by a Spell or by a physical Attack.
Hitting a sleeping foe will result in ever non blockable critical damage and will automarically end the Sleep Status
Confusion:
Movement Control will play crazy and all your Skill Slots will get replaced with ?-Icons letting you not know, what Skills you use when clicking on the buttons and there might be a 25% chance, that you might target instead of your foes a nearby Ally with your Spells and Attacks and when that happens, your character is for that while out of control for the player
Madness:
Attack Power of the Victim will increase by 25%, but Defense Power will go down by 25% too
Slowness:
Skills will activate 100% slower than normal.
Silence(Mute):
The victim becomes for short time unable to cast Spells
Deafness:
The victim becomes for short time unable to receive buffs from Shouts/Cries or Songs
Sorrow:
The Victim will receive 20% lesser Power from any Healings and no Adrenaline anymore.
Thats all I can think of and I think would GW2 have all these negative Conditions, Combats would be alot more different from those of GW1 and also alot more challenging in PvP especially, because so more negative conditions a game has, so more tactical options do you have in combat.
What do you think of these new conditions up there in my list and the little changes I made on some certain old conditions?
Last edited by Phoenix Tears; Jul 02, 2008 at 10:58 PM // 22:58..
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Jul 02, 2008, 09:21 PM // 21:21
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#2
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Desert Nomad
Join Date: Mar 2005
Location: Bellgium
Profession: W/E
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Quote:
Originally Posted by Phoenix Tears
Petrification:
Movement Speed will slow down per second by 5%, until it reaches 100% and you'll be unable to move
Frost:
Will interrupt anything immediately, after that you will lose per Second 10% of your max Energy. Reaches the Energy 0, before Frost gets healed. Frost becomes to Unconciousness and the victim becomes knocked down for 5 seconds
Sleep:
The target will become for short time unable to move or to use Skills, until the target will become hit by a Spell or by a physical Attack.
Hitting a sleeping foe will result in ever non blockable critical damage and will automarically end the Sleep Status
Confusion:
Movement Control will play crazy and all your Skill Slots will get replaced with ?-Icons letting you not know, what Skills you use when clicking on the buttons and there might be a 25% chance, that you might target instead of your foes a nearby Ally with your Spells and Attacks and when that happens, your character is for that while out of control for the player
Silence(Mute):
The victim becomes for short time unable to cast Spells
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A big No-No to those,we don't need such powerful CC;especially with the possible chance on 1V1 PvP .
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Jul 02, 2008, 09:24 PM // 21:24
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#3
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Furnace Stoker
Join Date: Mar 2007
Guild: Our Crabs Know True [LOVE]
Profession: R/
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I'm glad you don't design games. Your ideas suck. Those 'conditions' are either WAY overpowered or worthless. Take some math classes and learn how bad some of your numbers are.
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Jul 02, 2008, 09:25 PM // 21:25
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#4
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Desert Nomad
Join Date: Aug 2007
Location: Your backline
Profession: W/
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Some(read: most) of these conditions are simply awful.
Sleep, are you serious? Put 2 monks to sleep and it's gg ?
Unless of course your own team is stupid enough to hit them...
Please stop suggesting things
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Jul 02, 2008, 09:28 PM // 21:28
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#5
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Grotto Attendant
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
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If you lose 5% health from a condition every second then you die in 20 seconds. That's a heck of a lot of pressure.
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Jul 02, 2008, 09:28 PM // 21:28
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#6
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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Same as above, overpowered conditions. Deep wound sounds a little more precise than deadly wound and 20% - max health is already powerful. Most of those things look more like hexes then conditions. You should make skills not conditions >_<
Besides we can't really tell if these are too powerful until we know how much damage or max health and such GW2 will use, but for the GW1 current gameplay to compare, WAY overpowered.
And don't touch my cracked armor >_< -20 AL is WAY better then 15% penetration.
Last edited by ajc2123; Jul 02, 2008 at 09:31 PM // 21:31..
