Jul 02, 2008, 10:21 PM // 22:21
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#21
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Desert Nomad
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basically everything that can be said has been.
some of those conditions are ridiculously overpowered, some of them worthless
and it sounds like somebody's been playing a little too much final fantasy
Quote:
Originally Posted by netniwk
It's a well known fact that our beloved Phoenix tears is a genius troll
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doesn't mean im gonna miss an opportunity to tell somebody their ideas are bad.
Quote:
Originally Posted by Azazel The Assassin
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.
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um... so basically you wanna make weakness ever more worthless than the OP suggested?
Last edited by Rhamia Darigaz; Jul 02, 2008 at 10:30 PM // 22:30..
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Jul 02, 2008, 10:27 PM // 22:27
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#22
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Jungle Guide
Join Date: Sep 2007
Location: standing on your last control point, while the rest of your team is to busy killing mine
Guild: The Luminaries [Lumi]
Profession: A/
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Quote:
Originally Posted by BlackSephir
I'm suffering from Mental Retardation!
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/thread
conditions in GW are fine the way they are now, and we cant start speculating about GW2 until more information is released
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Jul 02, 2008, 10:31 PM // 22:31
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#23
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Wilds Pathfinder
Join Date: Apr 2008
Guild: The Raging Cadavers [rage]
Profession: R/
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Quote:
Originally Posted by Rhamia Darigaz
sounds like somebody's been playing a little too much final fantasy
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You cant play to much Final Fantasy! gogo December!!!
On a side note, there is no way I would remember, much less use most of these conditions. Three or four would be game over. Put casters to sleep, and slap whatever else on melee then game over.
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Jul 02, 2008, 10:35 PM // 22:35
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#24
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Desert Nomad
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@Azazel: Thank you for being yet the only one, that could give to this topic a kind of essentially answer.
Yes, this could be at the wrong place maybe, I wasn't really sure where to put that in and in the end I just wanted to know, what others want to see for conditions in GW2. I think in thsi case fitted the name of the thread into this place, as discussion about the conditions of the game and only because we know yet so less about GW2, doesn#t mean, that no one of us can make ideas of how the Conditions should work in GW2 - at least the game will become a complete new one, so mentioned numbers here play absolutely yet NO role for balance, because simply nobody of us can tell know, what will be anyhow balanced in GW2
So anyone who says the mentioned ideas here are unbalanced have (wow I must use this hated word for myself XD) made just invalid comments, that were based on comparement with GW1 ...this topic is NOT about GW1 if anyone of you have seen that, just to mention that ...
See if much people think it should stay just al the same 1:1 of GW1, or if some of you would like to see soem new condions and when so, which they should be and how they should work...
However, Azazel, you had some good points, lets see what kind of compromiss I can find ^^
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Jul 02, 2008, 10:42 PM // 22:42
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#25
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Jungle Guide
Join Date: Dec 2005
Guild: CULT
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ugh abilities in mtg REALLY dont work as conditions....they make some pretty cool skills though.
no surprise quite a few are ingame already.
anyways one condition missing :
Shadow
Having the Shadow condition results in the following.
A creature with shadow can’t affect creatures without shadow, and a creature without shadow cant affect creatures with shadow.
Multiple instances of shadow on the same creature are redundant.
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Jul 02, 2008, 10:45 PM // 22:45
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#26
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Desert Nomad
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Quote:
Originally Posted by Phoenix Tears
@Azazel: Thank you for being yet the only one, that could give to this topic a kind of essentially answer.
Yes, this could be at the wrong place maybe, I wasn't really sure where to put that in and in the end [/b]I just wanted to know, what others want to see for conditions in GW2.[/b] I think in thsi case fitted the name of the thread into this place, as discussion about the conditions of the game and only because we know yet so less about GW2, doesn#t mean, that no one of us can make ideas of how the Conditions should work in GW2 - at least the game will become a complete new one, so mentioned numbers here play absolutely yet NO role for balance, because simply nobody of us can tell know, what will be anyhow balanced in GW2
So anyone who says the mentioned ideas here are unbalanced have (wow I must use this hated word for myself XD) made just invalid comments, that were based on comparement with GW1 ...this topic is NOT about GW1 if anyone of you have seen that, just to mention that ...
See if much people think it should stay just al the same 1:1 of GW1, or if some of you would like to see soem new condions and when so, which they should be and how they should work...
