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Old Jun 21, 2006, 09:27 PM // 21:27   #21
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Ranger:
Blinded Ranger: When you are blinded, you only have a 85-60% to miss attacks (instead of 90%) (Req Marksmanship)

I wouldn't take this over a condition removal skill
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Old Jun 22, 2006, 12:25 AM // 00:25   #22
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sacrificing a skill slot for boosts.

nice idea

but if a feature like this was added, it would make 90% of enchantments, spells and stances obsolete. Maybe if you sacrificed armor, energy, or something else for the boosts. Sort of a give and take kind of thing.

here are my ideas

Passive Skill 1
As long as this skill is equipped you gain (3..10) maximum energy and lose 1 energy regeneration.

Passive Skill 2
As long as this skill is equipped you lose (3..10) maximum energy and gain 1 energy regeneration.

they aren't that good but... at least i'm trying. =P
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Old Jun 22, 2006, 01:26 AM // 01:26   #23
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/signed, but they need to be more balanced. They would also only be for your primary class's attribute. For Warriors the passive would be Strength, Elementalists Energy storage, Rangers expertise, mesmers fast casting, so on and so forth.
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Old Jun 22, 2006, 02:16 AM // 02:16   #24
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Quote:
Originally Posted by Cjlr
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.
Did you read the whole thing? With the minus energy stuff and skills disabling enemy passive skills. This has a huge draw back. Unlike enchantments that you can just recast on yourself, you have to wait for the duration to be over for it to be active again. Also so its not too powerful, make it so you can only have one of these skills, or make them all elite. (just trying to throw out balancing suggestions)

Remus: Ummm no though we don't need it to be WoW heh.

"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." -- Yes that's the idea lol

and Bomb: I kinda like that idea
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Old Jun 22, 2006, 03:04 AM // 03:04   #25
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Sounds cool for a new class, and it would need to be balanced
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Old Jun 22, 2006, 06:00 AM // 06:00   #26
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I dont think we need to go outside the existing skill system for this. We already have things like Ritual Lord which have an enchantment-like effect but it is a simple "skill".

Then again, they added "weapon spells", so what the hell. Make passive skills have very convenient but weak effects - like "+1 health regen always" and stuff like that. Then you can use it to counter your vamp weapon brainlessly etc.
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Old Jun 22, 2006, 09:24 AM // 09:24   #27
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/singed

But for each advantage you get from the boost, you would also get some disadvantage other than just the loss of a skill slot. For instance:

Your maximum hp is increased by x, but suffer a constant -1 health regen.

Though it would make more sense for these to be in a new class instead of the current ones, mainly because factions didn't add any new skill types for the existing classes. In fact I don't think any class got any new skills of types they didn't also have in prophesis skills.
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Old Jun 22, 2006, 03:35 PM // 15:35   #28
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Quote:
Originally Posted by Sniper22
Did you read the whole thing? With the minus energy stuff and skills disabling enemy passive skills. This has a huge draw back. Unlike enchantments that you can just recast on yourself, you have to wait for the duration to be over for it to be active again. Also so its not too powerful, make it so you can only have one of these skills, or make them all elite. (just trying to throw out balancing suggestions)
I was really only responding to the part about innate bonuses someone suggested. Something that takes a skill slot at the very least would be much, much easier to balance and actually not a bad idea. I guess I forgot to mention that... .
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Old Jun 22, 2006, 04:39 PM // 16:39   #29
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Charm Animal is basically a passive skill of this type already. Kind of a special case, though.

I sort of like the idea, but I'm not sure it could be balanced well. Skills like this can't be removed, interrupted, or anything... there's basically no counter to them. That means they can't have too much of an effect on the game if they're to be balanced. And if they're not going to affect the game significantly, who would take them?

I'm not saying it can't be done, but I'm dubious.
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Old Jun 22, 2006, 04:43 PM // 16:43   #30
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/signed x100 ;D

Its really a cool idea nd would be a great addition.

Just one question, how many of these skills would there be for each class?
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Old Jun 22, 2006, 06:11 PM // 18:11   #31
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Quote:
Originally Posted by NatalieD
Charm Animal is basically a passive skill of this type already. Kind of a special case, though.

I sort of like the idea, but I'm not sure it could be balanced well. Skills like this can't be removed, interrupted, or anything... there's basically no counter to them. That means they can't have too much of an effect on the game if they're to be balanced. And if they're not going to affect the game significantly, who would take them?

I'm not saying it can't be done, but I'm dubious.
Again, they can be countered by having skills to disable them.

pappayaponta: Probably not too many skills, maybe like 3-5 each class.
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Old Jun 22, 2006, 07:42 PM // 19:42   #32
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Try this for a skill:

Blade of Fury

Warrior-Strength
you attack 5-15%faster, but gain 5-15% less adrenaline.

And
No atrrib
Disrupt
Distrupts a passive stance being used by you foe.
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Old Jun 22, 2006, 08:37 PM // 20:37   #33
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how about instead of passives, have some maintainables for classes other than monk
i wont give any examples, but i think it has promise
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Old Jun 22, 2006, 11:10 PM // 23:10   #34
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I love the idea of passive skills, but not just as a minor boost or alteration to a character, I think it would be great as a requirement to use certain skills.

About the only skill that is passive so far is a pet, by having the pet equipted you have a pet, and you can only use pet attacks if you have a pet with you, likewise, they could add some small passive skills, IMO they should be unremovable, and with that skill equipted you can use special skills which you typically wouldn't be able to use without it.