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Jul 02, 2008, 09:31 PM // 21:31
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#7
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Furnace Stoker
Join Date: Mar 2007
Guild: Our Crabs Know True [LOVE]
Profession: R/
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Quote:
Originally Posted by ajc2123
You should make skills not conditions >_<
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NO. NO. NO.
If you have read any of his suggestions you would know not to encourage him to do anything regarding a suggestion. I have yet to see him suggest something that would resemble logical thinking.
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Jul 02, 2008, 09:31 PM // 21:31
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#8
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Desert Nomad
Join Date: Sep 2007
Profession: N/
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Give up thinking of ideas. Please
also what the hell are you on about with the word 'power' GW doesnt have 'power' its has skills...
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Jul 02, 2008, 09:34 PM // 21:34
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#9
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Jungle Guide
Join Date: Sep 2006
Guild: Super Kaon Action Team [SuKa]
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These ideas rock. Go work for anet please and kick their butzz.
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Jul 02, 2008, 09:34 PM // 21:34
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#10
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Forge Runner
Join Date: Nov 2006
Profession: A/N
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Wow, some of these like Sorrow sound more like hexes or something. Also, what the guy above me said.
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Jul 02, 2008, 09:34 PM // 21:34
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#11
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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Quote:
Originally Posted by MagmaRed
NO. NO. NO.
If you have read any of his suggestions you would know not to encourage him to do anything regarding a suggestion. I have yet to see him suggest something that would resemble logical thinking.
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Whoa whoa easy. I jsut saw this one post. Most of the conditions seem more like mesmer/necro hexes than conditions, so that was the only thing I meant.
Refocus the anger where it is needed lol
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Jul 02, 2008, 09:40 PM // 21:40
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#12
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Ascalonian Squire
Join Date: Dec 2006
Guild: fluffy little kitten guild
Profession: Mo/E
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I reckon impotency would be a good disease
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Jul 02, 2008, 09:40 PM // 21:40
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#13
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Wilds Pathfinder
Join Date: Dec 2006
Location: That one place with the trees, mountains and snow
Guild: Ember Power Mercenaries [EMP]
Profession: Me/
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No one knows how the gameplay of Guild Wars 2 is like (except Arena Net, and they're not so talk active about Guild Wars 2).
Only thing I would like is getting rid of is conditions that could shut down an entire profession. (Blind/Daze)
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Jul 02, 2008, 09:41 PM // 21:41
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#14
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Desert Nomad
Join Date: Mar 2005
Location: Bellgium
Profession: W/E
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It's a well known fact that our beloved Phoenix tears is a genius troll
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Jul 02, 2008, 09:41 PM // 21:41
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#15
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Jungle Guide
Join Date: Dec 2005
Guild: CULT
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people taking Tears seriously and getting worked up over it LOL.
EDIT: hey i got a couple suggestions too, just need to rip em off MTG instead of FF. brb
Last edited by Sleeper Service; Jul 02, 2008 at 09:44 PM // 21:44..
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Jul 02, 2008, 09:45 PM // 21:45
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#16
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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Quote:
Originally Posted by Alexandra-Sweet
No one knows how the gameplay of Guild Wars 2 is like (except Arena Net, and they're not so talk active about Guild Wars 2).
Only thing I would like is getting rid of is conditions that could shut down an entire profession. (Blind/Daze)
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While those are very VERY annoying at times, most cases, there is at least one person in a party to get rid of conditions, or a selfheal such as mending touch, Antidote sig, Remedy sig (needs a buff imo), plague touch. So their not ENTIRELY bad, but if unprepared can be nasty.
PvP Is meta for condition removal pretty much and PvE you get heroes you can mod out with restore condition or others. BUT since GW2 will be soloable WITHOUT heroes and hench's then yea thos conditions need to be rethunk...rethinked?...um....changed
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Jul 02, 2008, 09:51 PM // 21:51
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#17
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Jungle Guide
Join Date: Feb 2007
Location: America.....got a problem with that?