However, Azazel, you had some good points, lets see what kind of compromiss I can find ^^
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about the first bolded quote:
the conditions i would like to see in gw2 are the following:
not what you suggested
about the second bolded quote:
gw2 would have to be radically, perhaps unrecognizably, different from the first game in order for these conditions to somehow be incorporated without breaking any chance at competitive pvp. i don't see this happening
Quote:
Originally Posted by Sleeper Service
ugh abilities in mtg REALLY dont work as conditions....they make some pretty cool skills though.
no surprise quite a few are ingame already.
anyways one condition missing :
Shadow
Having the Shadow condition results in the following.
A creature with shadow can’t affect creatures without shadow, and a creature without shadow cant affect creatures with shadow.
Multiple instances of shadow on the same creature are redundant.
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lol, agreed about the mtg cards making interesting skill ideas, a lot of gw mechanics and skills remind me of mtg.
and while the shadow condition might be as ridiculous as the OP's suggestions, it differs in that it would generate epic lulz
Last edited by Rhamia Darigaz; Jul 02, 2008 at 10:48 PM // 22:48..
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Jul 02, 2008, 11:51 PM // 23:51
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#27
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Frost Gate Guardian
Join Date: Apr 2007
Location: Englandshire, England.
Guild: The International Association of Mending Wammos
Profession: R/
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There is probably one worthwhile suggestion in the OP, the idea of "Deafness". The rest is mostly twaddle.
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Jul 03, 2008, 08:37 AM // 08:37
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#28
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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
So anyone who says the mentioned ideas here are unbalanced have (wow I must use this hated word for myself XD) made just invalid comments, that were based on comparement with GW1 ...this topic is NOT about GW1 if anyone of you have seen that, just to mention that ...
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They are indeed not overpowered due to the damage on them,but because they can shut a character down 100%
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Jul 03, 2008, 08:59 AM // 08:59
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#29
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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 Phoenix Tears
However, Azazel, you had some good points, lets see what kind of compromiss I can find ^^
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Please no. Let this die. Or ask a mod to lock it so the death will be quick and painless. Your ideas, although for GW2 are for a completely different game. GW2 will be very similar to GW, and you are suggesting it be made completely different.
And if it is an idea for GW2, there is a sticky topic for those ideas. You failed to post this in the right forum.
Let this die. Please.
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Jul 03, 2008, 04:27 PM // 16:27
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#30
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Lion's Arch Merchant
Join Date: Dec 2007
Location: Canada
Guild: Guildless QQ
Profession: W/
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"Phoenix's suggestions"
When you receive this condition, you can't move, cast spell, attack and suffer of 999 damage per second for 30 minutes.
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Jul 03, 2008, 05:34 PM // 17:34
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#31
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Krytan Explorer
Join Date: Oct 2005
Guild: Pantheon of Shadows [dei]
Profession: W/A
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You ever play the Pokemon games? Remember coming across a high-speed parasect and getting your entire team spore'd/sapped when you're maybe 15 tiles away from Capturing Mewtwo? Remember how frustrating it was not being able to do something because of overpowered conditions?
I see what you did there.
I thing GW2 should have:
1-3 degenerative conditions (Maybe cut disease, even though it's a cool concept, not as effective with different races)
Blindness (please reduce to 75% miss chance)
Weakness (fine as is, maybe chop the -1 all atts)
Dazed (without the easily interruptible clause)
Crippled
Even though I love using it, I'm not sold on Deep Wound being neccessary. It is awesome though ^_^
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Jul 04, 2008, 05:53 AM // 05:53
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#32
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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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Quote:
Originally Posted by Rhamia Darigaz
um... so basically you wanna make weakness ever more worthless than the OP suggested?
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5% off of damage via attacks was just a suggestion, as I do not like doing math. However, seeing how much damage through attacks assassins, warriors, and dervishes (those primarily) do, I think 5% is harmful but not killer. Maybe make it 10-20% less attacking damage instead?
Quote:
Originally Posted by Phoenix Tears
@Azazel: Thank you for being yet the only one, that could give to this topic a kind of essentially answer.
-snip-
However, Azazel, you had some good points, lets see what kind of compromiss I can find ^^
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Please note: I was not kind in your suggestions and my comments out of thinking that your idea has some value. I just hate being a flammer and I cannot stand posts that do not give any sort of constructive argument. Simple "no" or "you suck" or even "yes" does not suffice for me. I prefer to try to help those who could use help. I tried to make your -way too many- conditions less overpowering. As mentioned, the problem with your conditions were that they could shut down a single profession on their own, some multiple professions, which is what I tried to change.
