Jun 21, 2006, 02:16 AM // 02:16
|
#2
|
Frost Gate Guardian
|
Well, they do need to be balanced, but I give my /sign of approval.
|
|
|
Jun 21, 2006, 03:06 AM // 03:06
|
#3
|
Academy Page
Join Date: Mar 2006
Guild: Elite Rifle Squad Faction
Profession: W/
|
definetly add some spice to guild wars. autoskills they will be named....
|
|
|
Jun 21, 2006, 04:37 AM // 04:37
|
#5
|
Frost Gate Guardian
Join Date: Jun 2005
Guild: Whats Going On [sup]
Profession: W/
|
they could jsut make enchantments without the energy degen, would be a simple solution to creating somthing like this
|
|
|
Jun 21, 2006, 06:59 AM // 06:59
|
#6
|
Forge Runner
Join Date: Nov 2005
Location: Among dead bodies.
Guild: The Republic of Sky Pirates
Profession: E/
|
enchants can be stripped/shattered/drained/defiled/whatever. If they are skills like endure pain or even like the new blessings it would be unremovable
|
|
|
Jun 21, 2006, 10:49 AM // 10:49
|
#7
|
Frost Gate Guardian
|
/not signed
more ideas to remove the challenge from this game? casting and maintaining enchantments are part of the fun of managing your character. taking that out and replacing them with auras will make this game nothing more than DOTA 3D.
|
|
|
Jun 21, 2006, 11:20 AM // 11:20
|
#8
|
Wilds Pathfinder
|
Like I'm saying to remove it there could be a mesmer skill that is like.
*Skill Name*
Cost 10 Energy. Spell. Target foes passive skills are disabled for 5...20 sec.
So after that duration is up the skill is active again. And some of the better skills would have penaties, like -10 energy and stuff like that (plz no - hp). But there will be ways to counter it and some sort of maintaining fee. Maybe all of them could have (-20% energy) for a penalty so you cant stack like 5 of them on you. And remember these would be weaker. So like if there would be a "autoskill" version of vital blessing, then it would probably only give 1/3 or 1/4 of what vital blessing gives.
|
|
|
Jun 21, 2006, 03:51 PM // 15:51
|
#9
|
Krytan Explorer
Join Date: Apr 2006
Guild: I dont like guilds...
Profession: Mo/E
|
/not signed
Permanent boosts like these wont work in GW
|
|
|
Jun 21, 2006, 05:42 PM // 17:42
|
#10
|
Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
|
Seems to go against what guild wars is about.
|
|
|
Jun 21, 2006, 05:52 PM // 17:52
|
#11
|
Rawr!
Join Date: Mar 2006
Location: Kentucky, USA
Guild: Team Love [kiSu]
Profession: Mo/
|
/signed conditionally
Definitely needs balance. For example, the speed boost for assassins, this perma-run... ew. However, I think it would create a greater challenge and variety, not less. Do you go with a more restricted, but boosted, build.... or do you take 8 skills without a boost, but more able to counter things?
The proposed Necro, Rit, and Ranger autoskills are conditional enough, and of such small magnitude, that I think they would work well. I mean, don't necros ALREADY have something like this in Awaken the Blood? I think as long as the benefits of the autoskills (and the inherent penalties, like -energy) were balanced against the benefits a seventh and eighth skill would provide.... it would be really, really neat.
-_- and, let's be honest. Guild wars now has skills, stances, spells, enchantments, and hexes (conditions too, but they are caused by skills and spells). An overly-simplistic Rock-Paper-Scissors only works for so long. C'mon, let's not be afraid of a bit more complexity.
Addendum: this is not a request for 394832904832 types of skills and elements and non-elementals and what have you. A little increase in complexity and diversity is good. Too much, and it starts to get stupid.
|
|
|
Jun 21, 2006, 06:04 PM // 18:04
|
#12
|
Krytan Explorer
|
i don't see how this would hurt anything, since you are sacrificing a skill slot for it,
i know i would rather use an "active" skill than a stance like passive one, but as long as they don't become something you absolutely need whatever you are thinking of doing, i don't see a problem
|
|
|
Jun 21, 2006, 06:37 PM // 18:37
|
#13
|
Wilds Pathfinder
|
Ya, I mean cmon, if skills like these get balanced out, and there are ways to counter them, then I don't see why you're against them so much. We pretty much have something like this already. W/Mo bring mending in 4v4. Cast it b4 the battle starts. He gets a penalty and I bet you 90% of the games they play it wont get removed. These skills are similar except the penalty is weaker, the positive affect is weaker, and it can be "disabled" just like maintanable enchants can be removed.