Guild: [Lite]
Profession: W/
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hey, these ideas fail.
just so ya know
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Jul 02, 2008, 09:57 PM // 21:57
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#18
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Ooo, pretty flower
Join Date: Jan 2008
Location: Citadel of the Decayed
Guild: The Archivists' Sanctum [Lore]
Profession: N/
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The title is misleading. You say what conditions you want to see, then you put suggestions and ask how they are. In other words, your asking for a discussion on many people's ideas, but then put yours and ask only for opinions on your own conditions. That means that this belongs in Sardalec, under GW2 suggestion thread.
Your conditions seem to be flawed, I'll give my shot at fixing them.
Quote:
Originally Posted by Phoenix Tears
Poison:
Instead of having a Life Degeneration like in GW1, in GW2 a poisoned Player should lose every second 5% of the actual maximum Health the Character has.
So a Character with for example 1000 HP would lose every Second 50 HP as long the Poison lasts.
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This could work, but still more reasonable to keep it simple with degeneration.
Quote:
Bleeding:
Bleeding should work in GW2 like in GW1, dealign to the victim a Life Degeneration of -5
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Bleeding deals -3 regeneration, not -5. Unless they changed it since I last suffered from that. This should stay, but not be moved to -5.
Quote:
Deep Wound: > renamed to Deadly Wound
Same Effect as in Guild Wars1, but maybe increased to a 25% Malus of Max Health instead of 20%
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Keep the name, Deadly Wound sounds... bad. 20% is actually better then 25% though. So basically, just don't change this.
Quote:
Weakness:
Similar to the effect of GW1. No Attribute Lowering. Just the Damage dealt by weakened Foes will become lowered by 20%
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In terms of what it does, and not numbers, not a bad suggestion. I would say 5% is better for damage reduction. The main problem with this is that it has no effect over casters anymore.
Quote:
Burning:
Similar as Burning from GW1. Victims will suffer on a Life Degeneration, but lesser than in GW1, instead of -6, its only -4, therefore burning Foes will suffer also every second some extra damage, while moving, which will raise per second, so longer you move.
5% first second moving, 7,5% 2nd second and so on ... similar to the increasign damage effect of Savannah Heat and it will have longer duration.
Burning will also automatically heal Frost and vice versa.
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No, no, no, no. The damage increases as you move? Um. Burning REDUCES as you move usually, that being in real life. I think the only change should be Burning is removed by Frost, if that condition is added.
Quote:
Crippling: > renamed to Deformation
Physical Skills will receive all a 25% Chance to fail and Attack Speed will get reduced by 50%
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wth? Deformation? This suggestion makes this condition overpowered. Leave it at 33% slower movement.
Quote:
Paralysis:
Skills will reload 100% slower and the victim will receive more often Critical Hits
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reload? try recharge. 100% slower is too much. 50% slower is better. And about the Critical Hits, does that mean attacks that hit the person under this condition has a higher chance of a critical hit or that the person with this can make a critical hit more often. Your wording makes it sound like the latter, which makes no sense. And, if it means you get hit by critical hits, it's flawed. Critical Hits is based off of the person attacking, not the one getting attacked. Just leave this at skills recharge 50% slower.
Quote:
Petrification:
Movement Speed will slow down per second by 5%, until it reaches 100% and you'll be unable to move
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No, I'd rather see this be "Cannot move or use skills" all durations be EXTREMELY LOW. Like 5 seconds without any "condition lengthening" skills.
Quote:
Frost:
Will interrupt anything immediately, after that you will lose per Second 10% of your max Energy. Reaches the Energy 0, before Frost gets healed. Frost becomes to Unconciousness and the victim becomes knocked down for 5 seconds
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Better idea. Movement and Attack Speeds are reduced by 25%. Makes more sense to me. I don't see how being frozen deals with energy personally, but does with movement.