Please do not take me as a nice person, I was just being constructive in this thread. If it does not help the purpose of the thread, to me, it does not belong.
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Jul 04, 2008, 11:15 AM // 11:15
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#33
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Desert Nomad
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So lets see...
Version 2.0:
Poison:
When poisoned a Character will lose every second 1% of its maximum Health.
Does a poisoned Character move, while being poisoned, then you will lose per second instead 3% of its max Health, cause of the Poison flowing quicker through your body. Will affect only fleshy foes again naturally
Bleeding:
While Bleeding, a Foe will suffer a Life Degeneration of -4 instead of -3
(will be buffed due to poison not being a Life Degeneration anymore)
Will affect only fleshy foes again naturally.
Deep Wound:
Max Health will get reduced by 20%.
Will affect only fleshy foes again naturally.
Weakness:
Weaknened Foes will deal 15% lesser damagy of any type, be it physical or magical damage. Weak Foes will be knockdowned also +1 Second longer, because they just need longer to stand up again.
Blindness:
Physical Attacks will have a 75% Chance to miss targeted foes, instead of a 90% chance like in GW1.
Burning:
Foes will suffer on a Life Degeneration of -6 and when standing near to adjacent Allies, there will be a chance, that those will start to burn too, Burning spreadign like Disease, therefore that Disease will have no own Life Degeneration anymore. Frost will End Burning and vice versa.
Disease:
Diseased Foes will start spreadign following Conditions over to their Allies, if they suffer on them personally:
Poison, Bleeding, Blindness, Weakness and Disease itself
Cracked Armor:
AL gets reduced by 20 and negative Conditions that hit you, like Poison or Bleeding will last 25% longer
Deformation:
Attack Speed will get reduced by 50% and you will move 33% slower than normal
Petrification:
Movement Speed will get reduced by 90% and you will suffer 75% lesser Damage from all sources, except Lightnings
Deafness:
You can't receive while suffering on Deafness buffs from Shouts and Songs.
Madness:
Attack Power will increase by 25%, but Defense Power will decrease also by 25%
Exhaustion:
Maximum Energy will decrease and will count for any powerful Spells, not only for those of Elementalists
Fear:
Physical as also Magical Skills will receive all a 33% Chance to fail, but will cost 20% lesser Energy for Casters - Melee Classes will receive 25% more Adrenaline from Attacks, that hit. When you are under Fear, you will also run 25% faster.
Paralysis:
Skills recharge 50% slower and while suffering on Paralysis you will not be able to block attacks
Slowness:
Skills activate 50% slower and you will suffer on -1 Energy Degeneration
Confusion:
All your Skills will have a 15% chance to hit instead an adjacent to nearby Ally or yourself, instead of the targeted foes and Healing Skills will have the chance to be casted on Foes instead.
Frost:
While being frosted, Critical hits on you will deal 15% more Damage and you will move 66% slower, than normal
Apathy:
While suffering on Apathy, you can't be either Target of Enchantments or Hexes and you will have a 15% lesser chance to perform Critical Hits
Sorrow:
While suffering on Sorrow, you will receive only 2/3 Healing from Spells and lose all your Adrenaline and you won't get new adrenaline from your own Attacks.
Silence:
When suffering on Silence, you will suffer on -3 Energy Degeneration and your Spells will all cost 50% more Energy
OK, this has not direct somethign to do with Silence, but increasing Energy Costs, while having lesser ER will lead to the point, that Casters can't cast so much anymore, what will lead quicker to "Silence" and it is not as powerful, than to disable direct the usage of Spells
Sleep(Tiredness): Will receive the Effect of the old Daze
Daze: You will be unable for the short duration of Daze (3secs like Burning) to use any Skills.
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So, thats the overworked V2.0, lot of nerfs based on Azazels Points or changed effects with compromisses.
Protection Insignias and Runes balance the whole thing more.
Now can come as much flamers as they want, my opinion stands
This is the final version and I think this should be balanced enough now.
Last edited by Phoenix Tears; Jul 04, 2008 at 11:19 AM // 11:19..
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Jul 04, 2008, 11:26 AM // 11:26
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#34
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Major-General Awesome
Join Date: Aug 2005
Location: Aussie Trolling Crew HQ - Event Organiser and IRC Tiger
Guild: Ex Talionis [Law], Trinity of the Ascended [ToA] ̖̊̋̌̍̎̊̋&#
Profession: W/
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Quote:
Originally Posted by Phoenix Tears
WALL OF TEXT WAS HERE
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I think someone cast Confusion on me when I was reading this, because I don't understand why any of this should be implemented in a game as complicated as Guild Wars.