Also, other than maintainable enchantments, we already have passive skills/attributes. Every single pirmary attribute already has a passive affect. We also have runes and mods on weapons that give permenant affects too. So things like that already work.
And I'm not saying we have to use these skills, I'm just giving examples to show you what they would be like.
|
|
|
Jun 21, 2006, 08:01 PM // 20:01
|
#14
|
Forge Runner
Join Date: Nov 2005
Location: Among dead bodies.
Guild: The Republic of Sky Pirates
Profession: E/
|
i don't know if it's the idea here but what if these skill take a slot on you skill bar and are always active? Not being a special prof bonus from nowhere.
|
|
|
Jun 21, 2006, 08:24 PM // 20:24
|
#15
|
Frost Gate Guardian
Join Date: May 2006
Profession: W/Mo
|
better yet, make it like WoW...somewhat .... NOTE: the passives do NOT take up a skill slot
(based off ur Primary Profession)
Rangers: +10% range with all ranged weapons
Warriors: +5% attack speed with all melee weapons
Assassins: +5% running speed
Mesmer: +5% duration to hexes
Monks: +5% duration on Enchantments
Necromancers: -10% HP degen
Elementist: +5% energy
Ritualists: +5% duration on Spirits (or w/e)
idk, those are just crappy examples
but this could encourage more diverse builds...unlike all the W/Mo's ...
|
|
|
Jun 21, 2006, 08:40 PM // 20:40
|
#16
|
Wilds Pathfinder
Join Date: Aug 2005
Guild: SMS
Profession: E/Me
|
Quote:
Originally Posted by Remus00
better yet, make it like WoW... somewhat...
|
Nope, thanks for playing.
Quote:
Originally Posted by Remus00
idk, those are just crappy examples
but this could encourage more diverse builds...unlike all the W/Mo's ...
|
Innate bonuses are a bad, bad idea. They don't encourage diversity at all - quite the opposite. If there is one thing your class is best at, then there is really no reason to do something similar on another class. Alternatively, it leads to skills which actively rely on the innate abilities of their class - making them useless, or nearly so, on other classes. Any skills linked to a primary attribute are already like that; why add more?
There cannot be balance if there are no disadvantages to something. If you get a permanent, non-removable benefit to your character it needs a drawback.
|
|
|
Jun 21, 2006, 08:51 PM // 20:51
|
#17
|
Frost Gate Guardian
Join Date: Jan 2006
Location: America
Guild: Fugitives of Kurzick (Fok)
Profession: W/
|
/signed
Passive skills would need some tinkering to fit the guildwars style, but yeah this would cool to see.
|
|
|
Jun 21, 2006, 09:00 PM // 21:00
|
#18
|
Frost Gate Guardian
Join Date: May 2006
Profession: W/Mo
|
the disadvantage is u dont get teh passives of the other classes...For instance, i would like to have a Necro with -10% HP degen, but i would also like Warrior +5% attack speed...which one do i choose?
ppl airnt ganna be like...o, if my primary isnt a monk, with the +5% enchant duration, then X/Mo is useless
cuz rite now...for Ex. and E/Mo can, dare i say it, monk for a team, better than Lina the Hench[wo]man. this way Mo/E would be a more effective healer than an E/Mo, but just a little...
i dont know, i didnt really understand ur point, besides that its a bad idea, lol. (shame on me)
|
|
|
Jun 21, 2006, 09:13 PM // 21:13
|
#19
|
Frost Gate Guardian
Join Date: Jan 2006
Location: America
Guild: Fugitives of Kurzick (Fok)
Profession: W/
|
The E/mo has energy storage to buff its energy to spam heals more often so comparing it to a solely prot hench makes no sense to me.
|
|
|
Jun 21, 2006, 09:13 PM // 21:13
|
#20
|
of Brackenwood
Join Date: Oct 2005
Location: Ontario, Canada
|
Actually, I could see this as a primary focus for a new class. Actually, I could see these as Bard skills. With a few slight differences such as the need to "activate" them and only being able to use 1 at a time. Maybe even make them group effects. Hmm...
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 10:51 AM // 10:51.
|