Quote:
Cracked Armor:
Instead of reducing the max Armor, Cracked armor will lead to, that physical Attacks will receive all a 15% Armor Penetration Bonus and physical/magical Attacks that will deal negative status ailments, like Burning or Poison will receive through that 50% longer durations due to lesser Armor Protection.
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Revision: You take 5% more damage from attacks. I do not see how degeneration deals with cracked armor myself, perhaps someone can explain that to me?
Quote:
Disease:
Will transpost following negative Conditions over to adjacent standing Allies of the targeted victim, if the targeted victim suffers on one of these conditions:
Bleeding, Poison, Weakness, Blindness, Disease itself.
No own Life Degeneration anymore, like in GW1
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Bleeding being spread. Don't see that. Poison and Weakness, maybe Blindness, and of course Disease, can all be spread. Take out the Bleeding, and sounds... ok. Not great, but ok.
Quote:
Fear:
The Victim will receive a 50% chance to miss with physical Attacks, but will receive from those double Adrenaline and will receive a Movement Speed bonus of 30%
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Why just physical? And why double Adrenaline? I understand the attacks and movement speed bonus, but nothing else. Ok suggestion overall, unlikely to happen (this would mainly be tied in with Necromancers and whatever will replace them in GW2).
Quote:
Apathy:The Victim will become unable to deal Critical Hits and whenever attacking physically the victim will loose 5% of the Characters Energy Points or your Skills will become all deativated for 10 Seconds.
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This sounds more like a hex to me, not a condition. But still overpowered. Leave it with the no Critical Hits.
Quote:
Exhaustion:
Same as in GW1, but not only for Ele Spells, this should be used in general to balance the more powerful Magic Spells of all Casters.
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In other words, you want it as a counter on more spells. Reasonable. Should only be the very powerful skills though.
Quote:
Sleep:
The target will become for short time unable to move or to use Skills, until the target will become hit by a Spell or by a physical Attack.
Hitting a sleeping foe will result in ever non blockable critical damage and will automarically end the Sleep Status.
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Just remove.
Quote:
Confusion:
Movement Control will play crazy and all your Skill Slots will get replaced with ?-Icons letting you not know, what Skills you use when clicking on the buttons and there might be a 25% chance, that you might target instead of your foes a nearby Ally with your Spells and Attacks and w/e
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How about just "movement is thrown off" like pressing forward makes you go backwards, left goes forward, right goes left, backwards goes right. But not always the same each time you get it. Don't think the skill change is good. Too powerful.
Quote:
Madness:
Attack Power of the Victim will increase by 25%, but Defense Power will go down by 25% too
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Reasonable.
Quote:
Slowness:
Skills will activate 100% slower than normal.
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Daze for spells, Blind for Attacks. No need for a poorly named condition like this.
Quote:
Silence(Mute):
The victim becomes for short time unable to cast Spells
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Seems like a buffed version of Daze to me. Just keep daze and be happy, that's powerful enough.
Quote:
Deafness:
The victim becomes for short time unable to receive buffs from Shouts/Cries or Songs
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Concise Version: You are not affected by Shouts, Chants, and Echos. This is a good one.
Quote:
Sorrow:
The Victim will receive 20% lesser Power from any Healings and no Adrenaline anymore.
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Wording, is bad. Here, let me rephrase using the amounts used in hexes and area effects of the game. You receive 2/3 healing from spells and lose all Adrenaline.
Overall, basic concepts are ok, but needs major revision.
My views on new conditions. Just add the Deafness concept and Frozen concept. That's all thats needed extra.
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Jul 02, 2008, 10:04 PM // 22:04
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#19
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Wilds Pathfinder
Join Date: May 2005
Location: United States
Profession: Me/
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There's a reason these things work in Final Fantasy single player games...
IT'S TURN BASED AND YOU HAVE ITEMS.
Dear God at some of these...
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Jul 02, 2008, 10:10 PM // 22:10
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#20
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Ascalonian Squire
Join Date: Jun 2008
Location: UK
Guild: [CBA]
Profession: Mo/W
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man too many conditions there...
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