__________________
I came when I heard you'd beaten the ELITE FOUR.
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Jul 04, 2008, 11:59 AM // 11:59
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#35
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Desert Nomad
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Quote:
Originally Posted by fenix
I think someone cast Confusion on me when I was reading this, because I don't understand why any of this should be implemented in a game as complicated as Guild Wars.
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because it will add more depth into the combat system and more skill to the overall gameplay of GW2 compared to GW1 and it will allow the Developers to give Guild Wars 2 a much better and logical game design in regard of the 8 Elements for Elementalists and other professions, like the Mesmer, which as Masters of illusions should be able to deal Confusions to their foes and that as a correct negative Condion and not only as stupid Fake Skills. Because thats what Illusions do, they confuse foes. The whole purpose of Illusions is it to confuse and irritate foes and nothign else.
Its also alot more obvious and logical, that for Example Earth Eles should deal petrifications with their Skills, not Blindness -.- Water Eles should be able to frost foes, like Fire Eles are able to burn them. That should be a real Condition, not just an unstrippable Movement Speed Reduction, like you get it through Skills like Deep Freeze. Frost is a physical Condition and no Hex at all, same like Burning is a physical condition -.-
That Deafness is as logical as Blindness should be obvious - its one condition that negates on of the human senses, namely hearing. I think about that fact must not be hold a discussion and that condition is simple missing and it should have been part of the game from the begin on balancewise against Warriors.
As same as logical like Deafness is Silence, when we are able to diable hearing, han its an easy condition to disable also speaking or to make it as least harder, than normal. When someone hits you with a sword at your mouth, I'm sure you will not be anymore so easily able to speak something >.>
Just for example.
All of those conditions have their logical points, you must have only the insight to see them.
Last edited by Phoenix Tears; Jul 04, 2008 at 12:02 PM // 12:02..
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Jul 04, 2008, 12:06 PM // 12:06
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#36
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Jungle Guide
Join Date: Dec 2005
Guild: CULT
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i actually want (some of) those conditions in Counter Strike Source 2.
Last edited by Sleeper Service; Jul 04, 2008 at 12:08 PM // 12:08..
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Jul 04, 2008, 10:58 PM // 22:58
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#37
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Lion's Arch Merchant
Join Date: Dec 2007
Location: Canada
Guild: Guildless QQ
Profession: W/
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If you could only have ONE negative effect on each condition, maybe it will be...balanced.
Seriously, Apathy on a monk = deaths for sure
Sorrow: WAYYYYY too overpowered, if you remove the 2/3 heals, it might be a "good"condition, but only if it's not long-lasting
Slowness: remove the -1 energy degen or keep it and remove the other effect.
Fear: For melee classes, it seems more good than bad.
Paralysis: Remove the "can't block" effect so it will be less overpowered. Put it short-lasting and it's fine.
Frost: I don't know why you put a 15% +dmg on a condition...that frost you.
Cracked armor: it's called cracked armor, not cracked skin, body, or simply illness.
Deafness: fine
Deep wound: Fine
Weakness : fine
Poison: fine
that's my 2 cents
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Jul 05, 2008, 05:59 AM // 05:59
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#38
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Forge Runner
Join Date: Jun 2006
Location: VA
Profession: Mo/
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Quote:
Originally Posted by MagmaRed
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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while he's at it, he can take some English and reading comprehension classes too . ..
Quote:
Originally Posted by Phoenix Tears
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
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The reason why you are confused about what part of speech it is, is because you are calling it the wrong thing. The condition is CRIPPLED which is an adjective. Thus you can say, "I am crippled", "I am burned", etc. You cannot say "I am crippling" though you can say "I am crippling that person" and use it as an action verb.
BTW, your suggestions beyond the not affected by shouts condition are all horrible.
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Jul 05, 2008, 06:47 AM // 06:47
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#39
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Krytan Explorer
Join Date: Jan 2007
Guild: W/Mo-Smashing Beast; Mo-Monk Beast
Profession: E/Me
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Quote:
Originally Posted by Sleeper Service
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
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Mana Burn FTW. You enter battle with all your mana, and if you have any left over by the time the battle's over, you get hit with that much damage.
That'll teach those 110 energy ele's...
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