For instance, Elementist "no attribute" skill called High Mage, having this skill equipted gives you a permenate increase in energy regeneration of 1, and with it you can cast some spells which hit wider areas of effect. 1 energy regeneration is alot less than elementist enchantments which restore vast amounts of energy or return large portions of energy, but if it is a permenant improvement than it isn't subject to counters. With High Mage equipped you can cast Maintainable DoT spells which cost energy plus 2 maintenance, or DoT skills which effect a much larger radius, the way a real Firestorm should, because your required to use another skill slot which only grants a small boost to execute these spells it helps balance out the power of the skill, simularly to the low amount of energy required to use Beast Mastery attacks because it requires a pet.

A passive skill system like this can be used to add new skill types to many classes which would may not be balanced if they only required 1 skill. They can also allow things like a Warrior using 2 swords or axes, with a skill that gives the warrior a new attack speed and pattern, the warrior could put weapons in both hands and deal a slightly faster attack rate with alternating weapons. With some passive skills they could also include a trade off for more potent effects, if a passive skill cannot be removed than it needs to include it's own disadvantage. Lets say there is a Necromancer skill which reduces his minions degen by 2, but gives the necromancer a maintenance of 1, and perhaps degen of 1 as well. This is very simular to something like a vampiric weapon mod, which has a boost strong enough to require a drawback in order to balance with other mods.

Overall, I love the idea of passive skills, as well as skills which can only be used along with passive skills.
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Old Jun 23, 2006, 09:07 AM // 09:07   #35
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Quote:
Originally Posted by NatalieD
Charm Animal is basically a passive skill of this type already. Kind of a special case, though.

I sort of like the idea, but I'm not sure it could be balanced well. Skills like this can't be removed, interrupted, or anything... there's basically no counter to them. That means they can't have too much of an effect on the game if they're to be balanced. And if they're not going to affect the game significantly, who would take them?

I'm not saying it can't be done, but I'm dubious.
Charm Animal also has a noticable disadvantage: When the pet dies, you get an 8 second blackout.
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Old Jun 23, 2006, 02:52 PM // 14:52   #36
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Quote:
But for each advantage you get from the boost, you would also get some disadvantage other than just the loss of a skill slot.
wtf........ no one will use a slot for that shit if it has disadvantages. a slot is used for a slightley improvement. that's enough disadvantage!
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Old Jun 23, 2006, 04:05 PM // 16:05   #37
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I think these skills would add some interesting content to the game. You lose a skill slot for something useful, but you gain a pasive bonus. It is pretty much sacrifising a skill slot for a passive effect from an attribute. Perhaps have it so when a passive skill gets put into cooldown it is no longer active, something along the lines of MtG enchantments. I think having more then one up should be fine, because skills on a skill bar are always tight, and if people want to load up on passives they won't have any real bang or diversity. Also as any fun thing having skills that blackout passives would probably go in with passives to keep that Rock-Paper-Scissor feel going. Things that definitaly shouldn't happen are class-only passives. Having passives tied to an attribute line is fine, and even the primary attribute is fine, but everyone should be allowed to put them on their bar. Elite passives could exist as well, but once again you are giving up your elite for a passive bonus.
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Old Jun 23, 2006, 04:24 PM // 16:24   #38
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I'd say it all depends on the skill, whether it deserves a disadvantage or not. For an ele, bringing a passive skill that increase the radius of all AOE skills, for example, is a no-brainer; you always bring it unless you're going air. Thus perhaps a bit of a disadvantage would be in order there. For example, less energy or slightly reduced damage of those spells. An ele can easily spare the skill slot, so losing a slot is not a major disadvantage.

I'd like to suggest some others, just because it's fun to create spell ideas.

Mesmer:
  • Your spells cast 25-15% slower, but recharge 15% faster.
  • You take 20% less time to use your signets but they cost 2 energy.
  • Your hexes last 30% longer but you lose 2 energy when you cast them.
Necro:
  • When you sacrafice health, you sacrafice 10-50 less health.
  • Any wand or staff you weild deals cold damage and your attack speed is increased by 25% but does half as much damage. (Might make Spinal Shivers a bit too powerful.)
  • Any time you use a skill that steals life, you steal 10 less of it and gain 2 energy.
Monk:
  • Any time you cast a spell while maintaining an enchantment, the person you are maintaining it on gains 4-17 health.
  • Whenever you permenantly resurrect someone, they gain a 1% morale boost. (Does not work with Unyeilding Aura or Vengeance.)
Ele:
  • All spells that have an area of effect have a 10-30% wider radius but do 10% less damage.
  • Whenever you deal cold damage through a spell you gain 1 energy.
  • Whenever you are interrupted, that spell recharges 20-40% faster.
In addition, I could see most of these, in some form, being some sort of area effect group buff bard song.
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Old Jun 23, 2006, 04:38 PM // 16:38   #39
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They need a little work to be balanced, but /sign
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Old Jun 23, 2006, 04:55 PM // 16:55   #40
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/signed, we shouldhave already had passive skills.
Here are some other suggestions/ideas.

Warrior, Spiked armor. Melee attackers who hit you take 3 damage per strike.

Monk, Enhanced Return. When you heal a party member that was below 50% health you gain 2 energy.

Ranger, Poison resistance. Poison attacks against you have 10% chance of failing.

Mesmer, Lyssa's Boon Your Hexes last 10% longer

Elementalist, Unfatigueable. spells that cause exhaustion have a 10% chance of not causing exhaustion.

Necromancer, Vile Aura Melee attackers have a 5% chance per strike of being diseased for 3 seconds.

Assassin. Silent Veil. When you teleport. anyone targeting you drops their target.

Ritualist. Spiritual Stability, Gain 10 max health for each allied spirit in the area.

(I am not sure of the numbers for these, if they are unbalanced please disreguard, but i think we could have balanced passive abilites much like these and others)
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